For the most part what I've seen of the orbs, the items are better off without the enegerian power sources. The negatives seem to way outweigh the positives, and I haven't seen that they add anything else? Can someone enlighten me.
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ORBS and thier effects
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[75 Arch Animist (Beastlord)] Vochore Sakai (Vah Shir) < Dark Horizon > Zone: EQTC
300 JC -- 300 Baking -- 300 Tailoring -- 300 Brewing
300 Pottery -- 300 Fletching -- 300 Smithing -- 200 Fishing
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Player made Energeian Orbs and their effects
Player made Energeian Orbs and their effects
Haven’t been able to find a guide to the player made orbs either so I did some testing to create one myself. Hope this will be of use to others =)
Here’s what I found:
Dull, Murky and Foggy orbs all give the same benefits in stats. I haven’t found any difference between the 3 yet. It doesn’t seem to matter if you use a Dull earth orb, a Murky, or a Foggy one. So I only listed the cheapest/easiest to create version of each of the elements.
I also tested the dull, shining and glowing energeiac weapons (1hb, 1hs, 2hs, 2hand piercing) with all the different orbs (hoping maybe murky or foggy orbs just added weapon procs). But I didn’t find any orbs that add procs to weapons =(
Purity
The amount of purity on an item is the percentage of stats each item will get from an orb. Items with 15 Purity will get 15% of the orbs stats, items with 40 purity will get 40%, etc.
*Please note that most guides for the katta orbs listed the benefits for the 50% purity gear only… I took 100% purity as base so everyone can calculate the benefits of the orbs for their own armor.
I also made a list of the orb effects per item for those of you using the 15% 30% and 40% purity gear that don't feel like grabbing a calculator
Base stats of orbs (100 Purity)
Dull Earth: +5ac +15str -15dex +15sta -15agi +5cha +25hp/mana/end +25sv disease
Dull Fire: +13str +13sta +75end +25sv fire -25sv cold -13sv poison
Dull Air: -5ac -15str +15dex -15sta +8cha +13agi -50hp -50end +13sv fire
Dull Ice: -10ac -10str -10dex -10sta -10agi +10wis +10int +10cha -50hp -50end +50mana -25sv fire +25sv cold +13 sv poison
Murky Growth: -20ac +10str +20sta -20agi +100hp +100end
Murky Decay: -15ac -10str -10dex -10sta -10agi -10wis -10int -10cha -100hp/mana/end -25sv fire/cold/magic +13 sv disease/poison +3 sv corruption
Foggy Disease: -5ac -8str -8dex -8sta -8agi -15cha -50hp +50end -13sv fire/cold/magic +25sv disease +13sv poison
Foggy Poison: -10str -10dex -10sta -10agi -100end -13sv fire/cold/magic +13sv disease +25sv poison
Orb effects with 15 Purity items
Dull Earth: +2str -2dex +2sta -2agi +3hp/mana/end +3 disease
Dull Fire: +1str +1sta +11end +3svfire -1cold -1poison
Dull Air: -2str +2dex -2sta +1cha +2agi -7hp -7end +1fire
Dull Ice: -1ac -1str -1dex -1sta -1agi +1wis +1cha +1int -7hp -7end +7mana -3fire +3cold +1poison
Murky Growth: -3ac +1str +3sta -3agi +15hp +15end
Murky Decay: -2ac -1str -1dex -1sta -1agi -1wis -1int -1cha -15hp/mana/end -3fire/cold/magic +1 disease +1 poison
Foggy Disease: -1str -1dex -1sta -1agi -2cha -7hp +7end -1 fire/cold/magic +3 disease +1poison
Foggy Poison: -1str -1dex -1sta -1agi -15end -1fire/cold/magic +1disease +3poison
Orb effects with 30 Purity items
Dull Earth: +1ac +4str -4dex +4sta -4agi +1cha +7hp/mana/end +7disease
Dull Fire: +3str +3sta +22end +7svfire -7cold -3poison
Dull Air: -1ac -4str +4dex -4sta +2cha +4agi -15hp -15end +3fire
Dull Ice: -3ac -3str -3dex -3sta -3agi +3wis +3cha +3int -15hp -15end +15mana -7fire +7cold +3poison
Murky Growth: -6ac +3str +6sta -6agi +30hp +30end
Murky Decay: -4ac -3str -3dex -3sta -3agi -3wis -3int -3cha -30hp/mana/end -7 fire/cold/magic +3 disease/poison
Foggy Disease: -1ac -2str -2dex -2sta -2agi -4cha -15hp +15end -3 fire/cold/magic +7 disease +3 poison
Foggy Poison: -3str -3dex -3sta -3agi -30end -3fire/cold/magic +3disease +7poison
Orb effects with 40 Purity items
Dull Earth: +2ac +6str -6dex +6sta -6agi +2cha +10hp/mana/end +10 disease
Dull Fire: +5str +5sta +30end +10fire -10cold -5poison
Dull Air: -2ac -6str +6dex -6sta +3cha +6agi -20hp -20end +5fire
Dull Ice: -4ac -4str -4dex -4sta -4agi +4wis +4cha +4int -20hp -20end +20mana -10fire +10cold +5poison
Murky Growth: -8ac +4str +8sta -8agi +40hp +40end
Murky Decay: -6ac -4str -4dex -4sta -4agi -4wis -4int -4cha -40hp/mana/end -10fire/cold/magic +5 disease +5 poison +1 corruption
Foggy Disease: -2ac -3str -3dex -3sta -3agi -6cha -20hp +20end -5 fire/cold/magic +10 disease +5poison
Foggy Poison: -4str -4dex -4sta -4agi -40end -5fire/cold/magic +5disease +10poison
P.S.
Comments are always welcome. If I made a mistake somewhere please let me know so I can edit this post =)
And if anyone finds a difference between the dull, murky and foggy orbs of the same element please post! I tried everything I could think of, but I just can't find the difference. They all seem to give the same benefits =(Last edited by Dutchy; 04-27-2007, 11:38 AM.Dutchy Blackrose < Midnite Council of the Black Rose >
Master Artisan x3 ~ Master Alchemist ~ Master Poison Maker ~ Master Researcher ~ Master Melee Researcher
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I have to keep poking Merloc. He said he was going to change some of them, and maybe give a light orb to me for use. One of the changes is Ice will be +AC instead of -AC (something else will probably be sacrificed)
I will try and poke him againNgreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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I just don't see the logic of having any stat lessened by the orbs, as it is we have still got the short stick on player made armor and now to lose something because it is player made or to lose any thing even at all just makes me wonder is it really worth the effort?Strokker~Fennin Ro
What makes a man a man? A friend of mine once wondered. Is it his origins? The way he comes to life? I don't think so. It's the choices he makes. Not how he starts things, but how he decides to end them.John Myer~Hellboy 2004
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I don't see the problem people are having with these orbs. We make decisions like this all the time. For instance, I have a choice between 40 hp aug, a 40 mana aug, and a 20/20 hp/mana aug. Suppose I decide that mana is more important than hp and go with the 40 mana aug. Basically, what I have done is traded 40 hp for 40 mana from what I could have chosen. Since mana is more important to me, I come out ahead in the trade (at least according to my priorities).
If I still value mana over hp, then it would be even better if I could get an aug that's -20/60 hp/mana, and this is exactly what the powersources are trying to do. What you need to do is decide which stats are most important and choose a powersource that improves those and lowers the stats you don't need as much.
Danedori
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Originally posted by Danedori View PostWhat you need to do is decide which stats are most important and choose a powersource that improves those and lowers the stats you don't need as much.
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Hybreds really only get to use those orbs which are + to everything even though the +'s are less. Also I see orbs as situational, they allow me to up certain resists during particular encounters. But in the end if the gear you have is better than orbed TBS stuff then don't use it.
Sunshadow
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having recently got this expansion and started making these orbs, I am wondering why the orbs required level is the same as the recomended level of the armour, and 5 levels higher than the armour's required level. so after I get the armour for a character, I have to wait 5 more levels before I can use the orb of the same level. Seems kinda odd to me.Kcalehc K'Venalis
Teir`Dal Overlord
Officer, Trader and Gentleman
Order of the Raven's Tear
Tholuxe Paells (Bertoxxulous)
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So why do the dull, murky, and foggy all give the same stats? Sounds like that is a major bug. When is SOE gonna fix these? We have had several patches since they came out and they still stink. You gotta give people more of a carrot and less of a stick to use these orbs.Kekenewah Silverfire: 82 High Elf Wizard: Drinal Server salvage 3
300 Jeweler (plus 15%) & JM3, 300 Smith w/ SM3 (plus 15%), 248 brewer (plus 5%), 300 tailor (plus 15% & TM3), 200 baker, 217 Pottery (plus 5%), 200 Fisherman, 300 spell research w/ AT3 (plus 15%)
Kekema: 81 gnome magician 250 fletcher (plus 5%), 215 tinkerer (plus 5%)
Kekero: 65 dwarf rogue 300 make poison (plus 12%)
Keketrol: 74 troll shaman 300 alchemist w/ AM3 (plus 15%) salvage 3
Kekecha: 75 Erudite enchanter 122 smith (plus 5%)
Kekenebog: 59 Ogre warrior 203 blacksmith (plus 5%)
Kekera: 62 halfling ranger: 189 blacksmith (plus 5%)
Keneken: 75 dark elf necro: 112 tailor (plus 5%)
Keke 70 High Elf wizard on Mayong 300 plus 12% research with AT3
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Elemental Orb
Will they gave us a clue on the orbs. I have a full set of TBS gear on my sons pally and I put a Foggy air orb in the slot and it reduced his agi to 1plus several other stats but it increased his dex alot. So, no good there. However the clue is a Translucent Energeian Elemental Orb
There has to be a way to combine the four basic elements together. Gentlemen start your engines!!!
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The thiing I hate about orbs is that you have no in game way of knowing the effect until you actually buy one and put it on. If it works different to how you expect, sorry no refunds for you.
On my baby warrior I bought a Dull earth orb expecting my AC and HP to go up. However due to the -Dex and - Agi my AC actually went down. So I ended up buying and using a fire orb instead.
Sun
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