Difference between revisions of "Halo"
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With discipline and knowledge of [[thaumaturgy]], a Templar can project his inner light in an outerly halo, providing a light in dark places and keeping the tainted nethrim at bay. | With discipline and knowledge of [[thaumaturgy]], a Templar can project his inner light in an outerly halo, providing a light in dark places and keeping the tainted nethrim at bay. | ||
− | ''While active, this spell will provide light for the Templar, allowing him to keep both hands free instead of carrying a light source. Also reduces the accuracy of incoming melee attacks | + | ''While active, this spell will provide light for the Templar, allowing him to keep both hands free instead of carrying a light source. Also reduces the accuracy of incoming melee attacks from nethrim by 10%.'' |
Usage: '''cast 601''' or '''cast halo''' | Usage: '''cast 601''' or '''cast halo''' |
Revision as of 16:30, 13 October 2011
Halo is an ability learned by the Knights Templar.
With discipline and knowledge of thaumaturgy, a Templar can project his inner light in an outerly halo, providing a light in dark places and keeping the tainted nethrim at bay.
While active, this spell will provide light for the Templar, allowing him to keep both hands free instead of carrying a light source. Also reduces the accuracy of incoming melee attacks from nethrim by 10%.
Usage: cast 601 or cast halo
Energy cost: 5
Prerequisite Skills:
- Thaumaturgy (10)