Weapons in SOR:O come in three different sizes, and 4 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.
Small Weapon’s deal 100% damage to small monsters and 75% to medium/large
Medium Weapon’s deal 100% damage to medium monsters and 75% to small/large
Large Weapon’s deal 100% damage to large monsters and 75% to small/medium
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 Soldier and Warrior
Middle headgears are generally cosmetic, give a stat or provide a headgear slot.
Lower headgears are generally cosmetic or give some form of resistance.
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 Soldier
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 Soldier
Garment’s are generally all class with some restrictions varying garment to garment.
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 Soldier and Warrior
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 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.
BFG – 666 attack, +20 all stats, +40% aspd, 10% chance to destroy enemy armor/wep well attacking, splash damage (777 weight)
Raijins claw – 222 attack, +5 all stats, +50% ranged damage, -20% cast time, -20% aftercast delay (333 weight)
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)
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)
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)
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
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)
Refinement boosts the benefits you obtain from each piece of weapon and armor you wear, depending on the refine rate. The refine level of a gear is represented by a + in front of the equipment’s name. (Example, +7 Padded Armor) All refines on armor will give the same benefits whether it is garment, body, headgear, footgear or shield. Weapon refinements are based on the level of weapon you upgrade. 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 safe certificate.
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 and armors using their forging skills. A fully made piece of equipment (example a 3 star crumbed claymore) can be passed along to an enchanter to have the weapon permanently endowed with an element.
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 creatures soul granting you its power. You use a card by placing it into a equipment’s open card slot. For example, a Blade has four weapon card slots, and Chainmail has one armor card slot, lastly a hood 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. Hood. Hood. Hood, Hood) However store bought equipment generally has no slots, or a low amount of them. Monsters tend to drop additionally slotted equipment. If your lucky you may find a rare Slot Coupon. Slot coupons come in various grades and allow you to add a slot to a equipment. Cards have some restrictions on what slots in a piece of equipment they can be put into.
arc angeling – increases max hp by 500 and hp/sp recovery by 200%
ungoliant – immunity to bleeding, hp/sp recovery +100%
permeter – +5% resistance to all races
coco – def+1, increase sleep resistance by 20%
ghoul – def+1, increase poison resistance by 20%
stainer – def+1, increase silence resistance by 20%
stalatic golem – def+1 increase stun resistance by 20%
martin – def+1, increase blind resistance by 20%
wooten fighter – def+1, increase bleeding resistance by 20%
wooten shooter – def+1, increase confusion resistance by 20%
gemini – [Base Agility >= 90] Add a 30% resistance against Silence and Stun // [Base Constitution >= 80] Add a 50% resistance against Stone Curse and Sleep.
deviruchi – str+1, immunity to blind
giearth – dex+1, immunity to confusion
marduk – int+1, immunity to silence
nightmare – agi+1 immunity to sleep
Second headgear slot
carat – int+2, if headgear is +9 or above, max sp +150
incubus – INT -3 Maximum SP +150 SP Recovery -20%, [+ Succubus Card] INT +4, SP Recovery +30%
isilla – INT +2, Each magic cast has a chance of reducing cast time by 50% and Flee +30 for 5 seconds.
rideword – int+1, 0.01% chance to obtain an old card album when fighting monsters
tower-keeper – int+1, reduce casting time by 5%
Oak – max sp +80
gibbit – mdef +5
holden – luk+2
Old Oak – dex+2
evil nymph – int+2
ragged zombie – str+2
marin – agi+2
poporing – con+2
Third headgear slot
banshee – [Mage and Mage Upper Classes] Max SP + 100, Max HP – 100, Inflict 20% more damage with Soul Strike, Napalm Beat, Napalm Vulcan.
cramp – add a small chance to obtain money from killing monsters, if using a tarou card as well, str+3
dryad – 0.1% add a chance of gaining ‘green live’ each time a plant monster is killed. add a 10% resistance to earth element attacks blue acidus – 0.1% Add a chance of gaining ‘Wind of Verdure’ each time an dragon monster is killed. Add a 10% resistance against Wind Property attacks.
leaf cat – 0.1% chance of gaining ‘crystal blue’ each time a fish monster is killed, add a 10% resistance against water property attacks
blazer – 0.1% chance of gaining ‘red blood’ each time a brute monster is killed, add a 10% resistance against fire property attacks
beholder – 0.1% chance of gaining ‘solar amber’ each time a angel monster is killed, add a 10% resistance against holy property attacks
snowier – 0.1% chance of gaining ‘moonstone’ each time a demon monster is killed, add a 10% resistance against shadow property attacks
wind ghost – 0.1% chance of gaining ‘spirit shard’ each time a formless monster is killed, add a 10% resistance against ghost property attacks
Tengu – 0.1% chance of gaining ‘glowing diamond’ each time a undead monster is killed, add a 10% resistance against undead property attacks
poison spore – 0.1% chance of gaining “quartz grain” each time a insect monster is killed, add a 10% resistance against poison property attacks
myst case – add a small chance of obtaining ‘gift box’ when killing monsters
grand peco – Add a 5% chance of auto casting Level 1 Gloria on the user when the user receives Physical Damage. [+ Peco Peco Card] DEF + 3 CON + 3
knocker – Increases damage on Formless monster by 5%. A small chance to get Rough Oridecon and Rough Eluminium from Formless monster.
Fourth Headgear Slot (or middle headgears 1 slot)
Kublin – +10% atk
Oni – +10% matk
Rekenber – ignore 50% of physical defense
Vesper – ignore 50% of magic defense
Evil snake lord – +15% neutral resistance
Orc hero card – immunity to stun, poison, bleeding, sleep.
White lady – Increases the effectiveness of healing skills by 30% when they are cast by the wearer. max sp +10%
Valkyrie Alruna – Increases the effectiveness of healing skills by 30% when they are cast by the wearer
Valkyrie Herja – Enables use of level 10 heal
Garm – increase damage to poison, ghost, fire type enemies by 25%
Maya purple – Enable its user to detect hidden enemies
Kiel D-01 – reduces all skills aftercast delay by 25%
Alice card – reduces damage from MVP class monsters by 40%, but increases damage from normal class monsters by 40%
ancient mummy – increase damage/magic damage to undead element by 15%
aqua elemental – increase damage/magic damage to water element by 15%
arclouze – increase damage/magic damage to fire element by 15%
centipede – increase damage/magic damage to poison element by 15%
cornus – increase damage/magic damage to holy element by 15%
dark shadow – increase damage/magic damage to shadow element by 15%
draco – increase damage/magic damage to earth element by 15%
high orc – increase damage/magic damage to neutral element by 15%
luciovespa – increase damage/magic damage to wind element by 15%
mi gao – increase damage/magic damage to ghost element by 15%
leibolimi – reduce damage from angel monsters by 30%
bigfoot – reduce damage from insect monsters by 30%
parasite – Reduce damage from Plant monster by 30%
orc warrior – reduce damage from brute monsters by 30%
penomena – reduce damage from formless monsters by 30%
rafflesia – reduce damage from fish monsters by 30%
sky petite – reduce damage from dragon monsters by 30%
teddy bear – reduce damage from undead monsters by 30%
thara frog – reduce damage from demi human monsters by 30%
Kalitsburg – reude damage from demon monsters by 30%
Hodremlin – Reduces physical damage received from Small, Medium and Large size monsters by 15%. Has a chance of gaining Perfect Dodge +30 for 10 seconds when the wearer receives physical or magical damage
horn card – reduce damage from long ranged attacks by 35%
Executioner – reduce damage from large monsters by 30%
mysteltainn – reduce damage from small monsters by 30%
ogretooth – reduce damage from medium monsters by 30%
second shield slot
enchanted peach tree – shield – 2nd slot – add a 5% chance of autocasting level 1 heal on yourself when receiving damage, level of heal is boosted to learnt level of heal.
muscipular – shield – 2nd slot – add a 3% chance to autocast lv 3 heal and level 3 celerity on yourself when receiving physical damage
argos – shield – 2nd slot – increase resistance to stone curse by 40% and earth property by 5%
Munak – shield – 2nd slot – increase resistance to silence by 40% and undead property by 5%
flame skull – shield – 2nd slot – Add a 30% resistance against Stun, Curse, Blind, Stone Curse. Add a chance of auto casting Stun, Curse, Blind, Stone Curse when the user receives Physical Damage.
Gorgon – shield – 2nd slot – add a 5% chance to inflict stone curse on attacker every time you receive damage
Megalodon – shield – 2nd slot – add a 5% chance to inflict freeze on attacker every time you receive damage
tamruan – shield – 2nd slot – inflict 30% more damage with shield charge and shield boomerang
zealotus – shield – 2nd slot – inflict 30% more damage with throw arrow and musical strike
third shield slot
Ambernite card – +2 vit every 3 refine
sting – +2 dex every 3 refine
tatacho – +2 str every 3 refine
Maero of Thanatos – +2 agi every 3 refine
despero of thanatos – +2 int for every 3 refine
dolar of thanatos – +2 agi for every 3 refine
odium of thanatos – +150 max weight per refine
andre egg – max hp +1% per refine
thief bug egg – max hp +200 per refine
seeker – shield – mdef +15, enables use of stone curse level 1
fourth shield slot
bronze thief bug – 15 def, +25% max sp
silver thief bug – 30 mdef, +15% max sp
Gold Thief bug – 45 mdef, +5% max sp
Platinum Thief bug – 60 mdef
maya – mdef+25, Reflect single target attack Magic back at the caster (Success Chance 50%).
Valkyrie Brynhildr – mdef+50, +200 max weight limit per refine
Medusa – immunity to stone curse, 25% chance when taking magical damage to stone curse the attacker. max sp +20%
ktullanux – +50% max hp, +25% resistance to water property
stormy knight – +50% max hp, +25% resistance to wind property
Phreeoni – max hp +50%, +25% resistance to earth property
Fire Lamia – +50% max hp, +25% resistance to fire property
Demonic amalgamation – +50% max hp, +25% resistance to shadow property
amdarais – +50% max hp, +25% resistance to poison property
corrupted root – +50% max hp, +25% resistance to holy property
Poking – +50% max hp, +25% resistance to ghost property