Game version
Awakened Orc Load Armor artwork from Ragnarok Online
RENEWAL / ITEMS

Awakened Orc Load Armor [1]

#450205Armor

Orc_Load_Mail_

Item stats

DEF
90
Slots
1
Weight
90
Armor level
1
Buy price
2,000,000 z
Sell price
1,000,000 z

Usage & restrictions

Type
Armor
Equipment position
Armor
Gender
Both
Required level
99+
Jobs
All jobs
Class tiers
All tiers
Refineable
Yes
Trading & storage
No restrictions

Awakened Orc Load Armor description & effects

Reduces global cooldown by 10%. For every refine level, reflect meele physical attack by additional 1%. When refine level is 7 or higher, increase physical damage to all size monsters by 10%. When refine level is 9 or higher, increase physical damage to all size monsters by additional 10%. ------------------------ Set Bonus: Orc Lord's Armor[1] Orc Lord Card Immune to Freeze. Grants [Endure] Effect. When base level 99 or lower, For every refine level, increase physical damage to shadow property monsters by 5%. When base level 100 or higher, For every refine level, increase physical damage to shadow property monsters by 13%. ------------------------ Set Bonus: Orc Lord's Armor[1] Sealed Orc Lord Card Immune to Freeze. Grants [Endure] Effect. When base level 99 or lower, For every refine level, increase physical damage to shadow property monsters by 3%. When base level 100 or higher, For every refine level, increase physical damage to shadow property monsters by 10%. ------------------------ Type: Armor Def : 90 Armor Level : 1 Weight: 90 Required Level : 99 Class : All Jobs
Item effect script
.@r = getrefine();
bonus bMdef,10;
bonus bDelayrate,-10;
bonus bShortWeaponDamageReturn,10;
if (.@r>=7)
   bonus2 bAddSize,Size_All,20;
if (.@r>=9)
   bonus2 bAddSize,Size_All,20;

Equipment sets

Set 1

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
bonus bNoWalkDelay;
bonus2 bResEff,Eff_Freeze,10000;
if (BaseLevel >= 100) {
   bonus2 bAddEle,Ele_Dark,10*.@r;
}
else {
   bonus2 bAddEle,Ele_Dark,3*.@r;
}

Set 2

Set effect

.@r = getequiprefinerycnt(EQI_ARMOR);
bonus bNoWalkDelay;
bonus2 bResEff,Eff_Freeze,10000;
if (BaseLevel >= 100)
   bonus2 bAddEle,Ele_Dark,13*.@r;
else
   bonus2 bAddEle,Ele_Dark,5*.@r;
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