
RENEWAL / ITEMS
Record of Archer [1]
#490400Armor
Record_Archer_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 (Right)
- Gender
- Both
- Required level
- 100+
- Jobs
- Bard Dancer, Hunter
- Class tiers
- All Third, Fourth
- Refineable
- No
- Trading & storage
- No restrictions
Record of Archer description & effects
Reduces global delay by 5%.
For every 2 level of skill Improve Concentration,
increases ranged physical damage to all enemies by 3%.
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Set Bonus
Old Camouflage Bunny Hood
Record of Archer
Increases critical damage by 15%.
Increases Focused Arrow Strike damage by 30%.
Able to use level 1 Cicada Skin Shed.
Increases cooldown time of skill Cicada Skin Shed by 10 seconds.
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Set Bonus
Old Maestro Song's Hat
Record of Archer
Or
Old Dying Swan
Record of Archer
Increases phyical damage to all size enemies by 15%.
Increases Severe Rainstorm damage by 30%.
Reduces cooldown skill of Severe Rainstorm by 1.5 seconds.
------------------------
Class : Accessory(Right) Defense : 0
Weight : 10
Required level : 100
Jobs : 3rd Archer Class
Item effect script
bonus bDelayrate,-5;
bonus bLongAtkRate,3*(getskilllv("AC_CONCENTRATION")/2);
Equipment sets
Set 1
Set effect
bonus bCritAtkRate,15;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",30;
skill "NJ_UTSUSEMI",1;
bonus2 bSkillCooldown,"NJ_UTSUSEMI",10000;
Set 2
Set effect
bonus2 bAddSize,Size_All,15;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",30;
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-1500;
Set 3
Set effect
bonus2 bAddSize,Size_All,15;
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",30;
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-1500;
Set 4
Set effect
if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter)
bonus2 bSkillCooldown,"RA_UNLIMIT",-90000;
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
bonus2 bSkillUseSPrate,"WM_SEVERE_RAINSTORM",60;
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-2000;
}
Set 5
Set effect
if (eaclass()&EAJL_THIRD && BaseJob == Job_Hunter)
bonus2 bSkillCooldown,"RA_UNLIMIT",-90000;
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Bard || BaseJob == Job_Dancer)) {
bonus2 bSkillUseSPrate,"WM_SEVERE_RAINSTORM",60;
bonus2 bSkillCooldown,"WM_SEVERE_RAINSTORM",-2000;
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(.@r/3);
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(.@r/3);
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3);
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3);
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3);
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"WM_SEVERE_RAINSTORM_MELEE",10*(.@r/3);




