As this is one of the most powerful personal buffs there is, I can not dismiss it. However, the percentage of what is actually received by party members deters one from fully upgrading this shield.Arcane Shield
Type: Arcane
Upkeep: 20% of mana
Cooldown: 5s
Description: Defense: +20% The mage conjures a protective aura that deflects incoming attacks for as long as this mode is active.
Upgraded by:
Elemental Shield
Requires: Level 7; 2 points in Arcane
Description: Arcane Shield now absorbs a portion of elemental attacks as well.
Fire resistance: +20%
Cold resistance: +20%
Electricity resistance: +20%
Nature resistance: +20%
Spirit resistance: +20%
Upgraded by:
Arcane Wall
Requires: Level 9; 4 points in Arcane
Description: Arcane Shield's protection now evelops all party members.
(note: Party members only receive 5% from buff.)
I doubt the need for discussion on the merits of this ability. However, conversation on the type of damage put forth should be encouraged.Elemental Weapons
Type: Arcane
Upkeep: 10% of mana
Cooldown: 5s
Requires: Level 4
Description: While this spell is active, the caster's staff channels its base elemental power across the entire party, enchanting the weapons of allies to give them additional elemental damage. For example, a mage using a fire staff adds extra fire damage to attacks from all other party members. Bows are affected. Talents that use weapons to deal damage trigger the damage bonus as well.
Death Syphon
Type: Spirit
Size: 10m
Upkeep: 20% of mana
Cooldown: 5s
Requires: Level 5
Description: Mana regeneration: 5% per corpse. The mage replenishes vitality by consuming entropic energy from nearby corpses for as long as this mode is active.
Upgraded by:
Death Vortex
Requires: Level 9; 3 points in Spirit
Description: Health regeneration: 5% per corpse, Mana regeneration: +5% per corpse. Death syphon becomes a vortex that wrings nearby corpses dry, renewing the mage's health and restoring even more mana. (note: Death siphon still counts as a "traditional healing" so it doesn't work with blood magic abilities.)
Healing Aura
Type: Spirit Healer
Size: 6m
Activation: 30%
Cooldown: 10s
Requires: Level 7
Description: Health regeneration rate: +50 for all party members. While this mode is active, the mage can use spirit healer spells and becomes a locus for restorative energies, increasing the natural healing of all allies within the aura. However, the mage cannot cast any offensive spell for the duration of the effect.
Upgraded by:
Radiance Requires: Level 11; 4 points in Spirit Healer
Description: Size: +2m Healing Aura now stretches further across the battlefield.
Upgraded by:
Faith
Requires: Level 13; 6 points in Spirit Healer
Description: Health regeneration rate: +50 for all party members. The most powerful spirits are said to be those of Faith itself. by relying on these powerful spirits, the spirit healer learns to make Healing Aura more effective.
Heroic Aura
Type: Creation
Upkeep: 20% of mana
Cooldown: 5s
Requires: Level 3
Description: Attack: +15% for all party members Defense: +8% for all party members
Upgraded by:
Valiant Aura
Requires: Level 7; 2 points in Creation
Description: Heroic Aura gains: Damage: +10% for all party members, Critical chance: +10% for all party members.





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