
RENEWAL / ITEMS
Noblesse Attack Ring [1]
#490014Armor
Noblesse_Attack_Ring
Item stats
- DEF
- 5
- Slots
- 1
- Weight
- 0
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Accessory (Right)
- Gender
- Both
- Required level
- 100+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- No
- Trading & storage
- Restricted: Dropping, Trading, Cart storage, Storage, Guild storage, Mail, Auction
Noblesse Attack Ring description & effects
A noble ring with the Rune-Midgarts crest engraved on it.
Increased ASPD +3%
Variable Cast Time -5%
Critical Damage +5%
Class: Accessory (Right Slot) DEF: 5
Weight: 0
Required Level: 100
Job: All Jobs
Item effect script
bonus bAspdRate,3;
bonus bVariableCastrate,-5;
bonus bCritAtkRate,5;
Equipment sets
Set 1
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bMaxHPrate,5;
bonus bDelayrate,-5;
bonus2 bSkillAtk,"RK_DRAGONBREATH",10;
bonus2 bSkillAtk,"RK_DRAGONBREATH_WATER",10;
if (.@r >= 27) {
bonus bMaxHPrate,5;
bonus bDelayrate,-5;
bonus2 bSkillAtk,"RK_DRAGONBREATH",10;
bonus2 bSkillAtk,"RK_DRAGONBREATH_WATER",10;
}
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bCritAtkRate,5;
bonus2 bSkillAtk,"RK_IGNITIONBREAK",10;
if (.@r >= 27) {
bonus bAspd,1;
bonus bCritAtkRate,5;
bonus2 bSkillAtk,"RK_IGNITIONBREAK",10;
}
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bLongAtkRate,5;
bonus2 bSkillAtk,"LG_CANNONSPEAR",10;
if (.@r >= 27) {
bonus bAspd,1;
bonus bLongAtkRate,5;
bonus2 bSkillAtk,"LG_CANNONSPEAR",10;
}
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bDelayrate,-5;
bonus bCritAtkRate,5;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10;
if (.@r >= 27) {
bonus bDelayrate,-5;
bonus bCritAtkRate,5;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10;
}
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bDelayrate,-5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"RA_AIMEDBOLT",10;
if (.@r >= 27) {
bonus bDelayrate,-5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"RA_AIMEDBOLT",10;
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bLongAtkRate,5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10;
if (.@r >= 27) {
bonus bLongAtkRate,5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10;
}
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bAtkRate,2;
bonus2 bSkillAtk,"AB_DUPLELIGHT_MELEE",10;
bonus2 bSkillAtk,"AB_DUPLELIGHT_MAGIC",10;
if (.@r >= 27) {
bonus bAspd,1;
bonus bAtkRate,3;
bonus2 bSkillAtk,"AB_DUPLELIGHT_MELEE",10;
bonus2 bSkillAtk,"AB_DUPLELIGHT_MAGIC",10;
}
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bDelayrate,-5;
bonus2 bSkillAtk,"NC_AXETORNADO",10;
if (.@r >= 27) {
bonus bAspd,1;
bonus bDelayrate,-5;
bonus2 bSkillAtk,"NC_AXETORNADO",10;
}
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bLongAtkRate,5;
bonus2 bSkillAtk,"NC_VULCANARM",10;
if (.@r >= 27) {
bonus bAspd,1;
bonus bLongAtkRate,5;
bonus2 bSkillAtk,"NC_VULCANARM",10;
}
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bVariableCastrate,-5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"GN_CARTCANNON",10;
if (.@r >= 27) {
bonus bVariableCastrate,-5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"GN_CARTCANNON",10;
}
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bAtkRate,2;
bonus2 bSkillAtk,"GN_CART_TORNADO",10;
if (.@r >= 27) {
bonus bAspd,1;
bonus bAtkRate,3;
bonus2 bSkillAtk,"GN_CART_TORNADO",10;
}
Set 12
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bDelayrate,-5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"GC_ROLLINGCUTTER",10;
if (.@r >= 27) {
bonus bDelayrate,-5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"GC_ROLLINGCUTTER",10;
}
Set 13
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bAtkRate,2;
bonus bCritAtkRate,5;
if (.@r >= 27) {
bonus bAspd,1;
bonus bAtkRate,3;
bonus bCritAtkRate,5;
}
Set 14
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bDelayrate,-5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"SC_FATALMENACE",10;
if (.@r >= 27) {
bonus bDelayrate,-5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"SC_FATALMENACE",10;
}
Set 15
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bDelayrate,-5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"SU_PICKYPECK",10;
if (.@r >= 27) {
bonus bDelayrate,-5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"SU_PICKYPECK",10;
}
Set 16
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bLongAtkRate,5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"RL_R_TRIP",10;
if (.@r >= 27) {
bonus bLongAtkRate,5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"RL_R_TRIP",10;
}
Set 17
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bAtkRate,2;
bonus2 bSkillAtk,"RL_FIRE_RAIN",10;
if (.@r >= 27) {
bonus bAspd,1;
bonus bAtkRate,3;
bonus2 bSkillAtk,"RL_FIRE_RAIN",10;
}
Set 18
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bAspd,1;
bonus bAtkRate,2;
bonus2 bSkillAtk,"SJ_SOLARBURST",10;
if (.@r >= 27) {
bonus bAspd,1;
bonus bAtkRate,3;
bonus2 bSkillAtk,"SJ_SOLARBURST",10;
}
Set 19
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus2 bAddClass,Class_All,5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"SJ_FULLMOONKICK",10;
if (.@r >= 27) {
bonus2 bAddClass,Class_All,5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"SJ_FULLMOONKICK",10;
}
Set 20
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bLongAtkRate,5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"KO_HAPPOKUNAI",10;
if (.@r >= 27) {
bonus bLongAtkRate,5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"KO_HAPPOKUNAI",10;
}
Set 21
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bDelayrate,-5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"SR_KNUCKLEARROW",10;
if (.@r >= 27) {
bonus bDelayrate,-5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"SR_KNUCKLEARROW",10;
}
Set 22
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bMaxHPrate,5;
bonus bAtkRate,2;
bonus2 bSkillAtk,"SR_TIGERCANNON",10;
if (.@r >= 27) {
bonus bMaxHPrate,5;
bonus bAtkRate,3;
bonus2 bSkillAtk,"SR_TIGERCANNON",10;
}
Set 23
Set effect
.@r = getequiprefinerycnt(EQI_SHOES)+getequiprefinerycnt(EQI_GARMENT)+getequiprefinerycnt(EQI_ARMOR);
bonus bMaxHPrate,5;
bonus bAtkRate,2;
bonus bCritAtkRate,5;
if (.@r >= 27) {
bonus bMaxHPrate,5;
bonus bAtkRate,3;
bonus bCritAtkRate,5;
}

























