Cloak of the Darkened Sun

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.

Tier UT
MP Cost 90
On Equip +3 DEF
Effect(s) Strike Precautions: HP↑ HP Boost (+100 HP) for 4.5 seconds when used above 550 HP

Stealth Guard: Restore 20 HP when hit while invisible above 550 HP
Emergency Ration: Restore 80 HP when hit while invisible below 550 HP
Cooldown: 4 seconds

On self: Invisible for 4.5 seconds
Cooldown Ability Use: 6 second(s)
XP Bonus 7%
Soulbound Soulbound
Feed Power 700
Dismantling Value 30 Rare Material / 40 Common Material

Obtained Through Consuming a stack of 15 Shards of the Intern
Exchanging a stack of 30 Shards of the Intern at The Tinkerer

Notes
Part of the Agents of Oryx Abilities.

Being invisible above the HP threshold grants you an effective 20 defense that works even against armor breaking attacks. Below that, and you’ll gain a decent heal that is more situational in use. Combined with 3 base DEF and a pretty easy to gain +100 HP boost, and Rogues gain some pretty nice bulk with more invisibility time than the unrelated Cloak of the Mad God. This comes at the cost of any other stat boosts and invis: lasting 1s shorter with a 0.5s longer downtime compared to the T6 Cloak of Ghostly Concealment.

Humorously, suffocation can also continuously activate the small heal, keeping the user fully healthy during their invisibility - potentially removing any need to gather breath in an Ocean Trench and Cnidarian Reef.

Trivia
An earlier, unreleased version of this cloak used to give +15 ATT when used at high HP, +15 SPD when used at low HP, and +15 DEF when being hit while invisible.

Upon release, this cloak used to have a cooldown of 0.6 seconds on Stealth Guard. However, the cooldown, as well as that of Emergency Ration’s cooldown, were bugged and did not work as intended. This was patched far later, along with a “removal” of Stealth Guard’s cooldown.