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MoreDefectOrbs
от Pr0jeKv1.0.2
7 new orbs for the Defect with 13 cards
Создано
13 июн. 2026 г.
Обновлено
22 июн. 2026 г.
Описание
Это описание предоставлено автором мода на Nexus Mods на английском языке.
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 !