Light Spirits: Difference between revisions
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Light Spirits have a passive effect where, upon dying, a white orb may be left behind on the site of their death. This will heal allies and harm enemies if touched. | Light Spirits have a passive effect where, upon dying, a white orb may be left behind on the site of their death. This will heal allies and harm enemies if touched. | ||
[[File:Lightspirit.png|thumb]] | |||
== Abilities == | == Abilities == |
Latest revision as of 06:50, 3 February 2022
Light Spirits are a type of spirit that are aligned with players and the neutral mobs. The majority of their moves concern healing and defense. Due to their healing moves harming hostile mobs or Dark Spirit, they are still capable of offensive styles.
Light Spirits have a passive effect where, upon dying, a white orb may be left behind on the site of their death. This will heal allies and harm enemies if touched.
Abilities
LightBeam
By far the most powerful move in the Light Spirit's arsenal, the user holds crouch until spell particles emerge from their feet. When this happens, a high-range high-damage beam will fire wherever they point for up to 5 seconds.
Alleviate
This move has 3 uses:
a) Self-healing. If the user holds crouch while facing a block, they will give themselves a regeneration effect and heal themselves for 2 hearts.
b) Healing others. If the user holds crouch at a player or mob, they will heal the mob for 2 hearts and lose 3 of their own hearts in the process.
c) Healing ring. If the user holds crouch, right clicks a block, and then releases crouch, they will create a healing ring. Any mob or player that enters this ring will be healed, including the user. This does not apply to Dark Spirits or hostile mobs as they will take damage.
LightBlast
This is a basic attack move that lets the user fire simple attack moves by clicking. If the user taps crouch at a target, it will be identified to "home in" and further projectiles will aim for the target even if it moves, dealing extra damage
Orb
If the user holds crouch until a small orb forms in front of them, they can release crouch to set it down. This creates what is effectively a landmine. Only one can be placed at a time by a given user.
Enlightenment
The user holds crouch until spell particles appear at their feet, and releases to grant a series of powerful buffs, such as Dolphin's Grace, Speed, Strength, Jump, and so on. Some of these buffs are not accessible in the main game due to their high level. When combined with Agility in water, this is the fastest method of travel in the game (but can only last in short bursts).
Safeguard
The user holds crouch until spell particles appear at their feet, and releases to grant a Resistance buff. If they do this near another Light Spirit, the other spirit will receive a weaker form of the Resistance buff plus others, and the user receives a stronger one than if they hadn't used it at all.
Wish
The user holds crouch until spell particles appear, and releases. This will send a firework up into the air. After a few seconds, a buff is applied.
Shelter
This move has two uses:
a) Click to throw a shield at an ally. If it finds a target, the target will briefly receive a protective field that defends them from mobs.
b) Hold crouch to raise a temporary shield. This shield will not stop bending or projectiles, but will pick up and throw any mobs who attempt to approach.