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Warrior Skills[ | ]

Bonetti's Defense Bonetti's Defense Stance. For 5...10...11 seconds, you have a 75% chance to block melee and projectile attacks. You gain 5 Energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill.
    8 Adrenaline    
Prophecies   Can be obtained through a quest
Counterattack Counterattack Melee Attack. If this attack hits, you strike for +5...29...35 damage. If you hit an attacking foe, you gain 2...5...6 Energy.
    5 Energy   6 Recharge
Nightfall    
Flourish Flourish Elite Skill. All of your attack skills become recharged. You gain 2...6...7 Energy for each skill recharged by Flourish.
    5 Energy 1 Activation 8 Recharge
Prophecies    
Warrior's Endurance Warrior's Endurance Elite Skill. For 5...29...35 seconds, you gain 3 Energy each time you hit with a melee attack. Warrior's Endurance cannot raise your Energy above 10...22...25.
    5 Energy   30 Recharge
Prophecies    
Wary Stance Wary Stance Stance. For 1...5...6 seconds, you block any attack skills used against you. For each successful block, you gain adrenaline and 5 Energy. Wary Stance ends if you use a skill.
    10 Energy   10 Recharge
Prophecies    

To compensate for lack of energy regeneration and having elite energy management skills, many Warrior skills are instead fueled by adrenaline.

Ranger Skills[ | ]

Body Shot Body Shot Bow Attack. If this attack hits, you deal +5...17...20 damage. If it hits a foe with Cracked Armor, you gain 5...9...10 Energy.
    5 Energy   8 Recharge
Eye of the North    
Energizing Wind Energizing Wind Nature Ritual. Create a level 1...5...6 spirit. For non-spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This spirit dies after 1...25...31 seconds.
    15 Energy 5 Activation 60 Recharge
Core    
Expert Focus Expert Focus Preparation. For 24 seconds, your bow attack skills cost 1...2...2 less Energy and deal 1...8...10 extra damage.
    10 Energy 2 Activation 12 Recharge
Eye of the North    
Marksman's Wager Marksman's Wager Elite Preparation. For 18 seconds, you gain 5...9...10 Energy whenever your arrows hit, but lose 10 Energy whenever your arrows fail to strike.
    5 Energy 2 Activation 24 Recharge
Prophecies    
Melandru's Resilience Melandru's Resilience Elite Stance. For 8...18...20 seconds, you gain +4 Health regeneration and +1 Energy regeneration for each condition and hex you are suffering.
    5 Energy   15 Recharge
Prophecies    
Prepared Shot Prepared Shot Elite Bow Attack. If this attack hits, you strike for +10...22...25 damage. If you are under the effects of a preparation, you gain 1...7...9 Energy.
    5 Energy   6 Recharge
Nightfall    
Storm Chaser Storm Chaser Stance. For 8...18...20 seconds, you move 25% faster, and you gain 1...4...5 Energy whenever you take elemental damage.
    10 Energy   20 Recharge
Core   Can be obtained through a quest

In addition to skills that provide energy, Rangers have Expertise which reduces the cost of many skills

Monk Skills[ | ]

Air of Enchantment Air of Enchantment Elite Enchantment Spell. For 4...9...10 seconds, enchantments cast on target other ally cost 5 less Energy (minimum 1 Energy).
    5 Energy ¼ Activation 8 Recharge
Factions    
Blessed Signet Blessed Signet Signet. For each enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 3...20...24 Energy in this way.
        2 Activation 10 Recharge
Core   Can be obtained through a quest
Divine Spirit Divine Spirit Enchantment Spell. For 1...11...14 seconds, Monk spells cost you 5 less Energy to cast. (Minimum cost: 1 Energy.)
    10 Energy ¼ Activation 60 Recharge
Prophecies   Can be obtained through a quest
Selfless Spirit Selfless Spirit Enchantment Spell. For 15...20 seconds, spells you cast that target another ally cost 3 less Energy.
    5 Energy ¼ Activation 45 Recharge
Factions PvE
only
 
Signet of Devotion Signet of Devotion Signet. Heal target ally for 14...83...100 Health.
        2 Activation 5 Recharge
Core    
Signet of Rejuvenation Signet of Rejuvenation Signet. Heal target ally for 15...63...75. If target ally is casting a spell or attacking, that ally is healed for an additional 15...63...75 Health.
        1 Activation 8 Recharge
Factions    

Monk skills don't provide much energy management, except through signets which do not cost energy. There are a few skills that reduce energy cost for a period of time. Their primary attribute Divine Favor will make all their heals stronger, thus making a primary monk more energy efficient than a secondary using the same skills. Often monks will use a secondary profession for energy management.

Necromancer Skills[ | ]

Blood is Power Blood is Power Elite Enchantment Spell. For 10 seconds, target other ally gains +3...5...6 Energy regeneration.
33% Sacrifice 1 Energy ¼ Activation  
Core    
Blood Ritual Blood Ritual Enchantment Spell. For 8...13...14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.
17% Sacrifice 5 Energy 2 Activation 2 Recharge
Prophecies   Can be obtained through a quest
Consume Corpse Consume Corpse Spell. Exploit a random target. You teleport to that corpse's location and gain 25...85...100 Health and 5...17...20 Energy.
    10 Energy 1 Activation  
Prophecies    
Cultist's Fervor Cultist's Fervor Elite Enchantment Spell. For 5 seconds and 3 seconds longer for every rank of Soul Reaping, your Necromancer spells cost -1...4...5 Energy to cast, but you suffer from Bleeding for 10 seconds each time you cast a Necromancer spell.
    5 Energy 1 Activation 25 Recharge
Factions    
Offering of Blood Offering of Blood Elite Spell. You gain 8...18...20 Energy.
20% Sacrifice 1 Energy ¼ Activation 15 Recharge
Prophecies    
Reaper's Mark Reaper's Mark Elite Hex Spell. For 30 seconds, target foe suffers -1...4...5 Health degeneration. If that foe dies while hexed with Reaper's Mark, you gain 5...13...15 Energy.
    5 Energy 1 Activation 15 Recharge
Nightfall    
Signet of Corruption Signet of Corruption Signet. Target foe and all nearby foes take 20...30 damage. For each affected foe suffering from a condition or hex, you gain 2 Energy (maximum 12...20 Energy).
        1 Activation 20 Recharge
Factions PvE
only
 
Signet of Lost Souls Signet of Lost Souls Signet. If target foe is below 50% Health, you gain 10...82...100 Health and 1...8...10 Energy.
        ¼ Activation 8 Recharge
Nightfall    
Well of Power Well of Power Elite Well Spell. Exploit nearest corpse to create a Well of Power at that location. For 8...18...20 seconds, allies within the area of Well of Power gain +1...5...6 Health regeneration and +2 Energy regeneration.
    5 Energy 1 Activation 15 Recharge
Prophecies    

In addition to skills that provide energy, Necromancers have Soul Reaping which provides energy on deaths. Many Necromancer energy management skills benefit allies instead of the caster.

Mesmer Skills[ | ]

Auspicious Incantation Auspicious Incantation Enchantment Spell. For 20 seconds, the next spell you cast is disabled for an additional 10...6...5 seconds, and you gain 110...182...200% of that spell's Energy cost.
    5 Energy 1 Activation 25 Recharge
Factions    
Channeling Channeling Enchantment Spell. For 8...46...56 seconds, whenever you cast a spell, you gain 1 Energy for each foe in the area.
    5 Energy 1 Activation 15 Recharge
Prophecies   Can be obtained through a quest
Drain Enchantment Drain Enchantment Spell. Remove an enchantment from target foe. If an enchantment is removed, you gain 8...15...17 Energy and 40...104...120 Health.
    5 Energy 2 Activation 20 Recharge
Core   Can be obtained through a quest
Energy Drain Energy Drain Elite Spell. Target foe loses 2...8...9 Energy. You gain 3 Energy for each point of Energy lost.
    5 Energy 1 Activation 30 Recharge
Core    
Energy Tap Energy Tap Spell. Target foe loses 4...6...7 Energy. You gain 2 Energy for each point of Energy lost.
    5 Energy 2 Activation 30 Recharge
Core   Can be obtained through a quest
Ether Signet Ether Signet Signet. If you have less than 5...9...10 Energy, gain 10...18...20 Energy.
        1 Activation 45 Recharge
Factions    
Inspired Enchantment Inspired Enchantment Spell. Remove an enchantment from target foe and gain 3...13...15 Energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe.
    10 Energy 1 Activation  
Prophecies Duplicate of Revealed Enchantment Can be obtained through a quest
Inspired Hex Inspired Hex Spell. Remove a hex from target ally and gain 4...9...10 Energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
    5 Energy 1 Activation  
Prophecies Duplicate of Revealed Hex Can be obtained through a quest
Lyssa's Aura Lyssa's Aura Elite Enchantment Spell. For 10 seconds, you have +0...4...5 Energy regeneration. This enchantment reapplies itself every time you cast a spell on a foe.
    5 Energy 1 Activation 30 Recharge
Factions    
Mantra of Earth Mantra of Earth Stance. For 30...78...90 seconds, whenever you take earth damage, the damage is reduced by 26...45...50% and you gain 2 Energy.
    10 Energy   20 Recharge
Core   Can be obtained through a quest
Mantra of Flame Mantra of Flame Stance. For 30...78...90 seconds, whenever you take fire damage, the damage is reduced by 26...45...50% and you gain 2 Energy.
    10 Energy   20 Recharge
Core   Can be obtained through a quest
Mantra of Frost Mantra of Frost Stance. For 30...78...90 seconds, whenever you take cold damage, the damage is reduced by 26...45...50% and you gain 2 Energy.
    10 Energy   20 Recharge
Core   Can be obtained through a quest
Mantra of Lightning Mantra of Lightning Stance. For 30...78...90 seconds, whenever you take lightning damage, the damage is reduced by 26...45...50% and you gain 2 Energy.
    10 Energy   20 Recharge
Core   Can be obtained through a quest
Mantra of Recall Mantra of Recall Elite Enchantment Spell. For 20 seconds, you gain no benefit from it. You gain 10...22...25 Energy when Mantra of Recall ends.
    10 Energy 1 Activation 30 Recharge
Prophecies    
Power Drain Power Drain Spell. If target foe is casting a spell or chant, that skill is interrupted and you gain 1...25...31 Energy.
    5 Energy ¼ Activation 20 Recharge
Core    
Revealed Enchantment Revealed Enchantment Spell. Remove an enchantment from target foe and gain 3...13...15 Energy. For 20 seconds, Revealed Enchantment is replaced with the enchantment removed from target foe.
    10 Energy 1 Activation  
Factions Duplicate of Inspired Enchantment  
Revealed Hex Revealed Hex Spell. Remove a hex from target ally and gain 4...9...10 Energy. For 20 seconds, Revealed Hex is replaced with the hex that was removed.
    5 Energy 1 Activation  
Factions Duplicate of Inspired Hex  

Mesmer energy management tends to be more active, requiring casting of other spells (Lyssa's Aura) or interaction with an enemy(Energy Drain, Power Drain).

Elementalist Skills[ | ]

Air Attunement Air Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Air Magic.
    10 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Earth Attunement Earth Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Earth Magic.
    10 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Elemental Attunement Elemental Attunement Elite Enchantment Spell. For 25...53...60 seconds, you are attuned to Air, Fire, Water, and Earth and gain +1...2...2 to these attributes. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements.
    10 Energy 1 Activation 20 Recharge
Core    
Energy Boon Energy Boon Elite Enchantment Spell. For 36...55...60 seconds, Energy Boon raises the maximum Health of you and target ally by 1...3...3 for each point of your respective maximum Energy. When this enchantment is first applied, you and your target gain 1...10...12 Energy. You gain an additional 1 Energy for every 2 points you have in Energy Storage.
    10 Energy 1 Activation 20 Recharge
Factions    
Ether Prism Ether Prism Elite Skill. For 3 seconds, all damage you take is reduced by 75%. When Ether Prism ends, you gain 5...17...20 Energy.
    5 Energy   25 Recharge
Nightfall    
Ether Prodigy Ether Prodigy Elite Enchantment Spell. Lose all enchantments. For 8...18...20 seconds, you gain +6 Energy regeneration. When Ether Prodigy ends, you lose 2 Health for each point of Energy you have.
10 Overcast 5 Energy 1 Activation 5 Recharge
Prophecies    
Ether Renewal Ether Renewal Elite Enchantment Spell. For 5...17...20 seconds, each time you cast a spell, you gain 1...3...4 Energy and 5...17...20 Health for each enchantment on you.
    10 Energy 1 Activation 30 Recharge
Prophecies    
Fire Attunement Fire Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Fire Magic.
    10 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Glowing Gaze Glowing Gaze Spell. Target foe takes 5...41...50 fire damage. If that foe is on Fire, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Glowing Ice Glowing Ice Spell. Target foe is struck for 5...41...50 cold damage. If that foe is under the effects of a Water Magic hex, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy 1 Activation 8 Recharge
Eye of the North    
Glowstone Glowstone Spell. Send a projectile that strikes for 5...41...50 earth damage if it hits. If this spell hits a weakened foe, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy ¾ Activation 7 Recharge
Nightfall    
Glyph of Energy Glyph of Energy Elite Glyph. Your next 1...3...3 spells do not cause Exhaustion and cost 10...22...25 less Energy to cast. Your elemental attributes are increased by 1...2...2.
    5 Energy 1 Activation 25 Recharge
Prophecies    
Glyph of Lesser Energy Glyph of Lesser Energy Glyph. For the next 15 seconds, your next 2 spells cost 10...16...18 less Energy to cast.
    5 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Master of Magic Master of Magic Elite Enchantment Spell. For 1...49...61 seconds, all of your elemental attributes are set to 8...13...14, and your elemental spells return 30% of their Energy cost.
    5 Energy 1 Activation 10 Recharge
Nightfall    
Mind Blast Mind Blast Elite Spell. Target foe is struck for 15...51...60 fire damage. If you have more Energy than target foe, you gain 1...7...8 Energy.
    5 Energy 1 Activation 2 Recharge
Nightfall    
Shock Arrow Shock Arrow Spell. Send out a shocking arrow that flies swiftly toward target foe, striking for 5...41...50 lightning damage. If Shock Arrow strikes a foe with cracked armor, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Shock Arrow has 25% armor penetration.
    5 Energy 1 Activation 8 Recharge
Factions    
Water Attunement Water Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Water Magic.
    10 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest

The primary attribute of Elementalists is Energy Storage which provides +3 energy per rank, allowing Elementalists to have large energy pools. In addition, skills like the attunements provide energy back on spells.

Assassin Skills[ | ]

Assassin's Promise Assassin's Promise Elite Hex Spell. For 5...13...15 seconds, if target foe dies, you gain 5...17...20 Energy and all your skills are recharged.
    5 Energy ¾ Activation 45 Recharge
Factions    
Black Lotus Strike Black Lotus Strike Lead Attack. If it hits, Black Lotus Strike strikes for +10...27...31 damage. If target foe is suffering from a hex, you gain 5...11...13 Energy.
    10 Energy   6 Recharge
Factions    
Critical Eye Critical Eye Skill. For 10...30...35 seconds, you have an additional 3...13...15% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
    5 Energy   30 Recharge
Factions   Can be obtained through a quest
Critical Strike Critical Strike Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26...30 damage, results in a critical hit, and you gain 1...3...3 Energy.
OffHand required   5 Energy   6 Recharge
Factions    
Falling Lotus Strike Falling Lotus Strike Off-Hand Attack. Must strike a knocked-down foe. If it hits, you strike for +15...31...35 damage and gain 1...10...12 Energy.
    5 Energy   12 Recharge
Eye of the North    
Golden Lotus Strike Golden Lotus Strike Lead Attack. If it hits, this attack strikes for +5...17...20 damage. If you are under the effects of an enchantment, you gain 5...7...8 Energy.
    5 Energy   5 Recharge
Factions    
Lotus Strike Lotus Strike Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...22...25 damage and you gain 5...17...20 Energy.
LeadAttack required   10 Energy   12 Recharge
Eye of the North    
Way of the Empty Palm Way of the Empty Palm Elite Enchantment Spell. For 5...17...20 seconds, off-hand and dual attacks cost no Energy.
    5 Energy ¼ Activation 10 Recharge
Factions    
Way of the Lotus Way of the Lotus Enchantment Spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5...17...20 Energy.
    5 Energy ¼ Activation 20 Recharge
Factions    

The primary attribute of Assassins is Critical Strikes which provides energy on critical hits. Skills that improve attack speed and critical hit chance can improve their energy management.

Ritualist Skills[ | ]

Attuned Was Songkai Attuned Was Songkai Elite Item Spell. Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells and binding rituals cost -5...41...50% of the base Energy to cast.
    10 Energy 2 Activation 60 Recharge
Factions    
Essence Strike Essence Strike Spell. Target foe is struck for 15...51...60 lightning damage. If any spirits are within earshot, you gain 1...7...9 Energy.
    5 Energy 1 Activation 8 Recharge
Factions    
Offering of Spirit Offering of Spirit Elite Spell. Gain 8...15...17 Energy. If any spirits are within earshot, you do not sacrifice Health.
17% Sacrifice 5 Energy ¼ Activation 15 Recharge
Nightfall    
Reclaim Essence Reclaim Essence Elite Spell. All of your spirits die. You gain 5...17...20 Energy and all of your Binding Rituals are recharged if a spirit died in this way.
    5 Energy 1 Activation 30 Recharge
Nightfall    
Spirit Channeling Spirit Channeling Elite Enchantment Spell. For 12 seconds, you have +1...5...6 Energy regeneration. When you cast this spell, you gain 3...10...12 Energy if you are within earshot of a spirit.
    5 Energy 1 Activation 30 Recharge
Factions    
Spirit Siphon Spirit Siphon Spell. The spirit closest to you loses all Energy. You gain 15...43...50% of that Energy.
    5 Energy ¼ Activation 3 Recharge
Factions    
Soothing Memories Soothing Memories Spell. Target ally is healed for 10...82...100 Health. If you are holding an item, you gain 3 Energy.
    5 Energy ¾ Activation 4 Recharge
Factions    
Wielder's Zeal Wielder's Zeal Elite Enchantment Spell. For 10...26...30 seconds, whenever you cast a weapon spell on an ally, you gain 1...4...5 Energy.
    10 Energy 1 Activation 10 Recharge
Nightfall    

Ritualists have many energy management skills that rely on spirits, weapon spells, or bundles.

Paragon Skills[ | ]

"Never Give Up!" "Never Give Up!" Shout. All allies within earshot and below 75% Health gain 1...8...10 Energy.
    5 Energy   15 Recharge
Nightfall    
"The Power Is Yours!" "The Power Is Yours!" Elite Shout. For 3 seconds, all allies within earshot gain 0...1...1 Energy regeneration.
    4 Adrenaline    
Nightfall    
Aria of Zeal Aria of Zeal Chant. For 10 seconds, the next time each ally within earshot uses a spell, that ally gains 1...5...6 Energy.
    10 Energy 2 Activation 20 Recharge
Nightfall    
Energizing Chorus Energizing Chorus Chant. For 10 seconds, the next shout or chant used by each ally within earshot costs 3...6...7 less Energy.
    4 Adrenaline 1 Activation  
Nightfall    
Energizing Finale Energizing Finale Echo. For 10...30...35 seconds, whenever a shout or chant ends on target non-spirit ally, that ally gains 1 Energy.
    10 Energy 1 Activation 5 Recharge
Nightfall    
Glowing Signet Glowing Signet Signet. If target foe is Burning, you gain 5...13...15 Energy.
        ¼ Activation 20 Recharge
Nightfall    
Leader's Zeal Leader's Zeal Skill. For each nearby ally, you gain 2 Energy (maximum 8...11...12 Energy).
    5 Energy   12 Recharge
Nightfall    
Lyric of Zeal Lyric of Zeal Chant. For 10 seconds, the next time each ally within earshot uses a signet, that ally gains 1...7...8 Energy.
    6 Adrenaline 1 Activation 5 Recharge
Nightfall    
Song of Power Song of Power Chant. For 5...17...20 seconds, each ally within earshot gains 4 Energy regeneration until that ally uses a skill.
    25 Energy 1 Activation 30 Recharge
Nightfall    
Zealous Anthem Zealous Anthem Chant. For 10 seconds, the next time each ally within earshot uses an attack skill, that ally gains 1...7...8 Energy.
    10 Energy 1 Activation 20 Recharge
Nightfall    

In addition to skills that provide energy, Pargons have Leadership which provides energy for allies affected by shouts and chants. Using adrenaline-based shouts and chants gives a Paragon plenty of energy.

Dervish Skills[ | ]

Arcane Zeal Arcane Zeal Elite Enchantment Spell. For 10 seconds, whenever you cast a spell, you gain 1 Energy for each enchantment on you (maximum 1...6...7 Energy).
    10 Energy 1 Activation 5 Recharge
Nightfall    
Attacker's Insight Attacker's Insight Flash Enchantment Spell. For 3...9...10 seconds, you have a 50% chance to block while attacking. When this enchantment ends you inflict Weakness on all adjacent foes for 3...13...15 seconds.
    10 Energy   10 Recharge
Nightfall    
Meditation Meditation Enchantment Spell. Lose all adrenaline. For 20 seconds, you gain 1...3...4 Energy every time an enchantment on you ends.
    10 Energy ¼ Activation 20 Recharge
Nightfall    
Pious Renewal Pious Renewal Elite Flash Enchantment Spell. For 8 seconds, nothing happens. When this enchantment ends, Pious Renewal is recharged and you gain 0...4...5 Energy and 0...24...30 Health.
    5 Energy   8 Recharge
Nightfall    
Zealous Renewal Zealous Renewal Flash Enchantment Spell. All nearby foes take 5...25...30 holy damage. For 5...21...25 seconds, you have -1 Energy regeneration and gain 1 Energy whenever you hit a foe. If this enchantment ends prematurely, you gain 1...4...5 Energy.
    5 Energy   10 Recharge
Nightfall    
Zealous Sweep Zealous Sweep Scythe Attack. If this attack hits, you deal +5...17...20 damage. You gain 3 Energy and 1 strike of adrenaline for each foe you hit.
    5 Energy   10 Recharge
Eye of the North    
Zealous Vow Zealous Vow Elite Enchantment Spell. For 20 seconds, you have -3 Energy regeneration, and you gain 1...5...6 Energy every time you hit with an attack.
    5 Energy ¼ Activation 12 Recharge
Nightfall    

The primary attribute of Dervishes is Mysticism which grants energy and health on enchantments ending. In addition, energy management skills for Dervishes rely on attacking the enemy (Zealous Scythe, Zealous Vow) or enchantments (Arcane Zeal, Pious Renewal).

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