Game version
Record of Archer artwork from Ragnarok Online
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%. ------------------------ 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. ------------------------ 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);
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