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Oryx’s assassins use this flexible armor to remain agile as they harness the Mad God’s power. |
Tier |
UT |
On Equip |
+14 DEF, +5 DEX |
Reactive Proc |
Mad God’s Rage: Gain ATT boost (+5 ATT) and DEX boost (+5 DEX) for 3 seconds when hit under 80% HP. |
XP Bonus |
6% |
Soulbound |
 |
Feed Power |
750 |
Dismantling Value |
30 / 40  |
Notes
Glancing at its base stats alone, this item seems unremarkable. Relative to the T14 Wyrmhide Armor, it is completely outdone; the Wyrmhide Armor grants an additional +5 DEF and +1 DEX. However, taking damage to under 80% maximum HP activates Mad God’s Rage, increasing DPS stats by 10. This tends to work best when you’d take lots of damage, anyways (like the Lost Halls or Oryx’s Sanctuary).
Note that despite the wording of the in-game description, you do not need to already be below 80% HP in order for Mad God’s Rage to apply. A single, sufficiently damaging attack while you are at full health is sufficient. Notably, almost any attack from Oryx 3 himself is enough to activate this effect, so it can be put to great use there.
While good awareness of damage might make this item powerful, it is practically outclassed by the Hirejou Tenne and Centaur’s Shielding. The former provides an unconditional +1 DPS stat compared to the Sheathing, while the latter has a larger and much more consistent proc (along with better stats).