Orb

The basic, Dark, Light, and Shimmering Orb are items. They share an item slot.

Event Use/Passive

 * Passively protects against Mystical Bob in The Haunted Mansion; the item becomes a Shimmering Orb with 3 charges and no charged Spells.
 * This works even if the Orb is Frozen.


 * Use at the Catapult event to launch the item 25-30 spaces in a given direction.
 * See the Catapult page for more details.

Event Use

 * Charge at The Magic Shop; no matter the chosen Spell, the item becomes a Shimmering Orb with 3 charges and no charged Spells.
 * For an already existing Shimmering Orb, the turn counter isn't reset.

Item Combining

 * Dark, Lovely, Night, Happy, or Fairy Crystal+Dark Orb or Light Orb or Shimmering Orb= Shimmering Orb with 3 charges and no charged Spell; for an already existing Shimmering Orb, the turn counter isn't reset.

Standard Use

 * Use the charged spell. Your charged Orb reverts to an uncharged Orb.

Event Use

 * Charge at The Magic Shop with a chosen Spell.

Other Item Use

 * Ancient Dragon Claw

Item Combining

 * Dark Crystal+Orb= Dark Orb with Death, Living Bomb, or Dark Sacrifice OR Light Orb with Revive or Blessing Of Vengeance
 * Lovely Crystal+Orb=Dark Orb with Curse Of Riches, Curse Of Resurrection, or Life Link OR Light Orb with On Love's Wings, Life Shield, Life Ward, or Guardian
 * Night Crystal+Orb=Dark Orb with Blind, Disarm, Deny, or Cursed Wounds OR Light Orb with Focus, Save Point, or Spell Shield
 * Happy Crystal+Orb=Dark Orb with Weaponize, Curse Of Relativity, or Detonation OR Light Orb with Acceleration, Scales Of Justice, Cards Of Fate, or Wealth
 * Fairy Crystal+Orb=Dark Orb with Burden, Spellsteal, Liquidize, or Laser OR Light Orb with Energize, Mass Energize, Wormhole, or Momentum

Standard Use

 * Use the charged spell. Your Shimmering Orb stops being charged with the Spell.
 * Oddly, when not charged with a Spell, you can "use" this item while Dead with Ethereal Gloves, doing nothing but losing an Ethereal Gloves charge.

Passive Effect

 * This item begins with 3 charges and no charged Spells; every 3 turns (beginning on the 3rd Effects Phase after gaining it), this item loses a charge and becomes charged with a random non-Scare and non-Curse Of Cold Spell; this random Spell rewrites any current Spell it may have. (If this would happen while the Shimmering Orb has only 1 charge left, it becomes a Dark or Light Orb with the respective random Dark or Light Spell.)

Orb

 * Generic item-givers

Events

 * Princess Bubblegum's Lab in Ooo
 * The Wizard Shop
 * Archaeology Dig Lv 3 reward
 * Charge an Orb with a Magic Crystal against the Ghost, Dune Beetles, or Big Mouth Monster of the Dungeon Crawl.
 * Dig with Shovel in the Jumanji Jungle, in The Jungle, or in Ooo
 * Following The Ley Lines (event)

Items

 * Dark or Light Orb
 * Spanner]
 * Cereal Box

Skills

 * Use Multiversal Flux on an Improbability Device.

Events

 * See above under Event Use under Dark, Light, or Shimmering Orb

Item Combining

 * See above under Item Combining under Orb
 * See above under Item Combining under Orb

Events

 * See above under Event Use under Orb

Item Combining

 * See above under Item Combining under Orb

Items

 * Shimmering Orb's final charge activates
 * Ancient Dragon Claw

Events

 * See above under Event Use under Dark, Light, or Shimmering Orb

Item Combining

 * See above under Item Combining under Dark, Light, or Shimmering Orb

Items
Charged Deluminator

Strategy
TBD

Trivia
TBD