The Shiny Orb is a considerably uncommon Inventory Item. When, kicked it will calculate and grant a random amount of gold in Gold Nuggets, or explode, destroying itself and damaging the player and everything around it.
Behavior[]
The orb outcome is like casting a 26-sided die, with 1 side yielding an explosion, 1 side yielding 200 , 1 side yielding 100 , 8 sides yielding 10 , and 15 sides yielding 20 . The first kick is fixed, and will always yield 20 . The second kick has odds as described in the table below. Starting on the third kick[1], each time the orb is kicked, the outcome of the highest number is changed to an explosion (so rolling a 24, 25 or 26 on the 4th kick will yield an explosion).
Tips[]
The expected value of the next kick drops considerably after 7 kicks (after the 200 option is removed), so if HP is scarce it's recommended to not exceed this number. The cumulative probability of an explosion after 7 kicks is 57%.
The "Explosion immunity" perk blocks the explosion damage when 1 is rolled making it safer to kick the orb. Note that measures may still need to be taken to prevent the fire from the explosion setting you alight.
Kicking the orb underwater does NOT reduce damage.
Soaking yourself with a bit of Ambrosia will nullify the damage dealt upon explosion.
"Kicking" the orb while using the "Telekinetic Kick" perk is enough to activate it, while staying safely out of explosion range.
Gallery[]
See also[]
- ↑ Technically, the third kick has the same odds as the second kick (kick 3 replaces 0 numbers, and kick 4 replaces 2 numbers, so the effect for kicks 4 and above is as described), but this behavior was omitted for brevity.