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New KVM 2.0 Gears


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#1 HayrohsLegacy

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Posted 10 July 2011 - 07:17 PM

1293#Bellum Jahmadar#
Usable only in PVP and Siege zones.
When landing a regular physical hit it reduces DEF/MDEF of the target to 1 for 5 seconds. Does not affect skills.
Refine of the item increases attack speed (Lowered delay between attacks).
Type: Katar
Attack: 170
Weight: 120
Item Lv: 4
Req Lv: 95
Job: Assassin Type

1294#Bellum Scale#
Usable only in PVP and Siege zones.
This weapon doesn't affect the targets health, but instead drains 10% of the targets SP (Does not trigger on skill attacks).
Type: Katar
Attack: 50
Weight: 120
Item Lv: 4
Req Lv: 95
Job: Assassin Type

1395#Bellum Buster#
Usable only in PVP and Siege zones.
This weapon doesn't affect the targets health, but instead drains 10% of the targets SP (Does not trigger on skill attacks).
Unbreakable.
Type: Two Hand Axe
Attack: 50
Weight: 250
Item Lv: 4
Req Lv: 95
Job: Swordsman/Merchant Types

1492#Bellum Glave#
Usable only in PVP and Siege zones.
Increases physical damage versus players by 80%.
Increases attack power of spear boomerang and clashing spiral by 80%.
If refined to +9, has a high chance to reflect physical and magic attacks.
Type: Two Hand Spear
Attack: 250
Weight: 450
Item Lv: 4
Req Lv: 95
Job: Swordsman Type

1586#Bellum Bible#
Usable only in PVP and Siege zones.
MATK + 125. Heal effectiveness increased a bit with higher base level.
If refined to +6 or higher: Removes the cooldown of Lauda Agnus, Lauda Ramus, and Clearance. These skills cost 60 more sp.
Type: Book
Attack: 110
Weight: 60
Item Lv: 4
Req Lv: 95
Job: Priest/Sage Types, Taekwon Master

1587#Bellum Great Encyclopedia#
Usable only in PVP and Siege zones.
Increases physical damage against players by 80%, and bypasses 30% defense.
Each refine increases attack bonus against players by 1%.
Has a chance to add 200 attack when dealing physical damage.
Type: Book
Attack: 130
Weight: 100
Item Lv: 4
Req Lv: 95
Job: Priest/Sage Types, Taekwon Master

1661#Mental Destroyer#
Usable only in PVP and Siege zones.
A powerful staff designed to drain an enemy's spiritual power through magic.
INT + 10, MATK + 50, MDEF + 20.
When hitting an enemy they lose 10% of their SP. Refining increases the SP drained.
Unbreakable.
Type: One Hand Staff
Attack: 100
Weight: 140
Item Lv: 4
Req Lv: 95
Job: High Wizard

1775#Siege Craft Arrow S#
An arrow mass produced for use in siege battles.
When used with the Bellum Crossbow, increases physical damage vs players by 50%.
Type: Arrow
Attack: 45
Weight: 0.1
Attribute: Neutral
Req Lv: 130

1775#Siege Craft Arrow A#
An arrow mass produced for use in siege battles.
When used with the Bellum Crossbow, increases physical damage vs players by 20%.
Type: Arrow
Attack: 30
Weight: 0.1
Attribute: Neutral
Req Lv: 95

1832#Bellum Claw#
Usable only in PVP and Siege zones.
Increases physical damage against players by 100%.
If refined to +8, increases physical damage against players by an additional 20%.
If refined to +10, Using Fury autocasts Zen, and Guillotine Fist casting time removed. Drains 500hp every 3 seconds.
Type: Knuckle
Attack: 160
Weight: 65
Item Lv: 4
Req Lv: 95
Job: Priest/Monk Type

2016#Bellum Arcwand#
Usable only in PVP and Siege zones.
MATK + 220.
Increases magic attack power by 25%.
Adds 25% magic defense bypassing.
If refined to +6, adds MATK + 15%.
If refined to +9, decreases variable casting time by 50%, and reduces all fixed casting by 0.2s.
Type: Two Hand Staff
Attack: 110
Weight: 80
Item Lv: 4
Req Lv: 95
Job: Mage/Acolyte Types, Soul Linker

13072#Bellum Damascus#
Usable only in PVP and Siege zones.
When landing a regular physical hit it reduces DEF/MDEF of the target to 1 for 5 seconds. Does not affect skills.
Refine of the item increases attack speed (Lowered delay between attacks).
Type: Dagger
Attack: 180
Weight: 100
Item Lv: 4
Req Lv: 95
Job: Novice/Swordsman/Merchant/Archer/Thief Types, Soul Linker, Ninja

16020#Bellum Stunner#
Usable only in PVP and Siege zones.
When landing a regular physical hit it reduces DEF/MDEF of the target to 1 for 5 seconds. Does not affect skills.
Refine of the item increases chance to stun and attack speed (Lowered delay between attacks).
Type: Mace
Attack: 170
Weight: 150
Item Lv: 4
Req Lv: 95
Job: Novice/Swordsman/Acolyte/Merchant Types

16021#Bellum Flail#
Usable only in PVP and Siege zones.
When landing a regular physical attack, there's a chance to cause all non-curable status effects. Does not affect skills.
Higher refine increases your HIT and CRIT chance.
Unbreakable
Type: Mace
Attack: 170
Weight: 150
Item Lv: 4
Req Lv: 95
Job:Novice/Swordsman/Acolyte/Merchant Types

18113#Bellum Arbalest#
Usable only in PVP and Siege zones.
This weapon doesn't affect the targets health, but instead drains 5% of the targets SP (Does not trigger on skill attacks).
Type: Bow
Attack: 50
Weight: 110
Item Lv: 4
Req Lv: 95
Job: Archer/Rogue Types, Thief

18114#Bellum Crossbow#
Usable only in PVP and Siege zones.
Increases physical damage against players by 30%, adds 30% physical defense bypassing.
Each refine increases physical damage bonus by 1%.
Type: Bow
Attack: 110
Weight: 110
Item Lv: 4
Req Lv: 95
Job: Archer/Rogue Type, Thief

21001#Bellum Claymore#
Usable only in PVP and Siege zones.
Increases physical damage against players by 80%, adds 30% physical defense bypassing.
If refined to +6, adds an additional 40% physical damage bonus.
If refined to +9, adds a high chance to reflect physical and magical attacks.
Type: Two-Hand Sword
Attack: 260
Weight: 350
Item Lv: 4
Req Lv: 95
Job: Swordsman Type

21002#Bellum Katzbalger#
Usable only in PVP and Siege zones.
This weapon does not deal normal damage, but instead drains a fixed 8% of the targets HP (Does not trigger on skill attacks).
ASPD - 10.
Type: Two-Hand Sword
Attack: 100
Weight: 250
Item Lv: 4
Req Lv: 95
Job:Swordsman Type

2483#Siege Greaves[1]#
Usable only in PVP and Siege zones.
Reduces damage from players by 2%.
MDEF + 1.
Type: Shoes
Def: 30
Weight: 75
Req Lv: 95
Job: Swordsman/Merchant Type

2484#Siege Boots[1]#
Usable only in PVP and Siege zones.
Reduces damage from players by 1%.
MDEF + 5.
Type: Shoes
Def: 20
Weight: 50
Req Lv: 95
Job: Swordsman/Merchant/Thief/Archer Types, Ninja, Taekwon/Taekwon Master

2485#Siege Shoes[1]#
Usable only in PVP and Siege zones.
Reduces damage from players by 1%.
MDEF + 10.
Type: Shoes
Def: 15
Weight: 35
Req Lv: 95
Job: Novice/Mage/Acolyte Types, SOul Linker

2586#Siege Manteau[1]#
Usable only in PVP and Siege zones.
Reduces damage from players by 2%.
MDEF + 1.
Type: Garment
Def: 32
Weight: 60
Req Lv: 95
Job: All Except Novice

2587#Siege Muffler[1]#
Usable only in PVP and Siege zones.
Reduces damage from players by 2%.
MDEF + 10.
Type: Garment
Def: 15
Weight: 40
Req Lv: 95
Job: All Jobs

15046#Siege Plate[1]#
Usable only in PVP and Siege zones.
MDEF + 5.
Reduces damage from players by 2%.
If refined to +6, all received heals and healing item effectiveness + 12%.
If refined to +9, Max HP + 25%.
If equipped in combination with Siege Greaves and Siege Manteau, damage from players -15%.
Type: Armor
Def: 85
Weight: 330
Req Lv: 95
Job: Swordsman/Merchant Types, Taekwon/Taekwon Master

1547#Siege Suit[1]#
Usable only in PVP and Siege zones.
MDEF + 10.
Reduces damage from players by 2%.
If refined to +6, Perfect Dodge+ 5, received ranged damage - 20%.
If refined to +9, MaxHP + 15%.
If equipped in combination with siege shoes and shiege muffler, DEX + 5, damage from players - 15%.
Type: Armor
Def: 50
Weight: 75
Req Lv: 95
Job: Swordsman/Merchant/Thief/Archer, Taekwon/Taekwon Master, Ninja, Gunslinger

15047#Siege Robe[1]#
Usable only in PVP and Siege zones.
MDEF + 20.
Reduces damage from players by 2%.
If refined to +6, FLEE + 5, received ranged damage - 15%.
If refined to +9, MaxHP + 1000, MaxSP + 100.
If equipped in combination with siege shoes and shiege muffler, INT + 5, MDEF + 10, damage from players - 15%.
Type: Armor
Def: 40
Weight: 50
Req Lv: 95
Job: Novice/Mage/Acolyte Types, Soul Linker.

Info source: Doddler

Edited by HayrohsLegacy, 10 July 2011 - 07:20 PM.

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#2 CeruleanGamer

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Posted 10 July 2011 - 08:30 PM

From players exactly or demi-human in general?
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#3 Hrishi

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Posted 10 July 2011 - 08:42 PM

Hopefully never.
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#4 GuardianTK

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Posted 10 July 2011 - 08:53 PM

I hope these weapons/armors don't come to light.

Compare the Bellum Claw with the....Wait...There is no Instrument for either performer class to have with this update. In any case, this list of new weapons/armors is ridiculous.

Compare the armor sets too. All heavy armored classes get more hp(Specifically +15% more hp) while the classes that are normally for support only get +1000hp. That's hardly any bonus compared to what +15% hp will give. Way to balance things.

I hope these never see the light on iRO's servers.
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#5 HayrohsLegacy

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Posted 10 July 2011 - 09:12 PM

I want new stuffs but yea if they'll make things more horribly imba then forget bout this /meh
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#6 Majinakakillakam

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Posted 11 July 2011 - 05:44 AM

that is if kvm gets back running im trying to get kvm stuff whats up
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#7 Alyst

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Posted 11 July 2011 - 06:28 AM

I kinda hope they add everything so people actually kvm..

Also exactly whats all the QQ about the claw, suras are still op w/o it atm if you have access to decent gear. And did no one check out the new armor? They are just as game breaking, not to mention the HP+ on them.
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#8 cybernetic

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Posted 11 July 2011 - 03:08 PM

these aren't actually kvm 2.0 though. pretty sure you get them by other means in game.
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#9 GuardianTK

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Posted 11 July 2011 - 05:36 PM

Well this topic was brought up not too long ago. I suppose you didn't see it during that time to be posting this again.

http://forums.warppo...-kvm-v2-equips/

Seriously though, the armors are imbalanced when compared to one and the other's set effects.
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#10 Alyst

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Posted 12 July 2011 - 04:24 AM

Well this topic was brought up not too long ago. I suppose you didn't see it during that time to be posting this again.

http://forums.warppo...-kvm-v2-equips/

Seriously though, the armors are imbalanced when compared to one and the other's set effects.


Honestly, I'm not so sure. These items may actually level the playing field in WoE for some guilds, we'll have to see though. I'd actually like to see them go live for testing at some point.
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#11 Jaye

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Posted 12 July 2011 - 04:33 AM

Hopefully never.

+1
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#12 GuardianTK

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Posted 12 July 2011 - 07:33 AM

Honestly, I'm not so sure. These items may actually level the playing field in WoE for some guilds, we'll have to see though. I'd actually like to see them go live for testing at some point.

These armor sets do not help support classes at all and only serves to help the heavy classes. There's no instrument-type weapons for performer classes. Bellum Claw is definitely OP if it allows you to insta-cast GFist again and have a high default weapon Atk. That and the +120% damage on top of that if it's +10? It's already stronger than a +9 Glorious Morning Star even at +8. It's an upgraded version of a +9 KVM Fist, only this one's gonna kill you even if you wear a GR in WoE.
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#13 Knightlazarus

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Posted 15 May 2012 - 10:36 AM

LOL AT THE ONLY SPEAR BEING TWO HANDED LOL. What a fu*%ing joke.
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#14 Ralis

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Posted 15 May 2012 - 10:40 AM

/facepalm

Seriously? You necroed a nearly one year old thread to say that?
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