Guide: Paradox Orbs

This is a list of the Paradox Orbs that have been discovered (so far). Not even I have all the Orbs memorized, so don't feel like you need to memorize all of them. Some that I've made won't appear in this list for reasons (such as spoilers, they're unfinished, or other reasons).

Orb Types
Each Paradox Orb has a different effect. These can be classified into many types:
  • Green - Affects the movement of the target. This can range from causing them to slow down or to teleport.
  • Blue - An offensive orb that attacks the target. These orbs focus Paradox Energy to become harmful.
  • Purple - A defensive orb that blocks attacks, other orbs, or can increase endurance.
  • Red - These orbs create some obscure effect on the target, such as allowing them to be able to understand a language or to be covered in ice.
  • Silver - These orbs create effects in an area. These can range from gravitational effects to weather conditions.
  • Teal - These orbs, when smashed, summon some sort of ally. They can be dragons, drones, robots, or any other type of individual ally.
  • Black - These orbs always have to deal with come kind of apocalyptic event. Very few of these orbs exist, and are very difficult to create.
  • Gold - Mostly called "Legend Orbs," these orbs can have catastrophic effects.
Green/Movement Orbs
  • Warp Orb – Warps either the user or the target to a location of the user’s/target’s thinking, respectively.
  • Jump Orb – Dramatically increases the jumping ability to the target. If used on a flat surface without targeting anything, it creates a “jump pool” that, when stepped on, rockets the intruder skyward.
  • Cloud Orb – Creates a bridge of solid clouds from Paradox Energy. If used properly, mobile cloud platforms can be created.
  • Floater Orb – Gives resistance to intense gravity and allows the subject to float atop water, quicksand, lava, or other surfaces that the subject could sink through.
  • Portal Shield Orb – Creates a shield of hexagons that moves incoming objects to the other side of the shield.
  • Exit Orb – Pulls the subject out of immediate danger. Does not protect from ambushes; effects last for one True Hour.
  • Zoom Orb – Doubles the subject’s movement speed potential.
  • Phantom Orb – Allows the user to move through solid objects.
  • Portal Orb – Opens a portal for 1 True Hour to a specific location.
  • Burrow Orb – Buries the user safely underground.
  • Cannon Orb – Opens a portal beneath the subject then fires them upward with great velocity.
  • Trans-Dimensional Orb – Allows movement between dimensions via portals. Extremely difficult not only to conjure, but to use as well.
  • Pitfall Orb – Creates a pitfall trap or drops an enemy into a pit.
  • Recall Orb – Pulls the subject into an unknown area, then reappears elsewhere sometime later.
  • Signal Orb – Pulls allies towards you.
  • Purge Orb – Forces enemies away from the user.
Blue/Attack Orbs
  • Geyser Orb – Fires a blast of water from beneath the enemy. Can be used to put out flames or flood an area. The targets are often times confused and disoriented afterwards, but this is not one of the orb’s effects.
  • Erupter Orb – Causes an eruption of fire and lava to appear beneath the target. It may greatly increase the heat in the area.
  • Static Orb – A large static bolt causes the enemy to become immobilized for a few seconds.
  • Angler Orb – A sphere of hypnotic light draws all targets near then douses them with a heavy cascade of water.
  • Tackle Orb – Creates a non-protective shield around the user that increases momentum to increase the power of the user’s melee attacks.
  • Twister Orb – Creates a whirlwind underneath the foe.
  • Spike Orb – Plants massive spikes randomly on the ground.
  • Magma Orb – Shoots lava in a straight line in front of the user.
  • Ambush Orb – Hides the target until they feel free to break from the orb. After breaking the hide effect, the area the user is focused on is shredded by the broken hide shield and creates a massive sonic blast.
  • Burst Orb – Causes flame to burst forth from the ground around the user.
  • Antimatter Orb – creates a small block of antimatter where the orb was smashed. Incredibly dangerous to use.
  • Drill Orb – Causes an object to fly at the target, spinning like a drill.
  • Slip Orb – Causes all enemies to drop whatever they are holding and fall.
  • Crossbow Orb – Shoots bolts with paralyzing poison in a ring around the user.
  • Gaseous Orb – Releases a large cloud of blinding tear gas.
  • Filler Orb – The antithesis of the Scrubber Orb. The Filler Orb pulls extra Paradox Energy into an area. Does not cancel out a Scrubber Orb.
  • Spreader Orb – Causes the effects of all Paradox Orbs to become massive.
  • Risk Orb – The target is inflicted with incredible pain for as long as the user desires. The user feels half the pain that they inflict.
  • Rage Orb – Increases the user’s offensive prowess for a short period.
  • Vortex Orb – Creates a gravitational vortex where the orb was smashed. This orb’s existence is theoretical.


Red/Status Orbs
  • Cold Burst Orb – Encases the enemy in ice.
  • Sunburn Orb – Increases the amount of sunlight in an area and intensifies the UV rays.
  • Shrink Orb – Reduces the subject to 1/8 their regular size for 24 True Hours.
  • Growth Orb – Doubles the subject’s size to twice as much for 24 True Hours.
  • Stasis Orb – Completely stops all processes in a single target for 24 True Hours.
  • Poisoning Orb – Poisons a target with a random poison.
  • Foresight Orb – Allows the user to detect incoming attacks and allows them to dodge them with ease.
  • Life Orb – Revives blanked subjects. Does not reverse death.
  • Changer Orb – Transforms the subject into another species for 12 True Hours or until a Truth Orb is used on them.
  • Truth Orb – Reveals a correct and seemingly minor decision, uncovers invisible objects/subjects, and undoes any disguise. Can cause a subject to impulsively tell only the truth.
  • Swap Orb – Switches the target with a random object within the same dimension.
  • Freezer Burn Orb – Surrounds the target with an aura of icy fire for 1 True Hour.
  • Inhibition Orb – Causes the target to lose more than half of their normal potential for 12 True Hours.
  • Infatuation Orb – Causes the target to uncontrollably and loyally follow the user for 24 True Hours.
  • Disguise Orb – Makes the user appear to be an ally to all who see him for 24 True Hours. Only works against those who are only familiar with him on the knowledge scale or lower. Removed via Truth Orb.
  • Leech Orb – Creates a Scrubber effect on the target and gives the user a Filler effect. Lasts for 3 True Hours.
  • Copy Orb – Creates a very limited copy of the subject.
  • Boss Orb – Doubles the user’s abilities.
  • Map Orb – Gives the user an almost-perfect knowledge of the surrounding geography until they leave the area.
  • Terror Orb – Causes the target to become terrified of the user for one True Hour.
  • Figurine Orb – Only usable in the 156th Dimension. Creates a figurine of the target.
  • Cure-All Orb – Brings the subject to full health.
  • Disease Orb – Inflicts a species-specific, non-contagious, non-lethal disease on the target.
  • Density (+) Orb – Increases the subject’s density for 24 True Hours.
  • Density (-) Orb – Decreases the subject’s density for 24 True Hours.
  • Translator Orb - Allows the subject to understand any language for 24 True Hours. Does not affect dead languages (i.e. Latin).
Purple/Shield Orbs
  • Shield Orb – Protects the subject from all incoming attacks for a few seconds.
  • Magic Shield Orb – Prevents the use of Paradox Orbs on the user.
  • Heal Orb – Restores the subject to full vitality.
  • Warmth Orb – Gives endurance to frigid temperatures and ice-based attacks.
  • Double-Endurance Orb – Doubles the endurance of the user for 12 True Hours.
  • Pulse Orb – Creates a barrier that sends a pulse of energy outwards at enemies that come too close.
  • Illusion Orb – Creates an illusion around the user that distracts the enemy.
  • Warp Shield Orb – Warps enemies away if they come too close.
  • Ironcore Orb – Creates an impenetrable shell around the user with a special nutrient to keep the user sustained for prolonged periods of time.
  • Electro Barrier Orb – Creates a barrier that absorbs all electricity and shocks anything that comes too close.
  • Absorber Orb – Transforms offensive maneuvers made against the user into endurance that lasts for 1 True Hour.
  • Deflector Orb – Redirects ranged attacks towards the enemy.
  • Roll Orb – Deflects physical attacks.
  • Never Orb – Freezes all objects coming towards the user until they can get out of the way.
  • Paradox Mirror Orb – Reflects Paradox Orb effects used against the user.
  • Flatten Orb – Levels out any modified attribute on the subject.
  • Nourish Orb – Fully nourishes the subject.
  • Thought-Lock Orb – Protects the user’s thoughts from being read.
Silver/Area of Effect (AoE) Orbs
  • Mystery Orb – Creates a random Paradox Orb effect.
  • Storm Orb – Summons a large thunderstorm.
  • Blizzard Orb – Summons a blizzard.
  • Time Drift Orb – Nearly freezes time in the field.
  • Flood Orb – Floods the area.
  • Quicksand Orb – Creates a pit of quicksand.
  • Sandstorm Orb – Creates a sandstorm.
  • Flare Orb – Dispels all the darkness in an area. Cancels out Darkness Orbs.
  • Darkness Orb – Releases a Dark Dog that allows little or no light to enter. Cancels out Flare Orbs.
  • Null Orb – Removes all Paradox Orb effects in the area.
  • Gather Orb – Moves all the objects in an area over to the user.
  • Disrupter Orb – Changes where all doors, vents, windows, etc. lead to. The frequency for this orb has been Scrubbed in many areas.
  • Minefield Orb – Places mines randomly in a certain area.
  • Rust Orb - Quickly oxidizes a single metal surface.
  • Windstorm Orb - Summons a mighty windstorm.
  • Power 5, 10, 15 Orbs - Uses five, ten, or fifteen non-apocalyptic, non-legendary Paradox Orb effects respectively.
  • Antigravity Orb - Makes all objects, living or inanimate, levitate for a short duration.
  • Scrubber Orb - Wipes all Paradox Energy  from a certain area for 24 True Hours.
  • Cargo Orb - Makes objects dimensionally transcendental for a specified duration. When the effect of the orb ends, the objects that were stored inside are rocketed out.
  • Monopoly Orb - Transforms currency into the local form.
Teal/Summoning Orbs
  • Orbit Orb - Creates a drone that orbits around the user, attacking those that the user attacks.
  • Hive-D Orb - Creates 10 drones that, in various combinations, do different things. They loyally obey the user.
  • Mech Orb - Summons a robotic ally.
  • Dragon Orb - Summons a large dragon.
  • Swarm Orb -Summons a large swarm of insects that attack and ravage the target.
  • Knight Orb - Summons a Paradox Knight to fight by the user's side. The Paradox Knight is armed with a random weapon (usually medieval style), as well as a lesser copy of the user's secondary ability. The Knight copies the user's gender, but not species. The Knight will diminish after a period of time - usually 24 hours - is not affected by Scrubber Orbs (though they feed on PE), and has a psychic link with the user. Knight Orbs are somewhat difficult to conjure, and Paradoxium has a field of study surrounding these beings.
Black/End Orbs
  • Apocalypse Orb - Summons a massive explosion that covers the surface of an entire planet and fills the atmosphere.
  • Keeper Orb - Non-paradoxically saves the existence of the user if an event that would terminate their existence should come across them. Does not prevent death.
  • One Orb - According to myth, this orb fuses several beings together, giving the resultant - who has called itself One on every occasion - all the powers and abilities of those it is made of. Its existence is found only in that myth.
Yellow/Legend Orbs
  • Tectonic Orb - Shifts the Continents of the planet. Incredibly dangerous to use.
  • Zero Orb - Effects Unknown. The existence of it is only known of. The leader of Paradoxium has one on his staff. It cannot be broken.
  • Creation Orb - Effects unknown. On display at Fort Ironcore.
  • Pangaea Orb - Pulls all continents towards each other. Incredibly dangerous to use.
  • Paradoxian Orb - Causes up to ten individuals to become a Paradoxian. It has only been used once, and there appear to be no others in existence.
  • Infinity Orb - Effects unknown. Bi-class (Yellow/Apocalypse).

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