
RENEWAL / ITEMS
Record of Merchant 2 [1]
#490411Armor
Record_Merchant2_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
- Alchemist, Blacksmith
- Class tiers
- All tiers
- Refineable
- No
- Trading & storage
- No restrictions
Record of Merchant 2 description & effects
ASPD + 10%.
Increase physical damage against all size enemies by 6%.
Increase Axe Boomerang, Arm Cannon, and Spore Explosion damage by 30%.
------------------------
Set Bonus:
Record of Merchant vol.2
Old Driver Band (Red)
Reduce Axe Boomerang cooldown by 2 seconds.
For every refine level of helmet, increase long range physical damage by 2%.
------------------------
Set Bonus:
Record of Merchant vol.2
Old Driver Band (Yellow)
Reduce Arm Cannon cooldown by 0.3 seconds.
For every refine level of helmet:
Increase long range physical damage by 1%.
Reduce global cooldown by 1%.
------------------------
Set Bonus:
Record of Merchant vol.2
Old Midas Whisper
Reduce Spore Explosion cooldown by 0.5 seconds.
For every refine level of helmet, increase Spore Explosion damage by 3%.
------------------------
Set Bonus:
Record of Merchant vol.2
Record of Merchant
When equipped by Mechanic class:
Reduce Arm Cannon variable casting time by 50%.
When using Axe Boomerang, there's a 35% chance to cast Axe Boomerang on the target.
When equipped by Geneticist class:
There's 15% chance to cast Spore Explosion lv. 10 on target when taking melee physical damage.
Reduce Spore Explosion variable casting time by 100%.
------------------------
Set Bonus:
Record of Merchant vol.2
Record of Merchant
Old Driver Band (Red)
For every 3 refine level of helmet:
Increase physical damage against all size enemies by 3%.
Increase Axe Boomerang damage by 30%.
------------------------
Set Bonus:
Record of Merchant vol.2
Record of Merchant
Old Driver Band (Yellow)
For every 3 refine level of helmet:
Increase physical damage against all size enemies by 3%.
Increase Arm Cannon damage by 10%.
------------------------
Set Bonus:
Record of Merchant vol.2
Record of Merchant
Old Midas Whisper
For every 3 refine level of helmet:
Increase physical damage against all size enemies by 3%.
Increase Spore Explosion damage by 30%.
------------------------
Class : Accessory (Left)
Def : 0
Weight : 10
Required Level : 100
Jobs : Merchant Class
Item effect script
bonus bAspdRate,10;
bonus2 bAddSize,Size_All,6;
bonus2 bSkillAtk,"NC_AXEBOOMERANG",30;
bonus2 bSkillAtk,"NC_ARMSCANNON",30;
bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",30;
Equipment sets
Set 1
Set effect
bonus2 bSkillCooldown,"NC_AXEBOOMERANG",-2000;
bonus bLongAtkRate,2*getequiprefinerycnt(EQI_HEAD_TOP);
Set 2
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus2 bSkillCooldown,"NC_ARMSCANNON",-300;
bonus bLongAtkRate,.@r;
bonus bDelayrate,-.@r;
Set 3
Set effect
bonus2 bSkillCooldown,"GN_SPORE_EXPLOSION",-500;
bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",3*getequiprefinerycnt(EQI_HEAD_TOP);
Set 4
Set effect
if (eaclass()&EAJL_THIRD && BaseJob == Job_Blacksmith) {
bonus2 bVariableCastrate,"NC_ARMSCANNON",-50;
bonus4 bAutoSpellOnSkill,"NC_AXEBOOMERANG","NC_AXEBOOMERANG",getskilllv("NC_AXEBOOMERANG"),350;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist) {
bonus3 bAutoSpell,"GN_SPORE_EXPLOSION",10,150;
bonus2 bVariableCastrate,"GN_SPORE_EXPLOSION",-100;
}
Set 5
Set effect
if (eaclass()&EAJL_THIRD && BaseJob == Job_Blacksmith) {
bonus2 bVariableCastrate,"NC_ARMSCANNON",-50;
bonus4 bAutoSpellOnSkill,"NC_AXEBOOMERANG","NC_AXEBOOMERANG",getskilllv("NC_AXEBOOMERANG"),350;
}
if (eaclass()&EAJL_THIRD && BaseJob == Job_Alchemist) {
bonus3 bAutoSpell,"GN_SPORE_EXPLOSION",10,150;
bonus2 bVariableCastrate,"GN_SPORE_EXPLOSION",-100;
}
Set 6
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_AXEBOOMERANG",30*(.@r/3);
Set 7
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_AXEBOOMERANG",30*(.@r/3);
Set 8
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_ARMSCANNON",10*(.@r/3);
Set 9
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"NC_ARMSCANNON",10*(.@r/3);
Set 10
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",30*(.@r/3);
Set 11
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bAtkRate,3*(.@r/3);
bonus2 bSkillAtk,"GN_SPORE_EXPLOSION",30*(.@r/3);




