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MoreDefectOrbs
by Pr0jeKv1.0.2
7 new orbs for the Defect with 13 cards
Created
Jun 13, 2026
Updated
Jun 22, 2026
Description
Adds 7 new orbs to the Defect character, Tested on BETA 107.1, might be working on default branch of the game aswell
## New Orbs — Description
Adds 7 new orbs for the Defect. Each has a passive effect that triggers each turn and an evoke effect when the orb is pushed out of the orb slots.
---
### Flame Orb
**Passive (end of turn):** Apply 2 Vulnerable to a random enemy.
**Evoke:** Deal 8 fire damage to ALL enemies.
---
### Air Orb
**Passive (end of turn):** Apply 1 Weak to a random enemy.
**Evoke:** Deal 6 damage to ALL enemies and apply 2 Weak to each surviving enemy.
---
### Light Orb
**Passive (end of turn):** Heal 1 HP.
**Evoke:** Heal 4 HP.
---
### Curse Orb
**Passive (end of turn):** Apply 1 Vulnerable to a random enemy.
**Evoke:** Deal 8 damage to the enemy with the lowest current HP.
---
### Blood Orb
**Passive (end of turn):** Lose 2 HP and gain 2 Strength.
**Evoke:** Deal 15 damage to the enemy with the lowest current HP, then heal 4 HP.
A high-risk, high-reward sacrifice orb. The HP drain stacks up fast — evoke before it kills you, and walk away with a kill and a heal.
---
### Venom Orb
**Passive (end of turn):** Apply 1 Poison to ALL enemies.
**Evoke:** Apply 3 Poison to ALL enemies.
The only orb that hits every enemy on both passive and evoke. Pairs well with builds that already run Poison to snowball the stacks.
---
### Ecto Orb
**Passive (start of turn):** Draw 1 card.
**Evoke:** Channel 2 random orbs from the base game's orb pool.
If you guys have any idea for balancing the new orbs i am open to suggestion !
## New Orbs — Description
Adds 7 new orbs for the Defect. Each has a passive effect that triggers each turn and an evoke effect when the orb is pushed out of the orb slots.
---
### Flame Orb
**Passive (end of turn):** Apply 2 Vulnerable to a random enemy.
**Evoke:** Deal 8 fire damage to ALL enemies.
---
### Air Orb
**Passive (end of turn):** Apply 1 Weak to a random enemy.
**Evoke:** Deal 6 damage to ALL enemies and apply 2 Weak to each surviving enemy.
---
### Light Orb
**Passive (end of turn):** Heal 1 HP.
**Evoke:** Heal 4 HP.
---
### Curse Orb
**Passive (end of turn):** Apply 1 Vulnerable to a random enemy.
**Evoke:** Deal 8 damage to the enemy with the lowest current HP.
---
### Blood Orb
**Passive (end of turn):** Lose 2 HP and gain 2 Strength.
**Evoke:** Deal 15 damage to the enemy with the lowest current HP, then heal 4 HP.
A high-risk, high-reward sacrifice orb. The HP drain stacks up fast — evoke before it kills you, and walk away with a kill and a heal.
---
### Venom Orb
**Passive (end of turn):** Apply 1 Poison to ALL enemies.
**Evoke:** Apply 3 Poison to ALL enemies.
The only orb that hits every enemy on both passive and evoke. Pairs well with builds that already run Poison to snowball the stacks.
---
### Ecto Orb
**Passive (start of turn):** Draw 1 card.
**Evoke:** Channel 2 random orbs from the base game's orb pool.
If you guys have any idea for balancing the new orbs i am open to suggestion !