
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;
}















