
RENEWAL / ITEMS
Black Eagle Ring [1]
#490586Armor
Black_Eagle_Ring_TH
Item stats
- Slots
- 1
- Weight
- 20
- Armor level
- 1
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Accessory (Left)
- Gender
- Both
- Required level
- 170+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- No
- Trading & storage
- No restrictions
Black Eagle Ring description & effects
Reduces delay after skill by 5%.
ATK + 100, ATK + 10%.
Increases long ranged physical damage by 15%.
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Set Bonus:
Black Eagle Ring [1]
Circlet of Time(Ranger) [1]
Reduces delay after skill by 5%.
For every 3 refine level of headgear,
increases physical damage to enemies of all sizes by 4%
If refine rate is 11 or higher,
reduces variable casting time of Aimed Bolt, Arrow Storm, Focus Arrow Strike by 100%
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Set Bonus:
Black Eagle Ring [1]
Temporal Jewel(Str) lv.3
Reduces fixed casting time by 0.5 seconds
For every 2 refine level of Headgear,
increases Aimed Bolt damage by 20%
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Set Bonus:
Black Eagle Ring [1]
Temporal Jewel(Dex) lv.3
Reduces delay after skill by 8%.
For every 2 refine level of Headgear,
increases Arrow Storm damage by 20%,
reduces Arrow Storm skill cooldown by 0.3 seconds.
------------------------
Set Bonus:
Black Eagle Ring [1]
Temporal Jewel(Luk) lv.3
Increases critical damage by 15%.
For every 2 refine level of Headgear,
increases Focused Arrow Strike damage by 20%
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Class : Accessory(Left)
Defense : 0
Weight : 20
Required Level : 170
Job : All Jobs
Item effect script
bonus bDelayrate,-5;
bonus bBaseAtk,100;
bonus2 bAddClass,Class_All,10;
Equipment sets
Set 1
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-5;
bonus2 bAddSize,Size_All,4*(.@r/3);
if (.@r>=11) {
bonus2 bVariableCastrate,"RA_AIMEDBOLT",-100;
bonus2 bVariableCastrate,"RA_ARROWSTORM",-100;
bonus2 bVariableCastrate,"SN_SHARPSHOOTING",-100;
}
Set 2
Set effect
bonus bDelayrate,-5;
bonus2 bAddRace,RC_All,10;
Set 3
Set effect
bonus bFixedCast,-500;
bonus2 bSkillAtk,"RA_AIMEDBOLT",20*(getequiprefinerycnt(EQI_HEAD_TOP)/2);
Set 4
Set effect
.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-8;
bonus2 bSkillCooldown,"RA_ARROWSTORM",-300*(.@r/2);
bonus2 bSkillAtk,"RA_ARROWSTORM",20*(.@r/2);
Set 5
Set effect
bonus bCritAtkRate,15;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",20*(getequiprefinerycnt(EQI_HEAD_TOP)/2);
Set 6
Set effect
bonus2 bAddSize,Size_All,20;
bonus2 bSkillAtk,"RA_AIMEDBOLT",10*(getequiprefinerycnt(EQI_HEAD_TOP)/2);
Set 7
Set effect
bonus2 bAddSize,Size_All,20;
bonus2 bSkillAtk,"RA_AIMEDBOLT",10*(getequiprefinerycnt(EQI_HEAD_TOP)/2);
Set 8
Set effect
bonus2 bAddRace,RC_All,15;
bonus2 bSkillAtk,"RA_ARROWSTORM",10*(getequiprefinerycnt(EQI_HEAD_TOP)/2);
Set 9
Set effect
bonus2 bAddRace,RC_All,15;
bonus2 bSkillAtk,"RA_ARROWSTORM",10*(getequiprefinerycnt(EQI_HEAD_TOP)/2);
Set 10
Set effect
bonus bBaseAtk,80;
bonus bCritAtkRate,15;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(getequiprefinerycnt(EQI_HEAD_TOP)/2);
Set 11
Set effect
bonus bBaseAtk,80;
bonus bCritAtkRate,15;
bonus2 bSkillAtk,"SN_SHARPSHOOTING",10*(getequiprefinerycnt(EQI_HEAD_TOP)/2);







