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| |blowofcorruption= Your next physical attack within {{Ability_Data|BlowOfCorruption|ActiveDuration}} deals {{Ability_Data|BlowOfCorruption|MagicalBaseDamage}} ({{Ability_Data|BlowOfCorruption|Scaling}}) to the target and causes them to suffer {{Ability_Data|BlowOfCorruption|IncomingPhysicalHealingMod}} and {{Ability_Data|BlowOfCorruption|IncomingMagicalHealingMod}} for {{Ability_Data|BlowOfCorruption|ReducedHealingDuration}}. <br>Hitting an obstacle or a shield with the blade (not the hilt) counts as the next attack and will waste the effect. | | |blowofcorruption= Your next physical attack within {{Ability_Data|BlowOfCorruption|ActiveDuration}} deals {{Ability_Data|BlowOfCorruption|MagicalBaseDamage}} ({{Ability_Data|BlowOfCorruption|Scaling}}) to the target and causes them to suffer {{Ability_Data|BlowOfCorruption|IncomingPhysicalHealingMod}} and {{Ability_Data|BlowOfCorruption|IncomingMagicalHealingMod}} for {{Ability_Data|BlowOfCorruption|ReducedHealingDuration}}. <br>Hitting an obstacle or a shield with the blade (not the hilt) counts as the next attack and will waste the effect. |
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| |darkoffering= [[Channel]] your mind for up to {{Ability_Data|DarkOffering|ChannelingDuration}}, sacrificing {{Ability_Data|DarkOffering|PercentMaxHealthHealing}} per {{Ability_Data|DarkOffering|ChannelingInterval}} to gain {{Ability_Data|DarkOffering|PhysicalPowerBonus}} and {{Ability_Data|DarkOffering|MagicalPowerBonus}} per stack, up to {{Ability_Data|DarkOffering|BuffMaximumStacks}} stacks. This bonus lasts for {{Ability_Data|DarkOffering|Duration}}. All stacks are refreshed upon gaining a new stack. | | |darkoffering= [[Channel]] your mind for up to {{Ability_Data|DarkOffering|ChannelingDuration}} ({{Scales with Spell Casting Speed}}), sacrificing {{Ability_Data|DarkOffering|PercentMaxHealthHealing}} per {{Ability_Data|DarkOffering|ChannelingInterval}} (({{Scales with Spell Casting Speed}})) to gain {{Ability_Data|DarkOffering|PhysicalPowerBonus}} and {{Ability_Data|DarkOffering|MagicalPowerBonus}} per stack, up to {{Ability_Data|DarkOffering|BuffMaximumStacks}} stacks. This bonus lasts for {{Ability_Data|DarkOffering|Duration}}. All stacks are refreshed upon gaining a new stack. |
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| |phantomize= Phase through melee attacks and projectiles and become untargeteable for {{Ability_Data|Phantomize|Duration}}. While active, gain {{Ability_Data|Phantomize|MoveSpeedBonus}} and suffer {{Ability_Data|Phantomize|MagicalDamageReduction}}. During this period you can only move and do not collide with other players or monsters, but are still vulnerable to AoE damage.<br><br>While active, you will still take damage from active spike traps, but you will not trigger inactive ones. If Phantomize ends while standing on an inactive trap, you will continue to not activate it until you step off it or something else activates it. {{NeedsTesting|Does the Spike Trap trick work on Hunting Traps?}} | | |phantomize= Phase through melee attacks and projectiles and become untargeteable for {{Ability_Data|Phantomize|Duration}}. While active, gain {{Ability_Data|Phantomize|MoveSpeedBonus}} and suffer {{Ability_Data|Phantomize|MagicalDamageReduction}}. During this period you can only move and do not collide with other players or monsters, but are still vulnerable to AoE damage.<br><br>While active, you will still take damage from active spike traps, but you will not trigger inactive ones. If Phantomize ends while standing on an inactive trap, you will continue to not activate it until you step off it or something else activates it. {{NeedsTesting|Does the Spike Trap trick work on Hunting Traps?}} |
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| |evileye= [[Channel]], Summons a pilotable "Evil Eye" that the player controls. While controlling the Evil Eye, the caster is left standing still and vulnerable. Effectively acts as a remote flying camera. Can be cancelled at any time. The Evil Eye has 150 HP and can be killed. Channel time: 10s. | | |evileye= [[Channel]], Summons a pilotable "Evil Eye" that the player controls. While controlling the Evil Eye, the caster is left standing still and vulnerable. Effectively acts as a remote flying camera. Can be cancelled at any time. The Evil Eye has 150 HP and can be killed. Channel time: 10s. |
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| |rayofdarkness= [[Channel]] a dark beam for up to {{Ability_Data|RayOfDarkness|ChannelingDuration}}, dealing {{Ability_Data|RayOfDarkness|MagicalBaseDamage}} ({{Ability_Data|RayOfDarkness|Scaling}}) per second in .1s ticks to any target the beam touches. Moving and aiming are possible while channeling. <br> The beam stops upon hitting a target or object, and so will only hit one target at a time. | | |rayofdarkness= [[Channel]] a dark beam for up to {{Ability_Data|RayOfDarkness|ChannelingDuration}} ({{Scales with Spell Casting Speed}}), dealing {{Ability_Data|RayOfDarkness|MagicalBaseDamage}} ({{Ability_Data|RayOfDarkness|Scaling}}) per second in .1s ticks to any target the beam touches. Moving and aiming are possible while channeling. <br> The beam stops upon hitting a target or object, and so will only hit one target at a time. |
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| |lifedrain= [[Channel]] for up to {{Ability_Data|LifeDrain|ChannelingDuration}}, dealing {{Ability_Data|LifeDrain|MagicalBaseDamage}} ({{Ability_Data|LifeDrain|Scaling}}) to the target per {{Ability_Data|LifeDrain|ChannelingInterval}}. [[Healing#Life_Drain|Convert]] 100% of the damage dealt into health for the caster. | | |lifedrain= [[Channel]] for up to {{Ability_Data|LifeDrain|ChannelingDuration}} ({{Scales with Spell Casting Speed}}), dealing {{Ability_Data|LifeDrain|MagicalBaseDamage}} ({{Ability_Data|LifeDrain|Scaling}}) to the target per {{Ability_Data|LifeDrain|ChannelingInterval}} ({{Scales with Spell Casting Speed}}). [[Healing#Life_Drain|Convert]] 100% of the damage dealt into health for the caster. <br><br> If the channel would deal damage to a corpse, it will automatically cancel instead. |
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| |hellfire= Create eternal hellfire and blasts it towards the target. Deals {{Ability_Data|Hellfire|MagicalBaseDamage}} ({{Ability_Data|Hellfire|Scaling}}) per second in {{Ability_Data|Hellfire|TickInterval}} ticks with {{Ability_Data|Hellfire|ImpactPower}} to any target within the area of effect. The hellfire does not dissipate when it reaches a target and can travel through walls. | | |hellfire= Create eternal hellfire and blasts it towards the target. Deals {{Ability_Data|Hellfire|MagicalBaseDamage}} ({{Ability_Data|Hellfire|Scaling}}) per second in {{Ability_Data|Hellfire|TickInterval}} ticks with {{Ability_Data|Hellfire|ImpactPower}} to any target within the area of effect. The hellfire does not dissipate when it reaches a target and can travel through walls. |
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| |flamewalker= While active, gain the ability to leave a trail of Hellfire for {{Ability_Data|FlameWalker|Duration}}. Each step leaves a trails that lasts 4 seconds. Targets that enter the flame area will burn, taking {{Ability_Data|FlameWalker|MagicalBaseDamage}} ({{Ability_Data|FlameWalker|Scaling}}) per {{Ability_Data|FlameWalker|TickInterval}} per stack. (max {{Ability_Data|FlameWalker|HitMaximumStacks}} stacks) <br> The caster is not affected by the burn and can freely walk over the flame area without taking damage from it. {{NeedsTesting|''Seems to output considerably more than more than 5dps, but less than 25dps''}} | | |flamewalker= While active, gain the ability to leave a trail of Hellfire for {{Ability_Data|FlameWalker|Duration}}. Each step leaves a trails that lasts 4 seconds. Targets that enter the flame area will burn, taking {{Ability_Data|FlameWalker|MagicalBaseDamage}} ({{Ability_Data|FlameWalker|Scaling}}) per second in {{Ability_Data|FlameWalker|TickInterval}} ticks, per stack. (max {{Ability_Data|FlameWalker|HitMaximumStacks}} stacks) <br> The caster is not affected by the burn and can freely walk over the flame area without taking damage from it. {{NeedsTesting|''Seems to output considerably more than more than 5dps, but less than 25dps''}} |
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| |eldritchshield= Grants the target a {{Ability_Data|EldritchShield|MagicalBaseShield}} ({{Ability_Data|EldritchShield|Scaling}}) for {{Ability_Data|EldritchShield|HitDuration}}. When the shield absorbs its maximum damage, gain {{Ability_Data|EldritchShield|DarkPowerBonus}} towards the next dark spell cast within {{Ability_Data|EldritchShield|DarkDamageDuration}}. <br> This works with Spell Predation, however it also consumes Darkness Shards - even when the shield's [[Scaling]] is 0 and thus does not benefit from the power bonus - so the maximum number of Shards obtainable at any point by rotating this and Spell Predation is 1. | | |eldritchshield= Grants the target a {{Ability_Data|EldritchShield|MagicalBaseShield}} ({{Ability_Data|EldritchShield|Scaling}} per 1s) for {{Ability_Data|EldritchShield|HitDuration}}. When the shield absorbs its maximum damage, gain {{Ability_Data|EldritchShield|DarkPowerBonus}} towards the next dark spell cast within {{Ability_Data|EldritchShield|DarkDamageDuration}}. <br> This works with Spell Predation, however it also consumes Darkness Shards - even when the shield's [[Scaling]] is 0 and thus does not benefit from the power bonus - so the maximum number of Shards obtainable at any point by rotating this and Spell Predation is 1. |
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| |summonhydra= Summon a Hydra, which inhabits a {{Ability_Data|SummonHydra|AreaRadius}} area, that spits fireballs dealing {{Ability_Data|SummonHydra|MagicalBaseDamage}} ({{Ability_Data|SummonHydra|Scaling}}) with {{Ability_Data|SummonHydra|ImpactPower}} to enemy targets for 10 seconds. The Hydra can also detects hidden targets. <br><br> The Hydra has 150 health and can aggro [[Monsters]]. It cannot move from its summon location but can turn freely. Summoning a Hydra while another is still alive kills the old Hydra. Unlike most spells, attempting to cast this spell without a valid target does not incur the health cost. | | |summonhydra= Summon a Hydra, which inhabits a {{Ability_Data|SummonHydra|AreaRadius}} area, that spits fireballs dealing {{Ability_Data|SummonHydra|MagicalBaseDamage}} ({{Ability_Data|SummonHydra|Scaling}}) with {{Ability_Data|SummonHydra|ImpactPower}} to enemy targets for 10 seconds. The Hydra can also detects hidden targets. <br><br> The Hydra has 150 health and can aggro [[Monsters]]. It cannot move from its summon location but can turn freely. Summoning a Hydra while another is still alive kills the old Hydra. Unlike most spells, attempting to cast this spell without a valid target does not incur the health cost. The Hydra will spit fireballs at an upward or downward angle if necessary, though it seems to have trouble aiming at [[Skeleton]]s which are lying unassembled on the ground, waiting to be aggroed. |
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| |#default=<p style="color:#FF0000";>No <b>ability</b> found for "{{{1}}}", please <u>[[ClassAbilityDocs|correct it]]</u></p> | | |#default=<p style="color:#FF0000";>No <b>ability</b> found for "{{{1}}}", please <u>[[ClassAbilityDocs|correct it]]</u></p> |
| }} | | }} |
| </includeonly> | | </includeonly> |