Usage
For every Friendly units that got 50% HP damaged, they gain a dark red glowing orb in them, also known as Convergence Glow, giving them a one time ability called Convergence Explosion to self-destruct (3 AoE) and deal 5% of damage based on their current remaining HP as well as covering the enemy units in Convergence Blood.
Convergence Blood is an effect where it slowly takes away 1HP per second until they are killed or cured.
When the friendly unit died, they drops a glowing Convergence Landmine. Enemies that steps on the Convergence Landmine (3 AoE) causes them to also be covered in Convergence Blood.
After the enemy unit has been killed while having Convergence Blood effect active, they will drop a Convergence Orb that allows the friendly units to pick them up and use it to heal.
Keep in mind that the amount of HP generated by Convergence Orb is through the damage of Convergence Blood, not the damage dealt from other sources. Any Convergence Orbs that haven’t been picked up within 1 minute will despawn.
Temple 2 allows Convergence Explosion to deal 10% of remaining HP and Convergence Blood to take 2HP per second.
Extras:
- Enemy cannot pick up Convergence Orb unless they have Blood Manipulation enchantment of their own.
- Convergence Landmine acts like Boyer Trap where it can be used to see things in Fog of War