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Author: GM Luna

Brewing

Alchemists can prepare various potions for fast on the go healing. They can even access potions stores do not supply, and lightweight variations.

Potion Math

Success Rate = [(Prepare Potion Lv × 3) + (Potion Research) + (JobLv × 0.2) + (DEX × 0.1) + (LUK × 0.1) + (INT × 0.05) + Potion Rate]%

Potion Rate Potion
+20% Green Potion, Red Potion, Yellow Potion, Orange Potion, White Potion
+10% Alcohol
0% Acid Bottle Marine Sphere Bottle Bottle Grenade Plant Bottle
-5% Blue Potion, Anodyne, Aloevera. Condensed Green Potion and Condensed Red Potion
-7%Condensed Yellow Potion and Condensed Orange Potion
-10%Condensed White Potion
-15%Pink Potion, Beige Potion and Golden Potion
-20%Elixer and Condensed Blue Potion
-25%Condensed Pink Potion, Condensed Beige Potion and Condensed Golden Potion
-35%Condensed Elixer

Fame System

For Brewers there is a system in which players are ranked based on who can create the most potions.

  • Rank Point +1: 3 Condensed Potions created without failure in a row.
  • Rank Point +3: 5 Condensed Potions created without failure in a row.
  • Rank Point +5: 10 Condensed Potions created without failure in a row.

Materials

  • Red Herb
  • Yellow Herb
  • White Herb
  • Blue Herb
  • Green Herb
  • Powder Of Butterfly
  • Moth Dust
  • Fine Sand
  • Witchs Star Sand
  • Mould Powder
  • Poison Powder
  • Dry Sand
  • Star Dust
  • Dust Pollutant
  • Aloe
  • Ment
  • Stem
  • Poison Spore
  • Fabric
  • Tendon
  • Detonator
  • Maneater Blossom
  • Maneater Root
  • Heart of mermaid
  • Detrimindextra
  • Alcohol

Cooking

Cook/Chef can cook up various combinations of items to boost their stats temporarily. When a cooking item is eaten, HP and SP are recovered by a certain amount and stats increase by a certain amount. When consumed, stats will increase for 5 minutes, and stack with existing support skills (such as Blessing, etc).

A bonus from cooked food is lost if a character dies while still under the effects of the food item.

Process

  1. Make sure that all of the necessary items are in your inventory (not your cart). A cooking kit and Portable stove are required to use the cooking skill.
  2. A list of foods you can cook will appear, select the food you wish to make.
  3. If successful the food item will appear in your inventory.

Cooking Math (not meth)

Success Rate = 10 + [(mise en place Level) + (JobLv × 0.2) + (STR × 0.05) + (DEX × 0.1) + (LUK × 0.1)

Ranking System

  • Rank Point +1: For cooking successfully
  • Rank point +10: For advanced cooking successfully

Materials

  • Meat
  • monsters feed
  • orange
  • grape
  • strawberry
  • lemon
  • apple
  • banana
  • potato
  • yam
  • pumpkin
  • carrot
  • cookie
  • cake
  • candy
  • maestella fruit
  • honey
  • royal jelly
  • solid peach
  • dragon tail
  • clam flesh
  • nipper
  • fish tail
  • tentacle
  • unripe apple
  • bitter herb
  • overripe grape
  • pineapple
  • rainbow carrot
  • tropical banana
  • well dried bone
  • tantan noodles
  • sweet potato

Writing

The scribe class can use its writing abilities to create various scrolls, manuals and book class weapons, following much the same formula as alchemist and blacksmith.

Process

  1. Make sure that all of the necessary items are in your inventory (not your cart). A Pencil Case and Manuscript are required to use the writing skill.
  2. A list of items you can write will appear, select what you want to write out of the list.
  3. If successful, the written item will appear in your inventory.

Writing Math

[25 + (Writing Level) + (JobLv × 0.2) + (STR × 0.05) + (DEX × 0.1) + (LUK × 0.1) – (exp manual)]%

ManualSuccess
Exp Manual (200%)-20%
Valkyrie Manual (300%)-30%

Ranking System

  • Rank Point +1: For creating any writing item
  • Rank Point +5: for creating a valkyrie manual

Materials

  • worn out magic scroll
  • old magic book
  • bookclip of memory
  • torn magic book
  • worn out page
  • bloody page
  • Poring Card
  • Drops Card
  • Poporing Card
  • Marin Card
  • Yggdrasil Leaf

Weapons

Weapons in SOR:O come in three different sizes, and 5 different levels. The size of a weapon determines its potential damage output against a size of creature, whereas the level of weapon only really matters when it comes to refinements.

Weapon Sizes

Small Weapon’s deal 100% damage to small monsters and 75% to medium/large

  • Dagger
  • One-handed axe
  • Two-handed axe
  • Knuckle
  • Book
  • Bow
  • Revolver

Medium Weapon’s deal 100% damage to medium monsters and 75% to small/large

  • One-handed sword
  • Two-handed sword
  • Mace
  • Rod
  • Instrument
  • Katar
  • Fuuma Shuriken
  • Gatling Gun
  • Rifle

Large Weapon’s deal 100% damage to large monsters and 75% to small/medium

  • One-handed spear
  • Two-handed spear
  • Staff
  • Shotgun
  • Grenade Launcher

Armors

Armor in SOR:O are divided into eight types

Upper Headgear

Upper headgear is divided into four classifications.

  • All-Class: can be worn by most, if not all class’s
  • Clothe: Worn by Mage, Acolyte and Martial Artist
  • Leather: Worn by Thief, Merchant, Fighter and Archer
  • Plated: Worn by Guard and Warrior

Middle Headgear

Middle headgears are generally cosmetic, give a stat or provide a headgear slot.

Lower Headgear

Lower headgears are generally cosmetic or give some form of resistance.

Body Armor

Body armor is divided into six classifications.

  • All-Class: Can be worn by most, if not all class’s
  • Clothe: Worn by Mage, Acolyte and Martial Artist
  • Leather: Worn by Archer, Fighter and Thief
  • Scale Mail: Worn by Thief and Merchant
  • Chainmail: Worn by Warrior and Merchant
  • Platemail: Worn by Guard

Shield

Shield’s are divided into three classifications.

  • Light Shield’s: Worn by Mage, Acolyte, and Martial Artist
  • Leather Shield’s: Worn by Thief, Bard, Dancer, Crossbowman, Merchant
  • Heavy Shield’s: Worn by Guard

Garment

Garment’s are generally all class with some restrictions varying garment to garment.

Footgear

Footgear is divided into four classifications.

  • All-Class: Can be worn by most, if not all class’s
  • Light Footwear: Worn by Mage and Acolyte
  • Leather Footwear: Worn by Soldier, Warrior, Fighter, Thief, Merchant, Archer and Martial Artist
  • Plated Footwear: Worn by Guard and Warrior

Accesory

Accesories have a multitude of variations. Some classes can wear specific ones, some can only be used by specific classes. A lot of accessories are all-class. Most accessories provide a stat bonus, a low level skill, or minor defense/offense.

God Gears

God Gears or GG for short, are weapons and armors used by heroes of the past. Very powerful, and also very costly to create. Here is a list of all the planned god gears. All god gear is unbreakable in combat, and all god weapons are level 4 weapons. Level 4 weapons can only be used in the main hand, so duel wielding classes may use a level 4 main hand and a level 3 off hand weapon.

One-Handed Swords

  • Gram – 175 attack, +10 str, +10 dex, +10 con, pierces 10% of enemy defense (250 weight)
  • Excalibur – 150 attack, +10 int, +20 con, +20% natural hp recovery (225 weight)

Two-Handed Swords

  • Mimung – 275 attack, +20 con, +20 luk, 100% chance to leech 1% of your damage to heal yourself (500 weight)
  • Arondight – 290 attack, +5 all stats, +5% max sp (550 weight)

One-Handed Axes

  • Olympian Hatchet – 175 attack, +10 str, +10 agi, +5 con, +10% aspd (400 weight)
  • Asgardian hatchet – 175 attack, +10 dex, +20 luk (400 weight)

Two-Handed Axes

  • Labrys – 350 attack, +10 str, +20 con, +10 crit, +10 perfect dodge (750 weight)
  • Forsetis axe – 325 attack, +20 str, +20 agi, +5% max hp (700 weight)

One-Handed Spears

  • Rhongomiant – 160 Attack, +10 str, +15 con, 10% defense pierce (350 weight)
  • gungnir – 150 attack, +10 str, +20 dex, 1% hp leech at a 100% chance, seeking attack that never misses at 20% rate (350 weight)

Two-Handed Spears

  • Poseidons Trident – 250 attack, +5 str, +20 agi, enables use of level 5 double attack, -10% aftercast delay (600 weight)
  • Gunnars Atgeir – 265 attack, +15 str, +10 con, 10% defense pierce (650 weight)

Daggers

  • Fang of Skoll – 130 attack, str+10, dex+10, 10% damage to earth, wind, fire, water property (175 weight)
  • Carnwennan – 120 attack, +5 all stats, enable use of cloaking level 3 (200 weight)

Katars

  • Fangs of Fenrir – 250 attack, +10 con, +10 dex, +10 luk, +10% attack, 5% chance to cause bleeding (350 weight)

Maces

  • Mjolnir – 175 attack, +30 dex, +10% attack (400 weight)
  • Hammer of Hephaestus – 160 attack, +20 dex, +20 int (400 weight)

Books

  • 10 commandments – 110 attack, +10 con, +10 dex, +35% to all forms of healing, -10% cast time, -10% after cast, -3 seconds to cooldowns (250 weight)
  • Tome of Ragnarok – 125 attack, +10 con, +10 luk, matk+25%, -30% cast time, -20% cast delay (250 weight)
  • Necronomicon – 125 attack, +10 con, +10 agi, +25% matk, -30% cast time, -20% cast delay (250 weight)

Wands/Rods

  • Wand Of Dusk – 75 atk, +20 con, +10 int, +25% matk, allows the use of level 5 heal (225 weight)
  • Yggdrasil Wood Wand – 100 attack, +10 con, +20% heal efficiency, +2% heal effenciency per refine (225 weight)
  • gríðarvölr – 100 attack, +10 con, +10 int +20% matk, -20% cast time, -20% castdelay (225 weight)

Staves

  • Staff of Dawn – 100 attack, +10 int, +10 con, +40% matk, -20% cast time, -10% cast delay, +10% to heal skill (300 weight)
  • Staff of Merlin – 100 attack, +10 int, +10 luk, +40% matk, -20% cast time, -10% after cast (300 weight)
  • Gambanteinn – 100 attack, +10 int, +10 agi, +40% matk, -20% cast time, -10% after cast (300 weight)

Bows

  • Apollos Bow – 150 attack, +10 dex, +20 agi, +10 luk, +10% aspd (250 weight)
  • Mistletoe Bow – 175 attack, +20 dex, +10 agi, +10 luk, +20% ranged damage (200 weight)

Crossbows

  • Athena’s Crossbow – 105 attack, +10 dex, +10 agi, +20% ranged damage (200 weight)

Knuckles

  • Claw of Hatii – 175 attack, +10 str, +10 int, +20% aspd, +10% max hp/sp (300 weight)

Instruments

  • Bragis Harp – 120 attack, +10 agi, +10 int, +10 luk, sp usage -10%, +20% arrow Vulcan damage (200 weight)

Whips

  • Aphrodites whip – 120 attack, +10 agi, +10 int, +10 luk, sp usage -10%, +20% arrow Vulcan damage (200 weight)

Guns

  • Heaven and Hell – 150 attack, +10 all stats, +10% ASPD and ranged damage (250 weight)
  • M1 Garand – 200 attack, +50% crit chance, +20% ranged damage, aspd+20% (400 weight)
  • Bullet Storm – 100 attack, ASPD +50%, crit +20%, hit rate -100 (450 weight)
  • Peace Keeper – 250 attack, +20 dex, +20 agi, +30% aspd, splash damage (400 weight)
  • BFG – 666 attack, +20 all stats, +40% aspd, 10% chance to destroy enemy armor/wep well attacking, splash damage (777 weight)

Fuuma

  • Raijins claw – 222 attack, +5 all stats, +50% ranged damage, -20% cast time, -20% aftercast delay (333 weight)

Headgears

  • Ariadnes Diadem – 6 defense, 6 magic defense, +5% healing from all sources, +5% attack and magic attack, reduce damage from all sizes by 5% – Acolyte, Mage, and Martial Artist class (150 weight)
  • Níðhöggr leather cap – 8 defense, 8 magic defense, +10% attack, +5% max hp and sp – Fighter, Thief, Merchant, Martial Artist and Archer class (200 weight)
  • Goswhit – 10 defense, 10 magic defense, +10% max hp, +5% max sp, +50% hp and sp recovery – Soldier and Warrior Class (250 weight)

Body Armor

  • Merlins Garments – 6 defense, 10 magic defense, +10% magic attack, -10% variable cast time, 10% after cast delay reduction, +10 con, +25% resistance to water, fire, earth, wind, ghost, undead propertys – Mage class (400 weight)
  • Robes of Moses – 7 defense, 10 magic defense, +15% to healing skills, +10% max sp, +10% magic attack, +10 dex, +10 luk, +10 con +40% resistance to holy/shadow/undead propertys – Acolyte class (400 weight)
  • Black Belt uniform – 8 defense, 8 magic defense, +10% attack and magic attack, +5% max hp and sp, +10 all stats – Martial Artist Class (450 weight)
  • Babr-e Bayan – 8 defense, 14 magic defense, +25 Critical rate, -30% after cast delay, +20% crit damage, +10 agi, +10 dex, +5 perfect dodge, +40% resistance to earth property – Fighter and Archer class (500 weight)
  • Níðhöggr scales – 10 defense, 12 magic defense, +5% max hp, +25 flee, +50 attack, +30 luk, 10% chance to reflect single target offensive magic back at the caster, +40% resistance to wind property – Thief and Merchant Class (600 weight)
  • Brynhild – 12 defense, 10 magic defense, increases Max HP by 20 times your base level, and MaxSP by 5 times your base level.
    Increases physical damage by 10%, and increases your magic attack power by 10% – Warrior Class (800 weight)
  • Full Plate Of Ancient Hero – 16 defense, 8 magic defense, +20% max hp and sp, +200% natural hp and sp recovery – Soldier Class (1000 weight)

Garments

  • Asprika – 5 defense, 5 magic defense, -20% damage from all melee attacks, +20 flee, enables use of teleport level 1 – Acolyte, Mage, Archer, Martial Artist, Merchant Class (100 weight)
  • Tarnkappe – 6 defense, 6 magic defense, -20% damage from all elements, +20 flee, enables use of cloaking level 3 – Fighter, Thief, Warrior and Merchant Class (200 weight)
  • Mantle of Ancient Hero – 8 defense, 6 magic defense, +10% max hp, -20% damage from melee attacks, enables use of level 5 hiding – Soldier, Warrior, Fighter and Thief Class (300 weight)

Footgear

  • Talaria – 6 defense, 6 magic defense, +20% max hp and sp, enables use of level 4 leap – Acolyte, Mage, Archer and Martial Artist Class. (100 weight)
  • Sleipnir – 8 defense, 8 magic defense, +20% max hp and sp, +15% sp recovery, enables use of Celerity level 10 – Warrior, Fighter, Thief and Merchant Class (200 weight)
  • Boots Of Ancient Hero – 10 defense, 8 magic defense, +20% max hp and sp, enables use of level 10 Blessing – Soldier Class

Shield

  • Svalinn – 5 defense, 5 magic defense, +3000 hp, +20% resistance to all races, enables use of autguard level 5 – Acolyte, Mage and Martial Artist Class (300 weight)
  • Aegis – 7 defense, 7 magic defense, +2000 hp, +15% resistance to all properties, enables use of autoguard level 2 – Thief and Merchant Class (450 weight)
  • Pridwen – 10 defense, 10 magic defense, +1000 hp, enables use of level 5 assumptio – Soldier Class (600 weight)

Accessory

  • Brisingamen – 1 defense, 5 magic defense, +6 str, +6 agi, +6 int, +6 con, +10 luk, +20% to healing skills – Soldier/Mage/Acolyte Class (150 weight)
  • Meggingjard – 2 defense, 5 magic defense, +30 str, aspd+5% – Warrior/Fighter/Thief Class (800 weight)
  • Wolfssegen – 3 defense, 2 magic defense, +30 con, +10% to all forms of healing – Soldier/Mage/Acolyte Class (400 weight)
  • Andvaranaut – 1 defense, 5 magic defense, +10 agi, +10 dex, +10 luk, aspd+3%, crit +3 – Fighter/Thief/Archer Class (300 weight)
  • Seal of Solomon – 3 defense, 3 magic defense, +20 int, -10% cast time, -10% after cast delay – Warrior/Thief/Mage Class (300 weight)
  • Draupnir – 3 defense, 3 magic defense, +15 dex, +15 luk, +250 SP – Warrior/Fighter/Merchant Class (400 weight)
  • Svíagris – 3 defense, 3 magic defense, +5 to all stats, max hp +2000, max sp +100 – Merchant/Martial Artist/Archer and Super Novice Class (300 weight)

Super Novice & Ultra Novice

  • super special awesome hat – 5 defense, 5 magic defense, +5% max hp and sp, +5 to all stats, +10% healing and +5% resistance to all sizes (200 weight)
  • Super special awesome body armor – 8 defense, 8 magic defense, +10% max hp and sp, +10% resistance to all sizes, +25 flee, +25 hit, +5% attack and magic attack (500 weight)
  • Super special awesome shield – 7 defense, 7 magic defense, +2000 hp, +200 sp, +5% resistance to all elemental properties (350 weight)
  • super special awesome Cape – 5 defense, 5 magic defense, -20% damage from all melee attacks, +20 flee, +1000 hp and +100 sp (150 weight)
  • Super special awesome Booties – 7 defense, 7 magic defense, +25% max hp and sp, +20 flee, +5% resistance to all races (150 weight)

Refining

Refinement boosts the benefits you obtain from each piece of weapon and armor you wear, depending on the refine rate. The refinement level of gear is represented by a + in front of the equipment’s name. (Example, +7 Padded Armor[1]) All refines on armor will give the same benefits whether it is garment, body, headgear, footgear, or shield. If a refine fails, the weapon or armor gets destroyed and cannot be refunded, this makes refining very dangerous unless you have multiple pieces of equipment or a safety certificate.

Items needed to refine

  • Level 1 Equipment: Pharacon
  • Level 2 Equipment: Emveretarcon
  • Level 3 Equipment: Oridecon
  • Level 4 Equipment: Elunium
  • Level 5 Equipment: Mythicon

Refine Success Rates

Mastersmith’s Success rates

Each +1 Refine Gives

  • Level 1 Weapon: 1 attack, 1 magic attack, 0.1% critical rate, 0.1 precision
  • Level 2 weapon: 3 attack, 3 magic attack, 0.1% ASPD, 0.2% critical rate, 0.2 precision.
  • Level 3 Weapon: 5 attack, 5 magic attack, 0.1% ASPD, 0.3% critical rate, 0.3 precision
  • Level 4 Weapon: 7 attack, 7 magic attack, 0.2% ASPD, 0.4% critical rate, 0.4 precision.
  • Level 5 Weapon: 10 attack, 10 magic attack, 0.3% ASPD, 0.5% crit rate, 0.5 precision.

  • Level 1 Armor: 0.2 defense, 0.2 magic defense, 0.1 flee, 0.1 perfect dodge.
  • Level 2 Armor: 0.3 defense, 0.3 magic defense, 0.1 flee, 0.1 perfect dodge.
  • Level 3 Armor: 0.4 defense, 0.4 magic defense, 0.1 soft defense, 0.1 soft magic defense, 0.2 flee, 0.2 perfect dodge.
  • Level 4 Armor: 0.5 defense, 0.5 magic defense, 0.2 soft defense, 0.2 soft magic defense, 0.2 flee, 0.2 perfect dodge.
  • Level 5 Armor: 0.6 defense, 0.6 magic defense, 0.3 soft defense, 0.3 soft magic defense, 0.3 flee, 0.3 perfect dodge.

Elements

Various weapon’s in SOR:O have a chance to imbue your weapon for a time with an elemental property. This can potentially double the damage you deal too opposing elements. If you cannot obtain an element imbued weapon, other choices are available. First is the enchanter class, this support class can temporarily add an element to your weapon or armor. The second option is forging, blacksmiths can create weapons using their forging skills.

Elemental Table

Costumes

Costumes are a type of equipment that overrides what you are currently wearing, they are cosmetic headgears. They provide no benefits aside from cosmetic appearance.

What are cards?

In SOR:O, each and every monster has a very low chance to drop a card of itself. These cards are solidified forms of the creature’s soul granting you its power. You use a card by placing it into an equipment’s open card slot. For example, a Blade[4] has four weapon card slots, and Chainmail[1] has one armor card slot, lastly, a hood[1] has one garment card slot.

Most piece’s of equipment in the Upper headgear, Body armor, Shield, Garment, Footgear, Accessory, and Weapon can obtain up to four slots (Ex Hood[1]. Hood[2]. Hood[3], Hood[4]) However store-bought equipment generally has a low amount of them. Monsters tend to drop additional slotted equipment. If you’re lucky you may find a rare Slot Coupon. Slot coupons come in various grades and allow you to add a slot to a piece of equipment. Cards have some restrictions on what slots in a piece of equipment they can be put into.

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