Vital Surrender: Difference between revisions
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| type = Direct | | type = Direct | ||
| description = Conjurer transmutes his body into energy to restore nearby allies to life. | | description = Conjurer transmutes his body into energy to restore nearby allies to life. | ||
| affects = Multiple allies | |||
| casting = 2 | | casting = 2 | ||
| cooldown = 180 | | cooldown = 180 | ||
| area = 20 | | area = 20 | ||
| cost = 220, 260, 300, 340, 380 | | cost = 220, 260, 300, 340, 380 | ||
| selfdebuff = Instant teleport to [[save altar]] | |||
| restore = Revives allies & restores their health: 2 allies - Health +25%, 3 allies - Health +25%, 3 allies - Health +50%, 4 allies - Health +50%, 4 allies - Health +75% | |||
| buff = [[Resurrection dizziness]] | |||
| selfdebuff = Instant teleport to save altar | |||
| restore | |||
| quote = "A doctor can heal. A saint can guide. A martyr can do miracles" | | quote = "A doctor can heal. A saint can guide. A martyr can do miracles" | ||
' | <noinclude> | ||
| notes = | |||
Along with reviving allies, this spell also gives them the full 2 minutes of [[resurrection dizziness]], so they can't be attacked until this time is up or they cast a power. However Vital Surrender is a desperate measure and should only be used at desperate times. A dead and respawned conjurer is no good in a battle. It is useful if, for example, a conjurer ends up facing two oponents and realm allies are dead nearby. Alone he stands no chance, so he sacrifices to revive four allies, which will most likely end up in victory. | |||
Because of the rarity of circumstances where this spell would be useful, few conjurers put [[power points|points]] into it. | |||
</noinclude>}}</onlyinclude> |
Revision as of 16:15, 27 March 2009
"A doctor can heal. A saint can guide. A martyr can do miracles"
Vital Surrender is a Conjurer power: the 8th of the Life discipline.
![]() Conjurer transmutes his body into energy to restore nearby allies to life.
|
Type: Direct |
Discipline level: 15 | |
Character level: 29 | |
Affects: Multiple alliesCasting time: 2sArea: 20mCooldown time: 180sGlobal Cooldown: |
Power level | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
---|---|---|---|---|---|
Mana cost | 220 | 260 | 300 | 340 | 380 |
Debuffs on self | |||||
Instant teleport to save altar | |||||
Restore | |||||
Revives allies & restores their health | 2 allies - Health +25% | 3 allies - Health +25% | 3 allies - Health +50% | 4 allies - Health +50% | 4 allies - Health +75% |
Buffs | |||||
Resurrection dizziness |
Notes
Along with reviving allies, this spell also gives them the full 2 minutes of resurrection dizziness, so they can't be attacked until this time is up or they cast a power. However Vital Surrender is a desperate measure and should only be used at desperate times. A dead and respawned conjurer is no good in a battle. It is useful if, for example, a conjurer ends up facing two oponents and realm allies are dead nearby. Alone he stands no chance, so he sacrifices to revive four allies, which will most likely end up in victory.
Because of the rarity of circumstances where this spell would be useful, few conjurers put points into it.