Orbs are weapons used by Magicians. While only the Ice Orb 6 and Thunder Orb 6 have the word "Orb" in their weapon names, all of them are shaped like spheres, hence the name. The name of orbs often refers to their elemental type. Orbs tend to have higher damage and more intense magical effects than other weapons, but, in exchange, have higher AGI (lower rate of fire) than most other weapons. The icons of orbs are different between levels: LV 1-2 orbs have a simple orb as their icon, at LV 3-4 they gain a shine on the upper left part of the icon, at LV 5-6 there are two thin rings circling the orbs, and at LV 7-8 the orb is replaced with a single fiery ring within a cloud surrounding a small point of light. Orbs have 5 types: Fire, Ice, Thunder, Freeze, and Physical (limited to the starting weapon).
List of orbs[]
Icon | Weapon | LV | AT | PC | AGI | Range | Type | MP | Bonus AT | RPC | Dropped by | Buy | Sell |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Magic | 5-10 | 1 | 80-90 | 90 | Physical | 100 | 12 | ||||||
Starting weapon. It is the only Type Physical orb. | |||||||||||||
Explosion | 1 | 5-10 | 1 | 80-90 | 90 | Fire | 5-10 | 1 | (OS) |
250 | 31 | ||
Shoots a ball like the Magic but creates an explosion upon hitting enemies or the terrain, dealing splash damage. The explosion is large enough to penetrate the thinnest floating panels to deal damage to enemies on the other side. Adding a Garnet to it will make the explosion stay longer if it hasn't hit an enemy yet. | |||||||||||||
Ice | 1 | 5-10 | 1 | 80-90 | 90 | Ice | Slow 30% | (GL1) |
500 | 62 | |||
Fire | 1 | 2-6 | 1 | 80-90 | 80 | Fire | 2-6 (Burn 8%) | 1 | (GL2) |
750 | 93 | ||
Shoots a fire which turns into a ground fire upon collision with said ground. The fire shot lasts for 2s, while the ground fire lasts for 4s and deals splash damage. A Garnet can increase both the time of the fire shot and the ground fire produced. Equipping a Guide's Card makes it effective on flying enemies and most fish, but ineffective against some ground enemies. | |||||||||||||
Thunder | 1 | 1-30 | 3 | 80-90 | 80 | Thunder | (GL5) |
1000 | 125 | ||||
Three bolts of thunder appear in the sky and travel straight toward the enemy. It can be equipped with a Bullet's Card 1 to increase the number of bolts to four. | |||||||||||||
Freeze | 2 | 5-10 | 1 | 80-90 | 90 | Freeze | Freeze time 1.0s | (GL7) |
1500 | 187 | |||
Shoots a bolt that freezes enemies, even in midair. Very effective on fast enemies. It is recommended to equip a Quick's Card, a Diamond, 30 DEX on the Magician to help keep enemies constantly frozen. It is not as effective on bosses or freeze-immune enemies. | |||||||||||||
Blizzard | 2 | 5-10 | 9 | 120-135 | 90 | Ice | Slow 30% | (CG) |
2000 | 250 | |||
This is an improvement of Ice 1 orb. Nine hailstones drop from mid-air onto the ground, near an enemy. The hailstones are staggered and can be increased to 15 or 18 with a Bullet's Card 3/4. This orb is effective against a group of enemies or big enemies, and also useful against the Castle Boss. | |||||||||||||
Volcano | 2 | 2-6 | 1 | 120-135 | 80 | Fire | 2-6 (Burn 5%) | 9 | (F1) |
2500 | 312 | ||
This is an improvement of Fire 1 orb. Shoots a pellet which lasts for 2s, and spews 9 fires upon contact with the ground. Each fire does splash damage individually and lasts for 2s. It does very high damage, making it an ideal weapon for the early parts of the game. A Garnet increases both the time of the pellet and the fire produced, and a Ruby allows for even more damage. | |||||||||||||
Thunder Storm | 2 | 1-30 | 12 | 120-135 | 90 | Thunder | (CV1) |
3000 | 375 | ||||
The Type Thunder counterpart to Blizzard 2. If an enemy is within the Magician's range, 12 lightning bolts drop from mid-air onto the ground and do individual damage. The lightning bolts are staggered, and the orb can be equipped with a Bullet's Card 3/4 to increase lightning bolts dropped to 21 or 24. This orb is effective when used against a group of enemies or big enemies. |
Icon | Weapon | LV | AT | PC | AGI | Range | Type | MP | Bonus AT | RPC | Dropped by | Buy | Sell |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Delta Explosion | 3 | 10-20 | 3 | 80-90 | 80 | Fire | (S2) |
4000 | 500 | ||||
This is an improvement of Explosion 1 orb. If an enemy is within the Magician's range, 3 oval-shaped explosions occur when the Magician attacks that deal damage to nearby enemies. It penetrates enemies and terrain, making it an ideal weapon in crowded areas such as ???, and can be equipped with a Bullet's Card to increase the number of projectiles. Adding a Garnet will cause the explosion to last longer if it hasn't hit an enemy yet, and a Guide's Card will cause the explosions to turn around, hitting the enemy if it hasn't already. | |||||||||||||
Icicle | 3 | 15-25 | 1 | 80-90 | 90 | Ice | Slow 35% | (S4) |
4500 | 562 | |||
This is an improvement of Ice 1 orb. Fires a short icicle that slows the enemy down. As Blizzard 2 drops many slowing projectiles and the slow is only slightly weaker, Icicle is only better on powerful single enemies, such as bosses. | |||||||||||||
Fire Rise | 3 | 2-6 | 5 | 80-90 | 80 | Fire | Burn 3% | (SM1) |
5000 | 625 | |||
This orb fires five flames in a U-shaped path toward the enemy. Each flame lasts for 2s. The amount that the flames curve upward makes them ineffective against low-lying enemies such as Walkers and Trees, as well as VS Mode. A Guide's Card is a good choice for this weapon, which makes the fire move towards enemies. Adding a Garnet will effectively increase the range of the fires, and a Bullet's Card increases the number of flames. | |||||||||||||
Big Thunder | 3 | 1-150 | 1 | 80-90 | 80 | Thunder | (MG2) |
5500 | 687 | ||||
Fires a large lightning bolt that passes through terrain and deals splash damage. It is a very useful weapon on strong enemies and bosses. However, Thunder 1 can potentially deal more damage because AT affects all bolts of thunder, and a Bullet's Card can be equipped unlike Big Thunder 3. It is recommended to equip a Quick's Card so it attacks faster. | |||||||||||||
Big Icicle | 4 | 10-20 | 1 | 80-90 | 90 | Freeze | Freeze time 1.0s | (MG3) |
6000 | 750 | |||
Similar to Big Thunder 3, the projectile pierces terrain and deals splash damage. It can be considered an improved version of Freeze 2 orb, although the Freeze time is the same. If this orb is equipped with a Quick's Card and a Diamond, then its Freeze length will be long enough to keep normal enemies constantly frozen. It is highly recommended for levels with large numbers of enemies such as Seaside 4, Mist Grove 2, and ???, as the projectile can hit and freeze many enemies at once. | |||||||||||||
Ice Meteor | 4 | 100-150 | 1 | 120-135 | 90 | Ice | 10-15 (Slow 30%) | 9 | (D1) |
6500 | 812 | ||
Fires a fast-moving projectile that splits into nine randomly aimed projectiles when hitting terrain or an enemy that slows enemies on impact. The projectiles cannot be guided with a Guide's Card and cannot be increased with a Bullet's Card. This weapon is effective for VS Mode. | |||||||||||||
Super Volcano | 4 | 2-6 | 1 | 120-135 | 80 | Fire | 4-8 (Burn 5%) | 15 | (D4) |
7000 | 875 | ||
Just like Volcano 2, but it shoots the fire residues upwards instead of to the side. As a result, it will deal more damage to a single enemy and the enemies around it, as well as being better against flying enemies. Both the pellet and the fire residue last for 2s and can both be increased with a Garnet, but only the fire residue deals splash damage. | |||||||||||||
Thunder Spear | 4 | 1-30 | 24 | 120-135 | 90 | Thunder | (O) |
7500 | 937 | ||||
Similar to Thunder Storm 2, but it summons 24 thunder bolts straight down at the enemy. Highly effective on large, slow enemies, especially when there is a Bullet's Card 4 equipped, which will double the number of bullets to 48. However, fast enemies can move out of the way to avoid most of the spears. When a Guide's Card is added, the spears that miss will slide on the ground towards other enemies because the spears linger on the ground for a short moment if they originally miss. |
Icon | Weapon | LV | AT | PC | AGI | Range | Type | MP | Bonus AT | RPC | Dropped by | Buy | Sell |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Time Explosion | 5 | 20-40 | 1 | 80-90 | 80 | Fire | 15-25 | 10 | (D7) |
8000 | 1000 | ||
Releases a pellet that rolls on the ground. The pellet explodes into 10 heat gases dealing splash damage when it hits an enemy or a wall. Using a Pierce's Card on this weapon is counterproductive as the pellet will drop through the ground and cannot deal damage. A Guide's Card will be helpful in VS Mode. A Quick's Card will make it release more pellets in a shorter time, making it easier to defeat bosses with high LP. This weapon is useful when dealing with grouped enemies. | |||||||||||||
Atomic Ray | 5 | 10-20 | 1 | 80-90 | 90 | Fire | Burn 8% | (Resort) | 8500/ 85000 |
1062 | |||
Releases a laser beam that lasts for 20s and travels in a straight line that bounce off terrain. Equipping a Guide's Card to this and using it against crowds of flying enemies will devastate them, as the projectile's fairly slow movement will allow it to make 360° turns and continuously hit enemies in the crowd. If the Magician uses this weapon in Cavern Stages, the laser beam bounces in great numbers, damaging loads of enemies with a single shot. | |||||||||||||
Ice Spike | 5 | 15-25 | 1 | 80-90 | 90 | Ice | 5-15 (Slow 40%) | 3 | (CV4) |
8500 | 1062 | ||
Shoots a needle similar to Icicle, but splits into three more needles upon hit which can bounce off terrain. This weapon is very good for slowing down bosses with an Aquamarine 4 (Slow 60%). However, it has low damage (unless equipped with a Sapphire and lots of MAG). | |||||||||||||
Inferno | 5 | 2-6 | 7 | 80-90 | 60 | Fire | Burn 3% | (SF2) |
9000 | 1125 | |||
Shoots seven heat gases in a straight line. Each heat gas lasts for 4s. Equipping a Guide's Card makes the gases clump up on enemies for more damage. Adding a Bullet's Card 4 and investing SP in MAG can make this attack rather deadly. A Magician with a high range may not be able to handle this weapon well because the heat gases move slowly and may disappear before reaching the enemies. A Garnet may help in this situation if the range is not too high. Before ver11.2, this weapon had a range of 80, making this the first weapon to be weakened. | |||||||||||||
Electric Shock | 5 | 1-20 | 30 | 80-90 | 30 | Thunder | (SF4) |
9500 | 1187 | ||||
Produces 30 thunder bolts spreading out slightly at the same position one by one. A Bullet's Card 4 can increase the number of thunderbolts to 60. It also has the lowest range among all orbs, and because of this, a Catapult's Card or high STR is highly recommended so the deadly effect of this weapon can be executed at a safe distance. It is very deadly with a Bullet's Card 4 and a Catapult's Card 5 on a Magician with very high MAG, as the AT boost affects all 60 bolts while the Magician is a safe distance away. | |||||||||||||
Freeze Explosion | 6 | 5-10 | 6 | 80-90 | 90 | Freeze | Freeze time 0.2s | (SF5) |
10000 | 1250 | |||
Similar to Delta Explosion 3, six large freezing one-arrows will appear if an enemy enters the Magician's range. The projectiles bounce off terrain instead of piercing. Although this weapon can easily affect a large area, it has a much lower Freeze time than Big Icicle 4. The Magician will likely need 30 DEX, a Diamond, and a Quick's Card of the highest levels available to keep a group frozen solid. Additionally, Freeze Explosion 6 can be used against enemies with strong resistances along with Bullet's Card 4/5 and Quick's Card 5, since Freeze damage cannot be reduced by enemy resistances. | |||||||||||||
Ice Orb | 6 | 0-0 | 1 | 120-135 | 60 | Ice | 10-15 (Slow 30%) | 50% | (SF8) |
11000 | 1375 | ||
Fires a slow-moving projectile that last 3s and does no damage, instead producing Ice needles like the attack from the White Boss Vampire Tree. However, the attack from this orb does not have the bouncing capabilities unlike that boss' attack. Equipping a Guide's Card will increase the moving speed of the ball when the attack homes towards the enemies. Extremely deadly at close range with about 75 DEX, a Guide's Card 5, and a Quick's Card 5 or Sapphire 5, dealing massive damage to anything that doesn't resist Type Ice. It is useless at high range as the slow projectile cannot reach enemies before it disappears. It is worth mentioning that, despite the fact that the orb itself can gain AT from investing SP into MAG, it will never truly do damage directly. Before ver12.7, this weapon had a range of 90. | |||||||||||||
Lava | 6 | 2-6 | 1 | 120-135 | 80 | Fire | 6-9 (Burn 5%) | 30 | (SF9) |
12000 | 1500 | ||
Similar to Volcano 2 and Super Volcano 4. However, this orb produces 30 fires with splashing capabilities which slides on ground in one direction. Both the pellet and the fire last for 2s, and they can be further increased with a Garnet. | |||||||||||||
Thunder Orb | 6 | 0-0 | 1 | 120-135 | 60 | Thunder | 1-90 | 25% | (F6) |
13000 | 1625 | ||
Essentially the Type Thunder variant of Ice Orb 6. This orb shoots a harmless ball which produces mines that deal damage like the attack from the Yellow Boss Box Eel (Oasis). The projectile travels faster than the Ice Orb and lasts longer at 4s, effectively increasing range. A Guide's Card may be used to let the ball stay on one enemy for a longer time, causing more mines to spawn on top of an enemy. While it doesn't have as big a problem with higher range as Ice Orb does, past 75 DEX there are no further ways to boost the damage or usefulness by leveling up. This means, like the Ice Orb, it's most useful in the hands of a lower-level team that's aiming for really good weapons for lower rank VS Mode. |
Icon | Weapon | LV | AT | PC | AGI | Range | Type | MP | Bonus AT | RPC | Dropped by | Buy | Sell |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spread Explosion | 7 | 20-40 | 10 | 80-90 | 80 | Fire | 30-50 | 1 | (H3) |
15000 | 1875 | ||
Shoots out 10 pellets in the same fashion as the Yellow Demon Eel which bounce off terrain. After 1s of pellet creation, when they hit an enemy, it will explode dealing splash damage. Essentially a stronger version of the Time Explosion 5 that has massive area of effect, higher splash range, and higher damage. When combined with a high-level Quick's Card and Bullet's Card, the Magician will be spewing the projectiles out at an alarmingly rapid rate. A Guide's Card is useful in reducing waste caused by the spread of projectiles, and a Pierce's Card is useful against enemies blocked by raised terrain. | |||||||||||||
Ice Bolt | 7 | 25-35 | 3 | 80-90 | 90 | Ice | Slow 45% | (H6) |
16000 | 2000 | |||
Essentially a fusion of Thunder 1 and Icicle 3 orbs. This weapon massively slows down bosses when equipped with an Aquamarine 7 (Slow 80%). A Quick's Card or a Bullet's Card may also help in damage. Before ver16.0, this weapon was bought for $15000 and sold for $1875. | |||||||||||||
Hell Fire | 7 | 2-6 | 30 | 80-90 | 40 | Fire | Burn 5% | (IF2) |
17000 | 2125 | |||
Spews out 30 heat clouds at close range. The clouds, while densely packed, travel slowly and lasts for 1.6s so a Garnet is recommended to increase the effective range of the weapon. Alternatively, combining this weapon with a Bullet's Card and Guide's Card makes an incredibly powerful short-ranged weapon that can shred enemies, in a similar fashion to the Flame Sabel 4. | |||||||||||||
Lightning | 7 | 1-90 | 30 | 80-90 | 80 | Thunder | (CV7) |
18000 | 2250 | ||||
Shoots 30 sparks towards the target like the magical effect of the Thunder Rings, although they do not bounce off terrain. Combined with the Quick's Card 7 and Bullet's Card 7, this attack can deal incredible amounts of damage to enemies, including bosses. While it lacks the useful utility of appearing directly on top of an enemy like the Electric Shock 5, it deals much more raw damage. | |||||||||||||
Permafrost | 8 | 15-25 | 6 | 80-90 | 90 | Freeze | Freeze time 0.6s | (CV8) |
19000 | 2375 | |||
A straight upgrade to Freeze Explosion 6, creating six blazes instead of one-arrows with higher AT and Freeze time. | |||||||||||||
Ice Missile | 8 | 0-0 | 3 | 120-135 | 90 | Ice | 10-15 (Slow 30%) | 90% | (H7) |
20000 | 2500 | ||
Essentially an upgraded Ice Orb 6. Shoots 3 harmless bullets which constantly produces damaging clouds. The bullets travel much faster and further than the orb from Ice Orb 6 even though the effect time is reduced to 2s, making this weapon viable on Magicians with semi-high range. Like the Ice Orb , the projectiles have no bouncing or piercing capabilities. | |||||||||||||
Pyroclastic Flow | 8 | 2-6 | 1 | 120-135 | 90 | Fire | 9-12 (Burn 5%) | 50% | (H8) |
21000 | 2625 | ||
Shoots a pellet which leaves a trail of fire. The fire falls slowly towards the ground and deals splash damage. The pellet lasts for 4s, while the fires last for 3s. Unlike other Volcano-style Orbs, the pellet vanishes on contact with the terrain and does not explode. A Reflection Card 4 allows the pellet to continue bouncing off terrain against grounded enemies, and a Guide's Card 7 allows the pellet to stay on top of enemies for longer. | |||||||||||||
Thunderbolt | 8 | 0-0 | 1 | 120-135 | 90 | Thunder | 1-999 | 1 | (HG) |
22000 | 2750 | ||
Shoots a ball which does minimal damage. When it hits an enemy or the terrain, it releases a large vertical laser that cuts through the whole screen like the Grey Big Box Snake's attack, dealing splash damage. Equipping a Topaz or investing SP into MAG will increase the AT of the ball above 0 and allows the AT of the ball be affected by the Priest's Aura (AT). To match Lightning 7's damage without compos and 75 DEX (which has 30 bullets), the laser needs to hit at least 3 enemies per shot, and at least 7 enemies per shot if there is a Bullet's 7 Card on the Lightning 7 (for 75 bullets). While this weapon has the potential to quickly decimate a crowd of enemies that are swarming the Magician, it will usually be inferior to Lightning 7 in most scenarios. |
History[]
External links[]
- Article about orbs at the Japanese Stick Ranger Wiki. If you cannot read Japanese, you might want to visit the Google Translation instead.
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