FIRE ORBS
- POWER
- RUNS 12 S
- LEADS WITH ORBIT
- STACKS
- GOODCO HQ
FIRE ORBS is a ring of orbs turning around the hero, and it runs for 12 seconds from the moment it is spent.
It stacks: a second pickup spent while the first is still running adds a whole fresh copy rather than resetting the clock, so two at once is genuinely twice the power.
Three igniter charges off the assembly floor, lit and set turning around the man who lit them. It is the one power with no reach at all — the ring IS the weapon — so it is spent by walking INTO the crowd rather than away from it, and a second pickup thickens the ring rather than widening it.
What it does
The ring
| WHAT | VALUE |
|---|---|
| ORBS | 3 |
| RING RADIUS | 38 PX |
| SWEEP | 3.2 RAD/S |
| DAMAGE PER BITE | 14 |
| ONE ORB BITES EVERY | 0.14 S |
| ORB SIZE | 8 PX |
- AUTHORED AT LEVEL 1every damage figure above is the blow a level-1 hero with nothing spent on INTELLIGENCE lands, measured against a reference minion carrying 45 health. It does not stay there: a power's output rides the same curve a monster's healthbar climbs, so a figure that clipped a third of a bar on the first map still clips a third of one on the last.
- INTELLIGENCEeach point deepens every one of its blows by 5%.
How often it turns up
FIRE ORBS is weighted at the catalog's ordinary 100: inside a pool it is exactly as likely as any other unweighted power in it.
A pool is a flat list picked from by weight, so what those odds actually come to depends on how deep the venue's list is — and every venue from here on keeps it, so the same power thins out the further down the campaign you take it.
| VENUE | POOL | WEIGHT | SHARE OF THE POOL |
|---|---|---|---|
| GOODCO HQ | 7 powers | 100 | 20% |
| THE MOON | 9 powers | 100 | 16% |
| MARS | 11 powers | 100 | 14% |
| THE RIFT | 13 powers | 100 | 13% |
| BOOT HILL | 15 powers | 100 | 11% |
| THE GARAGE | 15 powers | 100 | 11% |
| THE BUNKER | 15 powers | 100 | 12% |