Game version
Asteria's Boots-LT artwork from Ragnarok Online
RENEWAL / ITEMS

Asteria's Boots-LT [1]

#470205Armor

Astraea_Shoes_LT

Item stats

DEF
25
Slots
1
Weight
25
Armor level
2
Buy price
0 z
Sell price
0 z

Usage & restrictions

Type
Armor
Equipment position
Footgear
Gender
Both
Required level
190+
Jobs
All jobs
Class tiers
All tiers
Refineable
Yes
Trading & storage
No restrictions

Asteria's Boots-LT description & effects

All basic Status +3. MDEF+10. ------------------------ When refined to +10, If pure STR is 100, Max HP +10%,Max SP +10%. If pure INT is 100, reduces fixed casting time 0.5 seconds. If pure VIT is 100, physical damage taken from medium targets is -15%. If pure AGI is 100, ASPD +15%. If pure DEX is 100, delay after skill -7%. If pure LUK is 100, CRI +10, perfect dodge +5. ------------------------ When refined to +13, When POW 60 or higher, melee physical attack damage +15%. When STA 60 or higher, reduces after cast delay 8%, RES +30. When WIS 60 or higher, reduces after cast delay 8%, MRES +30. When SPL 60 or higher, increases all properties magic damage by +15%. When CON 60 or higher, increases range physical atttack damage by +15%. When CRT 60 or higher, H.PLUS +10, C.Rate +10. ------------------------ [Grade Bonus] [Grade D] RES +30, MRES +30. [Grade C] P.ATK, S.MATK +5. [Grade B] Increases physical/magic damage to enemies of all sizes by 15%. [Grade A] When refined to +13, reduces fixed casting 0.5 seconds. ------------------------ Type: Shoes Def: 25 Weight: 25 Armor Level: 2 Required Level: 190 Class: All Jobs
Item effect script
.@r = getrefine();
.@g = getenchantgrade();
bonus bAllStats,3;
bonus bMdef,10;
if (.@r>=10) {
   if (readparam(bStr)>=100) {
       bonus bMaxHPrate,10;
       bonus bMaxSPrate,10;
       if (readparam(bAgi)>=100) {
           bonus bAspdRate,15;
           if (readparam(bVit)>=100) {
               bonus2 bSubSize,Size_Medium,15;
               if (readparam(bInt)>=100) {
                   bonus bFixedCast,-500;
                   if (readparam(bDex)>=100) {
                       bonus bDelayrate,-7;
                       if (readparam(bLuk)>=100) {
                           bonus bCritical,10;
                           bonus bFlee2,5;
                       }
                   }
               }
           }
       }
   }
}
if (.@r>=13) {
   if (readparam(bPow)>=60) {
       bonus bShortAtkRate,15;
       if (readparam(bSta)>=60) {
           bonus bDelayrate,-8;
           bonus bRes,30;
           if (readparam(bWis)>=60) {
               bonus bDelayrate,-8;
               bonus bMRes,30;
               if (readparam(bSpl)>=60) {
                   bonus2 bMagicAtkEle,Ele_All,15;
                   if (readparam(bCon)>=60) {
                       bonus bLongAtkRate,15;
                       if (readparam(bCrt)>=60) {
                           bonus bHPlus,10;
                           bonus bCRate,10;
                       }
                   }
               }
           }
       }
   }
}
if (.@g>=ENCHANTGRADE_D) {
   bonus bRes,30;
   bonus bMRes,30;
}
if (.@g>=ENCHANTGRADE_C) {
   bonus bPAtk,5;
   bonus bSMatk,5;
}
if (.@g>=ENCHANTGRADE_B) {
   bonus2 bAddSize,Size_All,15;
   bonus2 bMagicAddSize,Size_All,15;
}
if (.@g>=ENCHANTGRADE_A) {
   if (.@r>=13) {
       bonus bFixedCast,-500;
   }
}

Equipment sets

Set 1

Set effect

bonus2 bSubRace,RC_All,10;
bonus bMaxHPrate,10;
bonus bMaxSPrate,10;

Set 2

Set effect

bonus bMaxHP,7000;
bonus bFixedCast,-500;
bonus bFlee2,12;

Set 3

Set effect

bonus bShortAtkRate,10;
bonus bLongAtkRate,10;
bonus2 bMagicAtkEle,Ele_All,10;
bonus bDelayrate,-8;
bonus bMaxHPrate,8;
bonus bMaxSPrate,8;
if (getequiprefinerycnt(EQI_SHOES)>=13) {
   bonus2 bSubSize,Size_All,5;
   bonus2 bMagicSubSize,Size_All,5;
   bonus2 bSubRace,RC_DemiHuman,3;
   bonus2 bSubRace,RC_Player_Doram,3;
   bonus2 bSubRace,RC_Player_Human,3;
}

Set 4

Set effect

bonus bAllStats,3;
bonus bMaxHPrate,15;
bonus2 bSubSize,Size_All,10;
if (getenchantgrade(EQI_GARMENT)>=ENCHANTGRADE_A && getenchantgrade(EQI_SHOES)>=ENCHANTGRADE_A) {
   bonus2 bResEff,Eff_Freeze,10000;
   bonus2 bResEff,Eff_Stone,10000;
   bonus2 bResEff,Eff_Stun,10000;
   bonus2 bResEff,Eff_Sleep,10000;
   bonus2 bResEff,Eff_Curse,10000;
}
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