Aura

An **Aura** is a spherical non-physical defense used by the Monk. Auras apply effects to all applicable enemies that pass through them, except for Healing Auras which affect heroes instead.

## Mechanics

### Lifespan

Enemies do not attack auras, apart from Djinn attempting to de-summon them. Instead of a normal health bar, auras have a lifespan for health, represented by a boarder around the aura's circular icon. Auras lose health overtime in combat as they exist and affect enemies or heroes. The more entities there are within an aura's radius, the faster its health will deplete. Enemies an aura cannot affect due to elemental immunity will not wear out the defense faster.

As with all defenses, an aura's health can be replenished by either repairing or upgrading it. Upgrading an aura adds a yellow rim that extends with every additional upgrade. This second boarder represents the aura's increased health capacity.

As time passes and enemies enter your aura, the health will decrease. As the aura's health decreases, the green border will begin to recede in a clockwise fashion.

*\*Further research needs to be made if the enemy or difficulty vary the levels in which the aura's health is decreased by*.

### Effect Potency

The base effect strength of each aura is determined by the Monk's *Power* stat. The Ensnare, Strength Drain and Enrage Auras have hard caps, at 15% enemy movement speed, 20% enemy attack damage and 93% chance to enrage respectively.

## Overview

\*The *Defense Rate* stat only affects Electric and Healing Auras.

### Ensnare Aura

Costs 30 Mana and 3 Defense Units.

The Monk's starting aura. This green aura slows the movement and attack speed of enemies inside it, apart from bosses and enemies that are immune to poison.

### Electric Aura

Costs 50 mana and 5 DU.

This blue aura does continuous damage all enemies inside it that are not immune to lightning.

### Healing Aura

Costs 40 mana and 4 DU.

This pink field gradually restores the health of all heroes within its radius. It does not affect enemies.

### Strength Drain Aura

Costs 60 mana and 5 DU.

This orange aura lowers the attack power of enemies inside it (bosses included) and disables their elemental immunities.

### Enrage Aura

Costs 100 mana and 5 DU.

This red aura has a high chance to make enemies not immune to fire attack other enemies. Ogres and bosses are always immune to this.

## Stats

When inspecting an aura, like other defenses, its stats will be shown.

## Icons

Each aura has a specific height the icon is placed at, likely due to the possibility that [different] auras may be placed on top of each other. The height almost matches the order of the auras on the skill bar, with the exception of the electric aura having swapped places with the ensnare aura.

## Notes

* Auras are generally nerfed on Nightmare difficulty and more-so than other defenses on Massacre. This does not mean they should not be used though:
	+ All auras have 15% shorter lifespans and 30% less range.
	+ Ensnare, Strength Drain and Enrage Auras are 25% less potent. However, their potency caps remain unchanged.
	+ Electric Auras deal 12.5% more damage.
	+ Healing Auras heal more to account for the heroes' up-scaled health.

## Tips

* Selecting an aura to upgrade, repair or sell requires aiming the player's cursor at its icon. It may be easier to target them if the camera is set to a top-down perspective. This view can be toggled by pressing "T" (on PC), while choosing a defense to upgrade/repair/sell.