Aspect Abilities
Adds on-use effects to elite aspects. Enemies can use them starting from stage 11 on Drizzle, stage 6 on Rainstorm and stage 1 on Monsoon.
Blazing - release a barrage of seeking missiles (15s)

Overloading - instantly teleport to any point of the world (15s)

Glacial - deploy a destructible debuff ward that reduces the maximum health of every enemy inside it (45s)

Malachite - summon Malachite Urchins that follow you and inherit your items (90s)

Celestine - heal all allies inside the invisibility aura (15s)

Changelog:
1.3.0:
- Elite enemies no longer use aspects immediately after spawning
- Blazing:
- Missiles no longer spread around the target position
- Enemy missiles now target the entity they are currently attacking, player missiles now target the closest enemy to the crosshair
- Overloading:
- Enemies now teleport to the entity they are currently attacking instead of teleporting to the closest target
- Glacial:
- HP Reduction Per Second:
4% ⇒ 15%
- Radius:
16m ⇒ 35m
- Health:
200 (+60 per level) ⇒ 80 (+24 per level)
- Crystals Per Team:
5 ⇒ 3
- Now shoots the crystal as a mortar projectile instead of spawning the crystal immediately
- Now starts out at 0m effective radius and grows to maximum radius over time
- Overlapping crystal auras do not apply the debuff multiple times in one frame anymore
- Debuff now reduces health based on current health fraction. This means that if you had 50% health before getting debuffed, your current health will always be adjusted to be 50% of your maximum health minus curse.
- Fixed Blast Shower not clearing the Glacial crystal debuff
- Fixed Glacial crystals showing up as "The Planet" when pinged
- Fixed Overloading teleportation causing errors when trying to teleport to a Glacial debuff crystal
1.2.2:
1.2.1:
- Fixed Artifact of Enigma rerolling aspects
- Fixed Glacial crystal debuff not wearing off in multiplayer
- Fixed Malachite aspect sometimes stopping spawning urchins on use
- Fixed Malachite Urchins not being treated as minions
1.2.0:
- Blazing:
- Firing Cooldown:
0.175s ⇒ 0.3s
- Missile Count:
3 ⇒ 6
- Now follow the place where you were at the time of firing instead of tracking you
- Glacial:
- Cooldown:
30s ⇒ 45s
- Added collision with characters
- Removed the 90 second self-destruction timer
- Now has a limit of 5 crystals per team
- Now uses a single hidden timer instead of individual timers for each debuff stack, should improve performance
- Debuff stacks now indicate the remaining duration of the debuff
1.1.0:
- Blazing:
- Proc Coefficient:
0.5 ⇒ 0.25
- Lock-on Time:
2s ⇒ 1.4
- Overloading:
- Enemies now prioritize teleporting to the closest targets
- Glacial:
- Health reduction per second:
3% ⇒ 5%
- Crystals self-destruct after 90 seconds to prevent map clutter
- On-hit and on-death procs don't trigger on crystal wards anymore
- Malachite:
- Malachite Urchins now last only 45 seconds
- Using multiple times in a row will create more Malachite Urchins, up to 3x the normal amount
- On-hit and on-death procs don't trigger on summoned Malachite Urchins anymore
- Celestine:
- Cooldown:
30s ⇒ 15s
- Heal Fraction:
50% ⇒ 33%
- Now also heals the holder for 10% of their health
- Changed colour and removed bloom to prevent confusion with Lepton Daisy's healing nova
- When you spawn in a stage, the pre-spawned enemies wouldn't use aspects for the first 6 seconds. This delay was increased to 6-12 seconds to prevent all pre-spawned Overloading elites from teleporting to you at once.
- Fixed Blazing missiles dealing 0% damage