Returning Player Guide 2026

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Dailies and Weeklies

Every day, there are things you can do for rewards.

Tourism board can be done once every RL day. Visit the tourism guide in town square in Sigil, Xaventry, New Rigel, and Tellerium and sayto them yes. They will give you small rewards, and if you visit all 4 multiple days in a row you can get a streak going which gives even more rewards at intervals.

Daily quests - if you type help status, you can see listed near the bottom a daily quest and weekly quest. You should be able to click them to undertake them. Complete these quests to acquire dusty curious coins and velocity tokens. Curious coins can be used to activate buffs that last 60 days (see Curio Altars). Velocity tokens can be used to practice your skills beyond 75%. There is a special bag you can buy from the healers at town recall shops (valuable token bags) that let you store many velocity tokens at 0 weight.

Even though they are called daily quests - you can do them twice a RL day. At noon server time and midnight server time you can undertake the quest a second time. At noon server time, the daily quest will randomly select a different quest.

Curious Altars (curios)

These are buffs that last 60 days once you activate them. To activate them you use curious tokens, which you get from the curious coins mentioned above.

Type score tokens to see how many tokens you have. The tokens are required to buy/activate a curio altar. Hold + use the curious coins to convert them into curio tokens.

Type "curio" to see the list of all curios you have active currently. You can activate all of them at once if you have enough tokens and visit them all.

Curio Altars page has a list of all of the curio altars in the game, where they are, and what buffs they offer. You can only activate one of the buffs per altar.

Once you are in the room with a curious altar, type curio list to see which buffs are available. Then curio buy # to activate it.

Once you buy it, if you type "curio" it will show which are active.

You don't have to wait for them to expire, you can spend more coins to reactivate / extend the duration.

There are also 2 RU curios you can buy west of rune in that little building there. The "priceless altar" gives like 6 different buffs all at once.

Reagents are now "Tokenized"

When you buy reagents at a reagent store - they will most likely not be in your inventory. They are now "tokens" that take up no inventory space.

Type "score reagents" to see how many reagents you have currently.

Reagent generators (vandy bags / mahogany boxes) are also tokens now, so when you buy the quest items they no longer exist physically but just add +1 to your generators. You no longer have to open/close the items to get reagents. Instead they just work behind the scenes refilling your reagent tokens.

If you need physical reagents for a quest or something, you need to have your reagents "topped off", in which case you can acquire them from a shop and they will become physical items at that point. You can fill all your reagents at a shop by typing "shop reagents" and it will fill them all up.

If you need to give reagents to another player, you can use the "reagent transfer" command.

You can also expand them number of tokenized reagents you can hold buy using the bolts of silk quest items.

score reagents
Reagents
Fire:       275/275        Water:      275/275
Air:        275/275        Earth:      275/275
Gem:        220/220        Ethereal:   220/220
Focus:       50/ 50        Bandages:    39/ 50
Generators:   5/  5

Spells / spellbooks / skill power

You no longer need spellbooks with spells scribed in them to cast spells. You can cast any spells you have access to.

However, spellbooks are sometimes useful, they have buffs and scrips and stuff on the items. Also scribing spells does have a benefit. Spells scribed into a spellbook you are wearing cast with +10 skillpower.

Spellbooks are now their own special item slot, separate from holding them in your hands.

Skillpower is a special stat that sometimes adds additional power or effects to your skills and spells. If you type help <spell name> you can see if it has a skillpower effect.

For example, the spell "heal"

*Skill Power: Every 2 points of skillpower correlates to a temporary buff of +1 hp-regen-max.

If I cast heal with it scribed in my spellbook, I should get +10 skillpower. (You can get more skillpower from special items as well)

When I cast heal, and then check my "affects" (type aff) I see

Spell:      heal                        - Level 241, modifies hp-regen-max         by    40 for 256 minutes.

Since you cant scribe Psionic or Druid spells, they get +5 skillpower for all their spells automatically. You must have the spell trained to 75% for skill power to kick in at all.

Blessings

There is a new equipment slot called a "blessing" slot. Each of the main quest masters sell a blessing of their town for 250 qp. They only last 3 days but can be useful. Not only do they have some stats on them, but can also cast spells with charges, and also give a buff spell. Many people often keep the Tellerium one on by default.

For example, the tellerium blessing gives +6 AR which is considered very helpful.

Spell:      the courage of Tellerium    - Level 226, modifies harm-res             by    15.
Spell:      the courage of Tellerium    - Level 226, modifies ar                   by     6.
Spell:      the courage of Tellerium    - Level 226, modifies healing-others-prcnt by    -3.
Spell:      the courage of Tellerium    - Level 226, modifies vitality             by     3.

Conjurations

There is another new equipment slot called <nearby>

Many classes have a "conjure X" spell - which creates a temporary item you can wear in the <nearby> slot that provides various buffs. They are worth exploring. Each conjuration spell has several sub arguments you can use to conjure different types of items. For example Wizard has conjure elemental, and you can specify smoke or ice or ooze or magma

Some common examples:

- wizard has conjure elemental magma - when equipped, it has a chance while in combat to randomly cast the "ember carom" spell which does fire damage - ranger has conjure familiar wolf - when equipped it increases your attack speed by about 50 (50% chance for one extra melee attack per combat round)

shaman and priest also have conjuration spells

Unique classes

At one point most classes were made "unique" instead of having few spells and skills which overlapped quite a bit between classes, they redid them to reduce overlap and give each class unique spells and skills. If your character existed before this change, you may have spent many practices training spells which are now taken away from your character. They added a "skills reimburse" command which checks for this condition and will give you back the practices for skills you trained that no longer exist. Definitely type this command at least once to see if you get any practices back, often is it 1000s of practices

Run Command

The game now has a run command. In the wilds you can simply type run <direction> and off you will go in that direction until you hit something impassible, run into PK, or run into a road. If you hit a road, you will keep going, but you will follow the road. You can also run between towns. The room outside of most towns have a signpost. If you look at it, you can run to any of the towns on the sign by clicking the town name, or typing run <x> for example run sigil.


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Last edited June 27, 2026 12:53 pm by Harly (diff)
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