|Oryx’s assassins use this flexible armor to remain agile as they harness the Mad God’s power.|
|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.|
|Dismantling Value||30 / 40|
|Obtained Through||Consuming a stack of 35 Shards of the Doorwarden
Exchanging a stack of 70 Shards of the Doorwarden at The Tinkerer
Glancing at its base stats alone, this item seems unremarkable. Relative to the T14 Wymrhide Armor, it is completely outdone; the Wyrmhide Armor grants an additional +5 DEF and +1 DEX.
However, the Mad God’s Rage effect makes this a particularly noteworthy armor. Ever since the activation threshold was increased from 300 HP to 80% of maximum HP, the offensive buffs provided are much more reliable, granting a large boost to DPS, particularly in dungeons where one takes a lot of damage anyway. This tends to work best in the likes of most exaltation dungeons (e.g. Lost Halls, The Nest, Fungal Cavern), as they deal enough damage to activate Mad God’s Rage without necessarily putting the user at risk of death.
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 in Oryx’s Sanctuary is enough to activate this effect, so it can be put to great use there.
In less difficult content, this item is also inferior to armors which provide unconditional offensive stats such as Hirejou Tenne, since Mad God’s Rage will take much longer to activate.
With good awareness of how to safely activate and exploit Mad God’s Rage, this is easily one of the most powerful DPS-focused leather armors in the game, just barely falling shy of the likes of the aforementioned Hirejou Tenne and Centaur’s Shielding.
|Limited Edition Leather Armors|