Game version
Record of Merchant 2 artwork from Ragnarok Online
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);
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