User:Veskin7/Holy Power

Energy Blades
The mage activates two blades of magical white energy - one for each hand. Actually a small energy lightning comes out of each finger and they all are chained together with a curved lightning edge. Press the skill button to activate the blades and press it again to deactivate them. Deactivation doesn't cost energy. If you are wearing a shield, the blade is only on the right hand. These blades are used for melee combat - the mage slices enemies. The damage is magical and the enemies struck are swallowed by white flames that burn them for a while and lower their resistances /also magical resistance/. There is extra damage dealt to undead and demons. The perfect melee weapon against them. The mage swings the blades in a sequence - right, left, right, left. If you wear a shield the attack is single. The attack speed is very fast.

In addition to the blades effect, there is a chance to emit a small nova of white energy that can strike the nearby enemies when you attack your target. When this happens the enemies struck will burn as if they were hit by the blade, but the damage they receive will be the half of it. The maximum count of foes struck by this nova is two.

Scepter of Light
The mage summons a big scepter of white energy in her hands. Actually she raises her hand above her head and thin rays of light start shining around it, then they gather together (they move from the outwards to inward) and form the scepter. It looks pretty much like a big morning star mace, but made of light. Press the skill button to activate the mace and press it again to deactivate it. Deactivation doesn't cost energy. The scepter is one handed and you can have a shield in your other hand and if you have an item in your right hand the scepter will temporarily transform it. The attack speed is fast. The damage is magical and physical. Enemies that are hit will be swallowed by white magical flames that slowly burn them and lower their resistances /also magical/ and their defence. There is a chance to Dispell Undead and to Banish Demons /see below/ when attacking.

In addition to that there is a chance for the scepter to emit a nova of white energy when you hit the target and it will affect maximum four of the nearby foes. The ones hit by the nova will receive half of the mace's damage and the chance to cast Dispel Undead and Banish Demons will be lower. The other effects will be the same as the mace's.

Shield Of Light
The mage raises her hands and invokes a spherical shield that shines with a bright light. The shield looks like a white ring /sphere/ around the mage that spreads rays of light all around. The shield can absorb a limited amount of damage and returns it like a ray of bright light, to the enemy that has struck the shield with melee attack or a missile. For example the enemy fires an arrow to the mage. The shield absorbs the arrow and fires a ray of light that burns the enemy and returns the arrow damage to him. The ray lasts for half a second and disappears. When the amount of damage reaches the shield limit, the shield fades away. Costs Energy.

This spell cannot be combined with Thorns Armor and Dark Shield from the Shadow Spells. One cancels the other.

Cleansing Bolt
The mage casts a bright bolt that hurts the enemies and heals allies. The spell looks like a big spherical lightning. The bolt deals some damage to foes and there is +150% damage to undead and +200% damage to demons. In addition to that it makes an enemy idle, because it cleanses his soul for a while and he is not hostile. If the enemy is weak, he just dies and his soul flies away.

Holy Water
The mage spins and sprinkles holy water in a circle around her. The water covers the ground around. It is presented by tiny twinkling sparkles on the ground. Now the enemies cannot pass the circle of holy water - they are afraid. Those who are foolish enough to pass are quickly decayed – like a touch of incredibly strong acid. This is useful when there are many surrounding foes. The duration of the holy water is 15 to 30 seconds. After you cast the spell there is a 15 seconds casting delay.

Holy Nova
This nova deals magical damage to foes and heals allies. There is an extra damage to undead and demons. There is a casting delay of 5 seconds. The nova is bright shining in white.

Angel Wings
The mage raises her hands aside and many tiny white shining Light spheres fly out from her fingers and from her back. The spheres leave long bright trail behind them. They fly high above the mage and then they make a turn, and fly to enemies. When an enemy is hit by a Light sphere, he is covered by a white holy fire that quickly burns him and lowers his resistances /also magical resistance/ and defence. There is an extra damage to demons and undead. The enemies that are killed turn into ashes.

Dispel Undead
When encountering many undead enemies, the Aurian Mage can dispatch them by using this spell. The mage raises her hand and draws a shining mystic rune in the air that disappears after a while. The rune looks pretty much like a skull. After the rune is drawn a bright light explodes in the undead enemy's chest. Then he falls on the ground dead, like a pile of bones and flesh. After the first enemy has fallen the bright explosion jumps to the nearest enemies This is how you can dispel a group of undead foes that stand close to each other. If the next enemy is too far /more than two metres/ the spell won't jump to him. Some undead that are higher level won't be affected by this spell - they will be just damaged. The spell works only when cast to undead enemies.

Banish Demons
This skill is used when encountering demons. You point a demon and use the skill, the mage raises her hand and draws another mystic rune in the air that floats and disappears. After the rune is drawn a big explosion of bright light strikes the demon. The explosion is bigger than the one of Dispel Undead and can affect the demons nearby. When the explosion strikes, the demons are swallowed by bright white flames that burn them to ashes. This spell doesn't jump to nearby enemies - the explosion is big enough to affect the closest foes, but that's all. Demons that are higher level will only be damaged. The spell works only to demons.

Holy Portal
When there are many enemies gathered the mage raises her hand and opens a spherical bright shining portal. The portal is made of concentric light crowns /circles/ that shrink to center with average speed. There are bright white lightnings that dance on the portal surface. The lightnings are not centered - they dance on the surface randomly. This Holy Portal draws the closer enemies in and swallows them with no mercy. The enemies that are higher level won't be drawn in so easy. The portal is active for 15 seconds and after it disappears there is a big casting delay.

Golden Light
This skill has the biggest area of effect - nearly the whole screen. When you cast the Golden light the mage raises her hand /orb or scepter/ and a golden light starts to shine on top of it. The light forms a sphere that grows fast and soon it fills the whole screen, then it disappears after a while. The light turns the undead enemies and demons into ashes. All other enemies are blinded for a time. Some undead and demons that are higher level won't be killed by the light - they will be only damaged. Enemies that are not undead or demons should be blinded, but if they are higher level, they won't.

Wisp Of Light
The ability to call Wisp of Light - a shining white sphere that is twice bigger than the mage's head. There are thin rays of white light that come out of the sphere, making it look like a big star. When a wisp is called it flies around the mage and attacks enemies by spreading thin rays of white light. The damage is magical. Each ray damages one enemy. There is extra damage to undead and demons. The wisp can fire at six targets at a time. The range of the wisp attack is 7 metres. Each wisp has a limited amount of life and can be killed. When this happens the wisp fades away.

You can call maximum two Wisps of Light. These Wisps cannot be combined with Shadow Wisps /see the Shadow Spells/. Also it cannot be combined with Lightning Orb from nature forces. When you call one kind of wisp it cancels the other.

Call Spirit
The mage has the ability to summon spirits of the dead. Different knights, archers and mages appear, with a random count around the mage. The ghosts deal magical and physical damage. There is extra damage to undead and demons. They move and attack willfully. They have limited hit points. When killed they fade away. They can pass trough gratings. They cannot be combined with Wisps Of Light and Angels /see below/.

Call Angels
The incredible ability of the Aurian Mage to call angels from heavens to help her. The mage raises her hand and a beautiful angel appears near her. The angel's head has long white hair. The angel shines in white. He has golden armor and he is holding a big two handed sword. The angel attacks willfully with the sword and deals lots of damage to enemies. There is extra damage to undead and demons. Angels are immortal, but they help for a limited amount of time - 30 seconds to 1 minute/maximum/. After he fades away there is a big casting delay - five minutes or more. Angels look a little transparent and they can pass trough enemies like ghosts - they cannot be trapped between enemies. The maximum count of angels called is two.

You can also ask the angels to attack a desired target. To do this you must have called them, then just select the foe and press the skill button.

When you use Shadow Spells that steal life and mana or Shadow Wisp, the angels won't tolerate it and will disappear. Also if you have mind controlled creatures, Angels won't like it and will not appear when you call them.

Holy Force
A passive skill. Adding points to the skill increases the damage of all Holy Power skills. Also the casting delay for the Holy Power skills decreases.

Defensive Aura
The Aurian Mage Jel Doh was first a Paladin, so this is not a surprise. The mage raises her hand and calls a bright white aura. It is presented by a bright white glow around the mage's body. The Defensive Aura increases the mage's defense and some percent of all her resistances /including magical resistance/. The aura affects the mage and her allies.

Just select the skill, press the skill button and the aura will be activated. Then you can switch to another skill. The aura is active until you activate another aura /see below/.

Offensive Aura
This aura looks pretty much like the Defensive Aura, but its glow is golden. The mage raises her hand and activates the aura /the same way of activation like Defensive Aura/. The Offensive Aura increases the damage of all the spells and decreases the casting delay /increases the casting speed/. The party members damage also increases. It also decreases the energy cost of all skills – the mage’s and allies.

Replenish Aura
This aura looks like blue flames dancing around the mage's body. It dramatically increases the Life and Energy regeneration rate by some percents. The aura affects the mage and her allies. It is activated like the other Aurain Mage auras.

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