Game version
Noblesse Magic Boots artwork from Ragnarok Online
RENEWAL / ITEMS

Noblesse Magic Boots [1]

#470017Armor

Noblesse_Magic_Boots

Item stats

DEF
20
Slots
1
Weight
0
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
Restricted: Dropping, Trading, Cart storage, Storage, Guild storage, Mail, Auction

Noblesse Magic Boots description & effects

Noble shoes with the Rune-Midgarts crest engraved on them. MATK +10, FLEE +10 If refined to 7 or higher, Fixed Cast Time -0.5 sec. If refined to 9 or higher, All elemental Magic damage +5% Class: Shoes DEF: 20 Weight: 0 Required Level: 100 Job: All Jobs
Item effect script
.@r = getrefine();
bonus bMatk,10;
bonus bFlee,10;
if (.@r>=7)
   bonus bFixedCast,-500;
if (.@r>=9)
   bonus2 bMagicAtkEle,Ele_All,5;

Equipment sets

Set 1

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bMatk,25;
bonus bDelayrate,-5;
bonus2 bSkillAtk,"LG_RAYOFGENESIS",10;
if (.@r >= 27) {
   bonus bMatk,25;
   bonus bDelayrate,-5;
   bonus2 bSkillAtk,"LG_RAYOFGENESIS",10;
}

Set 2

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"WM_REVERBERATION",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"WM_REVERBERATION",10;
}

Set 3

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"AB_ADORAMUS",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"AB_ADORAMUS",10;
}

Set 4

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bMatkRate,2;
bonus2 bSkillAtk,"WZ_METEOR",20;
if (.@r >= 27) {
   bonus bAspd,1;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"WZ_METEOR",20;
}

Set 5

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"SU_CN_METEOR",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"SU_CN_METEOR",10;
}

Set 6

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"WL_CRIMSONROCK",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"WL_CRIMSONROCK",10;
}

Set 7

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"WL_JACKFROST",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"WL_JACKFROST",10;
}

Set 8

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",10;
}

Set 9

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"SO_DIAMONDDUST",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"SO_DIAMONDDUST",10;
}

Set 10

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"NJ_KOUENKA",10;
bonus2 bSkillAtk,"NJ_HUUJIN",10;
bonus2 bSkillAtk,"NJ_HYOUSENSOU",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"NJ_KOUENKA",10;
   bonus2 bSkillAtk,"NJ_HUUJIN",10;
   bonus2 bSkillAtk,"NJ_HYOUSENSOU",10;
}

Set 11

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"SP_SWHOO",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"SP_SWHOO",10;
}

Set 12

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bMatkRate,2;
bonus2 bSkillAtk,"SP_CURSEEXPLOSION",10;
if (.@r >= 27) {
   bonus bVariableCastrate,-5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"SP_CURSEEXPLOSION",10;
}

Set 13

Set effect

.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bMaxHPrate,5;
bonus bMatkRate,2;
bonus5 bAutoSpell,"SO_PSYCHIC_WAVE",1,50,BF_SHORT,1;
if (.@r >= 27) {
   bonus bMaxHPrate,5;
   bonus bMatkRate,3;
   bonus2 bSkillAtk,"SO_PSYCHIC_WAVE",5;
}
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