subject to change
also share the post with your guilds/friends/whoever
(im just seeing if that actually works so do it ok)
Oryx 3 UTs
By early I mean early. They’re not fleshed out whatsoever and have a lot of mistakes, so just pay attention to the concepts and not specifics. Even the concepts might not make it.
Also: they did confirm that the minibosses would have items on stream, so it’s not all gonna be from o3.
Dark Pact
Oryx 3 UT Ring.
On Shoot: Dark Pact
If you are cursed gain + 20 attack for 3 seconds.
Cost: 10 mana
Cooldown: 4s
That’s all it does, no stats. This really is just showing a new proc feature, requiring status effects.
Seems pretty shit until you see the UTs coming up, but even then it’s pretty shit.
Astral Call
Oryx 3 UT Ring.
On Hit: Oak Strength
If you are hit while armor broken, gain +200 max hp for 3 seconds.
Cooldown: 4 seconds.
same thing as above
Skull of the Nameless
Oryx 3 UT 2.
On Shoot: Soul Tear
Empowers your shots at the cost of life and mana for 2 seconds
Cost: 20 mana, 20 hp
Cooldown: 3 seconds
On Ability: Soul Well
Create a Soul Well at targeted position. After 5 seconds the well will recall the spirits of all nearby gravestones. Spirits will fight for you for 5 seconds before vanishing.
Cooldown: 45 seconds
MP: 110
Stats: +50 HP, +3 DEF, +3 DEX
The “Soul Tear” is just +20 dex for 2 seconds. The description says 20 hp/mp but it’s actually 35 hp/mp. The “Soul Well” isn’t even a thing yet.
Ring of Shadows
On Ability: Shadow Strike
Gain +20 attack for 3 seconds when invisible.
Same as above but clearly has better use cases. Cooldown is 4 seconds so it syngergizes well with cloak for the cost of +30 mana. Not sure if that’s worth a loss of 190 hp though
Glass ring
Oryx 3 UT Ring. Balanced as all things should be.
Stats: -225 HP, +40 ATT
high change of it being a joke item but lol
Wand Oryx
Oryx 3 UT Wand.
On Ability: Demonic Tax
Gain Curse for 4 seconds.
On Shoot: Demonic Defense
5% chance to get +7 defense when shooting.
costs 35 mana on activation.
Damage: 165-195
Shots: 3 (arc gap 120)
Range: 5.016
Rate of Fire: 75%
Weird ass item but this works well with that curse ring from above. The shots are equally far apart so you have to sit on shit to get all 3 shots. The curse effect also costs 10 mana for whatever reason and the defense chance is actually 1.7% and it’s att, not def lol. tldr it’s a mess of an item
Oryx Katana
Oryx 3 UT Katana.
On Ability: Demonic Tax
Gain Curse for 4 seconds.
On Shoot: Demonic Haste
5% chance to get +7 dexterity when shooting.
costs 35 mana on activation.
Damage: 90-275
Range: 4.44
This one does have the correct values but other than that, same idea as the wand.
Oryx 3 UT Orb
Absolute zero.
MP: 100
On use: in 2 tile range (on cursor), stunned for 0.5 seconds, paralyzed for 1 second, dazed for 1.5 seconds and slowed for 2 seconds
Stats: +4 ATT, +7 DEX
This one’s the coolest out of all of them.
Agents of Oryx Abilities
Now these are fleshed out (for the most part) and are going to be released relatively soon. They’re still getting tweaked now, so yea not final.
Shard of the Intern
A strange object collected from the travels of Craig, Intern of the Mad God, in his mission to craft several mighty abilities for Oryx’s use.Collect 15 to exchange for an ability from the Agents of Oryx series!
Sprite Credits: Aurum
If we’re being realistic they’re gonna drop from events, but one can hope for better shit.
ok get ready now
Scepter of Pandemonium
This wicked scepter, bestowed upon only Oryx’s most loyal of servants, allows the user total control of the forces of chaos.
Mad God’s Wrath: Release a nova of shots.
Nove Range: 3.5 tiles
Nova Damage: 200.
Nova Effect: Dazed for 3 seconds
Nova Cooldown: 20 seconds
MP: 110
actual scepter: (before wismod) 400 damage to 3 target (+1 every 15 wis over 100 lol) in 60 degree radius with a range of 3.25 tiles
Effect: Dazes for 3 seconds
Proc: the description but 15 degree arc and has 24 shots
Fame: 6%
FP: 800
note: aurum didn’t forget to make the proc here sb like the crystal kunai one, but forgot it in the star
Rage Claws (Star)
Forged to channel the Mad God’s wrath into precise and deadly slashes, these claws make for an ideal tool for Oryx’s assassins.
Killer Instinct: 33% chance to boost attack or dexterity by 15 for 3 seconds.
MP: 90
Shots: 3 at 22.5 degrees and 3 at -22.5 degrees
Shot Stats: 275-400 damage and Pierces/Boomerangs at 5.625 range
Fame: 6%
FP: 800
Having multiple shots as a star dcs you, so that’s why it works like a waki (besides the obvious “claws”). The procs are both separate, so you can have both/either/none.
Cursed Spire Spell
Few of the Mad God’s minions could resist the temptations of this spell’s curse; those that did were able to utilize its full potentional.
Mayhem Aegis: 50% chance to boost defense by 15 for 3 seconds.
MP: 100
Effect: Spawns a “decoy” on top of you that explodes with 10 shots after 0.6 seconds
Shot Stats: 500-600 damage at 7.5 range, Pierces and Passes Cover
Fame: 6%
FP: 800
Amaterasu (Waki)
A sacred blade, forged by the ancient worshippers of the sun god. Though now corrupted under Oryx’s rule, its unique craftsmanship still showcases its ability to focus its strike upon a single point.
Flawless Technique: 20% chance to not consume mana.
MP: 120
Shots: 1 at 45/90/135/180/225/270/315/360 degrees (like a circle !!!), 8 shots total
Shot Stats: 300-350 damage at 5 range, Exposes for 3 seconds, Pierces and Passes Cover
Fame: 5% (inconsistent for now)
FP: 750
The “not consume mana” is actually just a chance to gain 120 mana, effectively the same thing.
Blacklight Artifice (Trap)
An alluring entanglement forged with razor-like black iron. Oryx’s most adept hunters use this device to severely wound their prey before executing them.
Trap: 700 damage within 4 squares
Deploys on yourself.
33% chance to wound enemies ensnared within five seconds, dealing 750 damage over five seconds.
Toastrz get rid of the useless tooltip data when you port this to T1 kay thanks bye.
(that did not happen)
MP: 110
Cooldown: 3 seconds
Trap: is actually 8 squares not 4 squares, stays for 30 seconds
Fame: 5%
FP: 750
Demon Lord’s Skull
The charred remains of an ancient demon ruler. Oryx’s wicked spellcasters have cursed it with the ability to resurrect and control demons.
Dark Ritual: 50% chance to summon an undead demon minion for six seconds. Dealing 250 damage every 0.4 seconds.
Does not heal.
MP: 110
Skull: (before wismod) 200 damage in a 4 tile radius and ignores 125 defense
Stats: +65 HP
Fame: 5%
FP: 750
Prism of Shattered Light
This prism’s light-storing ability make it essential equipment for Oryx’ recon squad, granting them unmatched efficiency in any scenario.
When used above 450HP: +15 ATT for 4 seconds
Cooldown: 6 seconds
When used below 450 HP: Become invisible for 6 seconds
Cooldown: 7 seconds
MP: 85
Decoy: Opposite the direction you move, 6 tiles away for 6 seconds (but it’ll be gray)
Stats: +6 SPD
Fame: 5%
FP: 750
Tome of the Tarnished Gods
An accursed collection of religious texts detailing the Mad God’s rise to power, granted to Oryx’ high priests as a symbol of utmost trust.
When used below 400 HP: Creates a Holy Orb with healing properties
Max Heal: 60 HP
Max Targets: 15
When used above 400 HP: Creates a Darkness Orb with damaging properties
Max Damage: 350
Orb range: 6 sqrs
Orb duration: 6 seconds
Cooldown: 4 seconds
MP: 100
Effect: Healing for 4 seconds in a 6 tile radius (no actual hp without proc)
Stats: +45 MP, +7 WIS
Fame: 5%
FP: 750
Cloak of the Darkened Sun
A firm cloak worn by Oryx’s stealth agents to assist in quiet takedowns. It doubles as protection for any compromised situation.
When used above 550 HP: +100 Max HP for 4.5 seconds
When hit while invisible above 550 HP:: Restore 20 HP
Cooldown: 0.6 seconds
When hit while invisible below 550 HP:: Restore 80 HP
Cooldown: 4 seconds
MP: 90
Effects: Invisible for 4.5 seconds (but also makes you gray)
Cooldown: 6 seconds
Stats: +3 DEF
Fame: 5%
FP: 750
That + max hp has a 6 second cooldown, and also requires 100 mana for some reason
Orb of Conquest
Used to maintain the Mad God’s constant rule across the realm, Oryx’s sentries would use these cursed orbs for their watchful eye, obliterating those who opposed his reign.
Beacon of Blight: Constructs a beacon that damages and curses enemies.
The beacon stays on for 2 seconds and explodes into three bursts.
Curse Durations: 3, 6 and 9
Explosion Range: 5, 4 and 3
Explosion Damage: 400, 500 and 600
Conquerer’s Energy: Increase your Attack by 10 for 5 seconds.
Cooldown: 30 seconds
MP: 120
Stats: +4 ATT, +4 DEX
Cooldown: 2 seconds
Fame: 5%
FP: 500
Mad God’s Cry (Lute)
While some musicians in Oryx’s court are set aside purely to entertain the Mad God, other musicians with a certain degree of skill in combat are given this War Horn to rally and inspire troops in battle.
Deafening Blast: Apply Slowed for 4 seconds to enemies within 4 squares
Slowed Cooldown: 10 seconds
On Use: Place down a banner that applies Berserk to allies within 4 squares.
Party Effect: Within 5 squares, Inspired for 5 seconds.
MP: 120
Stats: +3 DEF, +3 DEX
Cooldown: 5 seconds
Fame: 5%
FP: 800
Seal of the Battle God
Given to Oryx’s most esteemed gladiators, this twisted artifact is capable of focusing all of the wearer’s strength into a single blow. Such power is said to resemble the mad god himself.
Stagger and Counter: Changes ability effect when below 400 HP
Stagger: When below 400 HP, Armored on self for 4 seconds.
Counter: When above 400 HP, channel your rage into a critical blow.
Critical Strike: Increases damage by a factor of four for 0.4 seconds.
MP: 110
Effects: Damaging for 5 seconds in 5.5 tile radius
Cooldown: 3 seconds
Fame: 5%
FP: 800
“Factor of four” really just means +150 attack.
Helm of Exalted Might
A helm forged in the deepest depths of Oryx’s realm. Those who wear it are said to feel a dark power coursing through their veins.
Battle Cry: 25% chance to deal a burst of 1000 damage to enemies within 5 sqrs on ability use.
MP: 95
Effects: Berserk for 5.5 seconds in a 5 tile radius, +30 DEX for 3 seconds and -15 ATT for 6 seconds on self
Stats: +10 DEF
Cooldown: 6.5 seconds
Fame: 5%
FP: 850
Brutal Bastion (Shield)
Pure damage shield, no debuff.
Proc Name: When HP above 700, shoots additional radial projectiles with a longer range.
MP: 110
Damage: 350-450
Shots: 8 (arc gap 7)
Shot Stats: 4 tile range, Pierces and Passes Cover
Stats: +40 HP, +4 ATT, +10 DEF
Fame: 6%
FP: 800
The proc has 12 shots (arc gap 30, omg a circle) with a range of 3.25 tiles.
Mad Javelin (Quiver)
It’s a Javelin, single shot, raw damage, no debuff. Cooldown and self-boost to make it different from a stock star.
High Focus: Increases Attack by 5 when used
Mental Click: 33% Chance of Increasing Attack by a further 15
Attack Boost Duration: 3 Seconds
MP: 150
Shot Stats: 800-1300 damage, 15 range, Pierces and Passes Cover
Stats: +10 ATT, -3 DEX
Cooldown: 3 seconds
Fame: 6%
FP: 800
Increases attack by 5 for 2 seconds btw, same for the proc. The proc is kinda fucked but the description should be what’s correct.
Tyrant’s Toxin (Poison)
When Oryx’s Alchemist was ordered to brew a powerful poison, the result was rather explosive.
Inital poison bomb creates 3 cluster bombs 1.5 tiles from its center.
Cluster bomb damage: 550
Cluster bomb radius: 2.5
Oryx Giveth: 33% chance to restore 50 MP.
Oryx Taketh: 33% chance to decrease Spd by 20 for 5 seconds.
MP: 150
Poison: 250 damage over 2 seconds (500 impact damage) in a 3 tile radius, Slowed for 2 seconds
Stats: +3 DEF, +3 ATT, -5 WIS
Fame: 5%
FP: 850
Throw time is 1.2 seconds for all.
Enchanted Keys
expect events for the following dungeons since they got added
- Snake Pit
- Shaitan
- Encore
- Reef
- Thicket
- Shatters (wow!!)