
RENEWAL / ITEMS
Guardian Processor
#19170Armor
Guardian_Processor
Item stats
- Weight
- 30
- Armor level
- 1
- Buy price
- 20 z
- Sell price
- 10 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Headgear (Top)
- Gender
- Both
- Required level
- 100+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Guardian Processor description & effects
Processor to control Madogear's power. Allow players to push the envelope when piloting the suit.
Class: Headgear
Defense: 0
Weight: 30
Requires Level: 100
Usable By: All Jobs
Reduces damage taken from Demi Human race enemies by 10%.
Reduces damage taken from Human Player race enemies by 10%.
If upgrade level is +7 or higher,
Reduces damage taken from Demi Human race enemies by an additional 2%.
Reduces damage taken from Human race enemies by an additional 2%.
Set Bonus
Guardian Processor
Pile Bunker
If Pile Bunker upgrade level is +7 or higher,
Aspd + 10%
Increases the skill damage bonus of Knuckle Boost by 30%.
Increases the skill damage bonus of Vulcan Arm by 50%.
If Pile Bunker upgrade level is +9 or higher,
Aspd + 10%
Increases the skill damage bonus of Knuckle Boost by an additional 30%.
Increases the skill damage bonus of Vulcan Arm by an additional 50%.
If Pile Bunker upgrade level is +10 or higher,
Reduces the cooldown of Pile Bunker by 1 second.
Item effect script
.@bonus = (getrefine() >= 7 ? 12 : 10);
bonus2 bSubRace,RC_DemiHuman,.@bonus;
bonus2 bSubRace,RC_Player_Human,.@bonus;
TRY IT ON
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The preview shows appearance; equipment requirements are listed in the item details.
Some additional particle effects use the game client’s internal renderer and are not included in this preview.
Build an outfit with this itemEquipment sets
Set 1
Set effect
.@r = getequiprefinerycnt(EQI_HAND_R);
if (.@r >= 7) {
.@aspd += 10;
.@bonus1 += 30;
.@bonus2 += 50;
if (.@r >= 9) {
.@aspd += 10;
.@bonus1 += 30;
.@bonus2 += 50;
if (.@r >= 10) {
bonus2 bSkillCooldown,"NC_PILEBUNKER",-1000;
}
}
bonus2 bSkillAtk,"NC_BOOSTKNUCKLE",.@bonus1;
bonus2 bSkillAtk,"NC_VULCANARM",.@bonus2;
bonus bAspdRate,.@aspd;
}
Set 2
Set effect
bonus bAllStats,1;
bonus2 bSubRace,RC_DemiHuman,2;
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_ARMOR);
bonus2 bSubRace,RC_DemiHuman,3;
if (.@r>=7) {
bonus bMaxHPrate,10;
bonus2 bSubRace,RC_DemiHuman,2;
if (.@r>=9) {
bonus bMaxHPrate,10;
bonus2 bSubRace,RC_DemiHuman,2;
}
}
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_GARMENT);
bonus2 bSubRace,RC_DemiHuman,3;
if (.@r>=7) {
bonus2 bSubEle,Ele_Holy,15;
bonus2 bSubEle,Ele_Dark,15;
bonus2 bSubRace,RC_DemiHuman,1;
if (.@r>=9) {
bonus2 bSubEle,Ele_Holy,15;
bonus2 bSubEle,Ele_Dark,15;
bonus2 bSubRace,RC_DemiHuman,1;
}
}
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_SHOES);
bonus2 bSubRace,RC_DemiHuman,3;
if (.@r>=7) {
bonus bAspdRate,5;
bonus2 bSubRace,RC_DemiHuman,1;
if (.@r>=9) {
bonus bAspdRate,5;
bonus2 bSubRace,RC_DemiHuman,1;
}
}





