Game version
Nebula Armor of Stamina artwork from Ragnarok Online
RENEWAL / ITEMS

Nebula Armor of Stamina [1]

#450170Armor

Star_Armor_Of_Sta

Item stats

DEF
175
Slots
1
Weight
250
Armor level
2
Buy price
0 z
Sell price
0 z

Usage & restrictions

Type
Armor
Equipment position
Armor
Gender
Both
Required level
240+
Jobs
All jobs
Class tiers
All tiers
Refineable
Yes
Trading & storage
Restricted: Dropping, Trading, Cart storage, Guild storage, Mail, Auction

Nebula Armor of Stamina description & effects

Armor that has received the stamina energy of the star's power. Increases stamina. ------------------------ STA +1. MaxHP +10%. Every 2 refine, Def +15. ------------------------ If refine rate is 9 or higher, increases incoming heal effectiveness by 10%. If refine rate is 11 or higher, MaxHP + 15%. ------------------------ [Grade Bonus] [Grade D] Def + 5 and additional 2% increase received healing per 2 refine, RES + 1 per 4 refine. [Grade C] Def + 7 and additional 3% increase received healing per 2 refine, RES + 2 per 4 refine. [Grade B] MHP + 1% per 3 refine, RES + 3 per 4 refine. [Grade A] MHP + 2% per 3 refine, RES + 4 per 4 refine. ------------------------ Type : Armor Def : 175 Weight : 250 Armor Level : 2 Required Level : 240 Class : All
Item effect script
.@g = getenchantgrade();
.@r = getrefine();
bonus bSta,1;
bonus bMaxHPrate,10;
bonus bDef,15*(.@r/2);
if (.@r>=9) {
   bonus bHealPower2,10;
   if (.@r>=11) {
      bonus bMaxHPrate,15;
   }
}
if (.@g >= ENCHANTGRADE_D) {
   bonus bDef,5*(.@r/2);
   bonus bHealPower2,2*(.@r/2);
   bonus bRes,(.@r/4);
   if (.@g >= ENCHANTGRADE_C) {
      bonus bDef,7*(.@r/2);
      bonus bHealPower2,3*(.@r/2);
      bonus bRes,2*(.@r/4);
      if (.@g >= ENCHANTGRADE_B) {
         bonus bMaxHPrate,(.@r/3);
         bonus bRes,3*(.@r/4);
         if (.@g >= ENCHANTGRADE_A) {
            bonus bMaxHPrate,2*(.@r/3);
            bonus bRes,4*(.@r/4);
         }
      }
   }
}

Equipment sets

Set 1

Set effect

bonus bMaxHPrate,5;
bonus bRes,3;

Set 2

Set effect

.@r_armor = getequiprefinerycnt(EQI_ARMOR);
bonus bMaxHPrate,3;
if (getenchantgrade(EQI_ARMOR)>=ENCHANTGRADE_A) {
   bonus bMaxHPrate,(.@r_armor/2);
   bonus bRes,20*(.@r_armor/2);
}

Set 3

Set effect

.@r_armor = getequiprefinerycnt(EQI_ARMOR);
bonus bMaxHPrate,3;
if (getenchantgrade(EQI_ARMOR)>=ENCHANTGRADE_A) {
   bonus bMaxHPrate,(.@r_armor/2);
   bonus bRes,20*(.@r_armor/2);
}

Set 4

Set effect

.@r_armor = getequiprefinerycnt(EQI_ARMOR);
bonus bMaxHPrate,3;
if (getenchantgrade(EQI_ARMOR)>=ENCHANTGRADE_A) {
   bonus bMaxHPrate,(.@r_armor/2);
   bonus bRes,20*(.@r_armor/2);
}
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