Game version
Survivor's Orb artwork from Ragnarok Online
RENEWAL / ITEMS

Survivor's Orb

#19139Armor

SurviveOrb

Item stats

Weight
30
Armor level
1
Buy price
0 z
Sell price
0 z

Usage & restrictions

Type
Armor
Equipment position
Headgear (Lower)
Gender
Both
Required level
50+
Jobs
All jobs
Class tiers
All tiers
Refineable
No
Trading & storage
No restrictions

Survivor's Orb description & effects

A orb that automatically protects its' owner. Eligible Survivor's Rod for set combo: Survivor's Rod (Dex) Survivor's Rod (Dex) [1] Survivor's Rod (Int) Survivor's Rod (Int) [1] Eligible Survivor's Manteau for set combo: Survivor's Manteau Survivor's Manteau [1] Class: Headgear Position: Lower Defense: 0 Weight: 30 Requires Level: 50 Usable By: All Jobs Physical damage against all class enemies + 2% MATK + 2% Reduces the variable casting time of skills by 3%. Enables Level 1 Hiding. Set Bonus Survivor's Orb Survivor's Rod MATK + 10 per upgrade level of Survivor's Rod. If Survivor's Rod upgrade level is +10 or higher, If the user's base level is 99 or lower, Reduces the variable casting time of skills by 3%. Increases the damage of Chain Lightning and Earth Strain by 15%. Increases the damage of Heaven's Drive and Jupitel Thunder by 70%. If the user's base level is 100 or higher, Reduces the variable casting time of skills by an additional 9%. Increases the damage of Chain Lightning and Earth Strain by 45%. Increases the damage of Heaven's Drive and Jupitel Thunder by 210%. Set Bonus Survivor's Circlet [1] Survivor's Orb Vit + 4 Reduces damage taken from Demi-Human race enemies by 4%. Reduces the variable casting time of skills by 6%. Increases the damage of Earth and Wind property magical attacks on targets by 20%. If Survivor's Circlet [1] upgrade level is +7 or higher, Additional Vit + 4 Reduces damage taken from Demi-Human race enemies by an additional 4%. Reduces the variable casting time of skills by an additional 6%. If Survivor's Circlet [1] upgrade level is +9 or higher, Additional Vit + 4 Reduces damage taken from Demi-Human race enemies by an additional 4%. Reduces the variable casting time of skills by an additional 6%. Set Bonus Survivor's Manteau Survivor's Orb Reduces damage taken from Demi-Human race enemies by 1%. Reduces the fixed casting time of skills by 50%. If Survivor's Manteau upgrade level is +5 or higher, Reduces damage taken from Demi-Human race enemies by an additional 2%. If Survivor's Manteau upgrade level is +7 or higher, Reduces damage taken from Demi-Human race enemies by an additional 2%. Set Bonus Survivor's Manteau Survivor's Orb Survivor's Rod MATK + 1% If Survivor's Rod upgrade level is +5 or higher, additional MATK + 2%. If Survivor's Rod upgrade level is +7 or higher, additional MATK + 2%. Set Bonus Survivor's Manteau Survivor's Orb Rental Survivor's Rod MATK + 1% Set Bonus Survivor's Orb Survivor's Shoes Vit + 5 Int + 5 Reduces damage taken from Demi-Human race enemies by 3%.
Item effect script
skill "TF_HIDING",1;
bonus2 bAddClass,Class_All,2;
bonus bMatkRate,2;
bonus bVariableCastrate,-3;
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See it on your character

8 directions · original animations

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The preview shows appearance; equipment requirements are listed in the item details.

Build an outfit with this item

Equipment sets

Set 1

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatkRate,1;
if (.@r >= 5) {
   bonus bMatkRate,2;
   if (.@r >= 7) {
      bonus bMatkRate,2;
   }
}

Set 2

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatkRate,1;
if (.@r >= 5) {
   bonus bMatkRate,2;
   if (.@r >= 7) {
      bonus bMatkRate,2;
   }
}

Set 3

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatkRate,1;
if (.@r >= 5) {
   bonus bMatkRate,2;
   if (.@r >= 7) {
      bonus bMatkRate,2;
   }
}

Set 4

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatkRate,1;
if (.@r >= 5) {
   bonus bMatkRate,2;
   if (.@r >= 7) {
      bonus bMatkRate,2;
   }
}

Set 5

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatk,10*.@r;
if (.@r >= 10) {
   bonus bVariableCastrate,-3;
   bonus2 bSkillAtk,"WL_EARTHSTRAIN",15;
   bonus2 bSkillAtk,"WL_CHAINLIGHTNING_ATK",15;
   bonus2 bSkillAtk,"WZ_HEAVENDRIVE",70;
   bonus2 bSkillAtk,"WZ_JUPITEL",70;
}
if (BaseLevel >= 100) {
   bonus bVariableCastrate,-3;
   bonus2 bSkillAtk,"WL_EARTHSTRAIN",30;
   bonus2 bSkillAtk,"WL_CHAINLIGHTNING_ATK",30;
   bonus2 bSkillAtk,"WZ_HEAVENDRIVE",140;
   bonus2 bSkillAtk,"WZ_JUPITEL",140;
}

Set 6

Set effect

.@r = getequiprefinerycnt(EQI_HAND_R);
bonus bMatk,10*.@r;
if (.@r >= 10) {
   bonus bVariableCastrate,-3;
   bonus2 bSkillAtk,"WL_EARTHSTRAIN",15;
   bonus2 bSkillAtk,"WL_CHAINLIGHTNING_ATK",15;
   bonus2 bSkillAtk,"WZ_HEAVENDRIVE",70;
   bonus2 bSkillAtk,"WZ_JUPITEL",70;
}
if (BaseLevel >= 100) {
   bonus bVariableCastrate,-3;
   bonus2 bSkillAtk,"WL_EARTHSTRAIN",30;
   bonus2 bSkillAtk,"WL_CHAINLIGHTNING_ATK",30;
   bonus2 bSkillAtk,"WZ_HEAVENDRIVE",140;
   bonus2 bSkillAtk,"WZ_JUPITEL",140;
}

Set 7

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bVit,4;
bonus bVariableCastrate,-6;
bonus2 bSubRace,RC_DemiHuman,4;
bonus2 bSubRace,RC_Player_Human,4;
bonus2 bMagicAtkEle,Ele_Earth,20;
bonus2 bMagicAtkEle,Ele_Wind,20;
if (.@r >= 7) {
   bonus bVit,4;
   bonus bVariableCastrate,-6;
   bonus2 bSubRace,RC_DemiHuman,4;
   bonus2 bSubRace,RC_Player_Human,4;
}
if (.@r >= 9) {
   bonus bVit,4;
   bonus bVariableCastrate,-6;
   bonus2 bSubRace,RC_DemiHuman,4;
   bonus2 bSubRace,RC_Player_Human,4;
}

Set 8

Set effect

.@r = getequiprefinerycnt(EQI_GARMENT);
bonus bFixedCastrate,-50;
bonus2 bSubRace,RC_DemiHuman,1;
bonus2 bSubRace,RC_Player_Human,1;
if (.@r >= 5) {
   bonus2 bSubRace,RC_DemiHuman,2;
   bonus2 bSubRace,RC_Player_Human,2;
}
if (.@r >= 7) {
   bonus2 bSubRace,RC_DemiHuman,2;
   bonus2 bSubRace,RC_Player_Human,2;
}

Set 9

Set effect

bonus bVit,4;
bonus bInt,5;
bonus2 bSubRace,RC_DemiHuman,3;
bonus2 bSubRace,RC_Player_Human,3;

Set 10

Set effect

.@r = getequiprefinerycnt(EQI_HEAD_TOP);
bonus bDelayrate,-.@r;
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