Artwork unavailable
RENEWAL / ITEMS
[Not For Sale] Record of Archer [1]
#490401Armor
Comp_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
- Restricted: Dropping, Trading, Cart storage, Guild storage, Mail, Auction
No description is available. Available properties and effects are shown below.
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);



