Charge Orb Rework
Instead of having 4 “Charge Orb” spells, one for each orb element, there should be one Charge Orb spell:
Charge Orb
Cost: 3 cosmic runes
Requirements: 60* Magic, an unpowered orb, must be within range of an elemental obelisk
Function: Grants 70* XP, converts unpowered orbs to elemental orbs in the presence of an elemental obelisk - the element of the orb is based on the element of the obelisk
Autocast: Unchanged from its predecessors; 3.6s autocast but can also be cast manually
*If there are concerns about balancing or bots, this could be changed to 66 Magic (76 XP) to match Charge Air Orb (the current highest requirement), or otherwise adjusted as the devs see fit
Other changes (optional):
- Charge Orb is now available in all spellbooks, not just the standard spellbook
- Being within range of an elemental obelisk now acts as an unlimited source of that element’s rune, similar to the Fountain of Rune
Posted Apr 6, 2026, 1:21 PM UTC