
RENEWAL / ITEMS
Record of Thief 2 [1]
#490394Armor
Record_Thief2_TH
Item stats
- Slots
- 1
- Weight
- 10
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Accessory (Left)
- Gender
- Both
- Required level
- 100+
- Jobs
- Assassin, Rogue
- Class tiers
- All Third, Fourth
- Refineable
- No
- Trading & storage
- No restrictions
Record of Thief 2 description & effects
ASPD + 10%
Increase physical damage against all size enemies by 6%.
Increase Triangle Shot and Meteor Assault damage by 30%.
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Set Bonus:
Record of Thief vol.2
Old Bone Circlet
For every refine level of helmet, increase Meteor Assault damage by 6%.
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Set Bonus:
Record of Thief vol.2
Old Shadow Handicraft
For every refine level of helmet:
Increase long range physical damage by 2%.
Reduce global cooldown by 1%.
------------------------
Set Bonus:
Record of Thief vol.2
Record of Thief
When equipped by Guillotine Cross class:
Ignores 35% of physical defense of monsters of all races.
Reduce Meteor Assault cooldown by 0.35 seconds.
Reduce Meteor Assault variable casting time by 100%.
When equipped by Shadow Chaser class:
Reduce Triangle Shot variable casting time by 100%.
Guided Attack Chance + 70%.
------------------------
Set Bonus:
Record of Thief vol.2
Record of Thief
Old Bone Circlet
For every 3 refine level of helmet:
Increase physical damage against all size enemies by 3%.
Increase Meteor Assault damage by 30%.
------------------------
Set Bonus:
Record of Thief vol.2
Record of Thief
Old Shadow Handicraft
For every 3 refine level of helmet:
Increase physical damage against all size enemies by 3%.
Increase Triangle Shot damage by 10%.
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Class: Accessory (Left)
Def: 0
Weight: 10
Required Level: 100
Jobs: Thief and Ninja Class
Item effect script
bonus bAspdRate,10;
bonus2 bAddSize,Size_All,6;
bonus2 bSkillAtk,"SC_TRIANGLESHOT",30;
bonus2 bSkillAtk,"ASC_METEORASSAULT",30;
Equipment sets
Set 1
Set effect
bonus2 bSkillAtk,"ASC_METEORASSAULT",6*getequiprefinerycnt(EQI_HEAD_TOP);
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bLongAtkRate,2*.@r;
bonus bDelayrate,.@r;
Set 3
Set effect
if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin) {
bonus2 bIgnoreDefRaceRate,RC_All,35;
bonus2 bSkillCooldown,"ASC_METEORASSAULT",-350;
bonus2 bVariableCastrate,"ASC_METEORASSAULT",-100;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Rogue) {
bonus2 bVariableCastrate,"SC_TRIANGLESHOT",-100;
bonus bPerfectHitAddRate,70;
}
Set 4
Set effect
if (eaclass()&EAJL_THIRD && BaseJob == Job_Assassin) {
bonus2 bIgnoreDefRaceRate,RC_All,35;
bonus2 bSkillCooldown,"ASC_METEORASSAULT",-350;
bonus2 bVariableCastrate,"ASC_METEORASSAULT",-100;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Rogue) {
bonus2 bVariableCastrate,"SC_TRIANGLESHOT",-100;
bonus bPerfectHitAddRate,70;
}
Set 5
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"ASC_METEORASSAULT",30*(.@r/3);
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"ASC_METEORASSAULT",30*(.@r/3);
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"SC_TRIANGLESHOT",30*(.@r/3);
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"SC_TRIANGLESHOT",30*(.@r/3);


