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*[[Enchantment removal skills quick reference]]
 
*[[Enchantment removal skills quick reference]]
 
*[[Gain/Lose energy skills quick reference]]
 
*[[Gain/Lose energy skills quick reference]]
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[[de:Eifer des Eremiten]]

Revision as of 13:43, 7 December 2010

Skill details
Eremite's Zeal
Eremite's Zeal
Campaign Nightfall Dervish
Profession Dervish
Attribute Mysticism
Type Enchantment Spell
    5 Energy ¼ Activation 15 Recharge

Full: You gain 1...3...3 Energy for each foe within earshot, maximum 8 Energy. For 10 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 1...3...3 Energy for each foe within earshot, maximum 8 Energy.

Concise: (10 seconds.) Initial effect: you gain 1...3...3 Energy (maximum 8) for each foe in earshot. End effect: you gain 1...3...3 Energy (maximum 8) for each foe in earshot.

Mysticism 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Energy gain 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 4 4

Acquisition

Skill Trainers:

Hero Skill Trainers:

Notes

  • No energy will be gained from Eremite's Zeal unless an enchantment is actually removed.
  • The Mysticism energy gain (from the removed enchantment) does not count towards the 15 energy cap.

Trivia

  • Eremite is a Greek word for hermit or ascetic, which translates literally as desert-dweller.

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