
RENEWAL / ITEMS
Frontier Boots [1]
#22234Armor
FrontiaBoots
Item stats
- DEF
- 5
- Slots
- 1
- Weight
- 50
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Footgear
- Gender
- Both
- Required level
- 100+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Frontier Boots description & effects
ATK + 50
MATK + 50
MaxHP + 10%
MaxSP + 10%
When refined to 9 or higher,
ATK + 50
MATK + 50
MaxHP + 10%
MaxSP + 10%
Class: Shoes
DEF : 5
Weight: 50
Required Level : 100
Usable By: All Jobs
Item effect script
.@r = getrefine();
bonus bBaseAtk,50;
bonus bMatk,50;
bonus bMaxHPrate,10;
bonus bMaxSPrate,10;
if (.@r>=9) {
bonus bBaseAtk,50;
bonus bMatk,50;
bonus bMaxHPrate,10;
bonus bMaxSPrate,10;
}
Equipment sets
Set 1
Set effect
.@eq = getequiprefinerycnt(EQI_SHOES);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
bonus bDelayrate,-20;
if (.@eq >= 7) {
bonus2 bMagicAtkEle,Ele_Fire,.@weapon*3;
bonus2 bMagicAtkEle,Ele_Earth,.@weapon*3;
bonus2 bMagicAtkEle,Ele_Water,.@weapon*3;
bonus2 bMagicAtkEle,Ele_Wind,.@weapon*3;
}
Set 2
Set effect
.@eq = getequiprefinerycnt(EQI_SHOES);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillCooldown,"NC_AXETORNADO",-500;
if (.@eq >= 7 && .@weapon >= 7) {
bonus2 bSubClass,Class_Boss,30;
}
if (.@weapon >= 9) {
bonus2 bSubClass,Class_Boss,20;
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_SHOES);
.@a = readparam(bInt);
bonus2 bResEff,Eff_Bleeding,10000;
bonus2 bResEff,Eff_Sleep,10000;
if (.@r >= 7) {
bonus bAgi,6*(.@a/40);
bonus bAspdRate,6*(.@a/40);
if (.@a >= 120) {
bonus bFlee,100;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",50;
bonus2 bSkillAtk,"SC_TRIANGLESHOT",50;
}
}
Set 4
Set effect
.@eq = getequiprefinerycnt(EQI_SHOES);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSubRace,RC_DemiHuman,10;
bonus2 bSubRace,RC_Player_Human,20;
bonus2 bSubRace,RC_Player_Doram,20;
if (.@eq >= 7 && .@weapon >= 7) {
bonus bMaxHPrate,10;
bonus bMaxSPrate,10;
}
if (.@weapon >= 9) {
bonus2 bSubClass,Class_Normal,10;
}
Set 5
Set effect
.@eq = getequiprefinerycnt(EQI_SHOES);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSubRace,RC_DemiHuman,10;
bonus2 bSubRace,RC_Player_Human,20;
bonus2 bSubRace,RC_Player_Doram,20;
if (.@eq >= 7 && .@weapon >= 7) {
bonus bMaxHPrate,10;
bonus bMaxSPrate,10;
}
if (.@weapon >= 9) {
bonus2 bSubClass,Class_Normal,10;
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_SHOES);
bonus2 bSkillUseSP,"NJ_KIRIKAGE",10;
if (.@r >= 7) {
bonus2 bAddRace,RC_All,30;
bonus bCritAtkRate,30;
}
if (.@r >= 9) {
bonus bAspdRate,20;
bonus bCritAtkRate,20;
}
Set 7
Set effect
.@eq = getequiprefinerycnt(EQI_SHOES);
.@weapon = getequiprefinerycnt(EQI_HAND_R);
bonus2 bSkillCooldown,"KO_HUUMARANKA",-300;
if (.@eq >= 7 && .@weapon >= 7) {
bonus2 bSubClass,Class_Boss,30;
}
if (.@weapon >= 9) {
bonus2 bSubClass,Class_Boss,20;
}







