Game version
Guardian Processor artwork from Ragnarok Online
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;
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8 directions · original animations

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Equipment 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;
   }
}
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