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Quickening Zephyr

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Skill details
Quickening Zephyr
Quickening Zephyr.jpg
Campaign Core Ranger
Profession Ranger
Attribute Wilderness Survival
Type Nature Ritual
    25 Energy.png 5 Activation.png 60 Recharge.png

Full: Create a level 1...8...10 spirit. For non-spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This spirit dies after 15...39...45 seconds.

Concise: Creates a level 1...8...10 spirit (15...39...45 second lifespan). Skills cost 30% more Energy and recharge twice as fast for creatures in range. Does not affect spirits.

Wilderness Survival 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spirit level 1 2 2 3 3 4 5 5 6 6 7 8 8 9 9 10 11 11 12 12 13
Spirit duration 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 55

Acquisition[edit | edit source]

Skill Quests:

Skill Trainers:

Notes[edit | edit source]

  • Widely used by trap teams paired with Energizing Wind to give Rangers the ability to lay down more traps with no extra energy cost.
  • If a character is under the effect of both Energizing Wind and Quickening Zephyr, the most recently applied of the two effects (the one further to the right on the Effects Monitor with a default interface) is applied last. This means that 5, 10 and 15 Energy skills are cheaper with Energizing Wind applied last, while 25 Energy skills are cheaper if Quickening Zephyr is applied last.
  • Can also be used as a brutally effective energy denial skill, as the additional 30% energy cost can quickly drain casters.

Related skills[edit | edit source]

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