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Death's Charge Spiker

Attributes and Skills[ | ]

DervishAssassinDervish / Assassin Attribute Rank
Scythe Mastery 12 + 1 + 1
Wind Prayers 12 + 1
Deadly Arts 3
Reaper's Sweep

Reaper's Sweep

Eremite's Attack

Eremite's Attack

Victorious Sweep

Victorious Sweep

Death's Charge

Death's Charge

Harrier's Haste

Harrier's Haste

Natural Healing

Natural Healing

Disrupting Dagger

Disrupting Dagger

Resurrection Signet

Resurrection Signet

AoM / Imbue Health

Attributes and Skills[ | ]

DervishMonkDervish / Monk Attribute Rank
Scythe Mastery 12 + 2
Mysticism 12 + 1 + 2
Protection Prayers 3
Victorious Sweep

Victorious Sweep

Wearying Strike

Wearying Strike

Zealous Renewal

Zealous Renewal

Heart of Fury

Heart of Fury

Draw Conditions

Draw Conditions

Imbue Health

Imbue Health

Avatar of Melandru

Avatar of Melandru

Resurrection Signet

Resurrection Signet

Wounding Strike Spiker

Attributes and Skills[ | ]

DervishMonkDervish / Monk Attribute Rank
Scythe Mastery 12 + 1 + 2
Mysticism 9 + 1
Earth Prayers 9 + 1
Protection Prayers 3
Wounding Strike

Wounding Strike

Mystic Sweep

Mystic Sweep

Crippling Sweep

Crippling Sweep

Mystic Regeneration

Mystic Regeneration

Zealous Renewal

Zealous Renewal

Vital Boon

Vital Boon

Mending Touch

Mending Touch

Resurrection Signet

Resurrection Signet

Harrier's Grasp

Attributes and Skills[ | ]

DervishWarriorDervish / Warrior Attribute Rank
Mysticism 10 + 2
Wind Prayers 8 + 1
Scythe Mastery 12 + 1 + 1
Victorious Sweep

Victorious Sweep

Wearying Strike

Wearying Strike

Mystic Sweep

Mystic Sweep

Wild Blow

Wild Blow

Featherfoot Grace

Featherfoot Grace

Harrier's Grasp

Harrier's Grasp

Avatar of Melandru

Avatar of Melandru

Resurrection Signet

Resurrection Signet

Harrier's Scythe

Attributes and Skills[ | ]

DervishWarriorDervish / Warrior Attribute Rank
Scythe Mastery 12 + 1 + 3
Wind Prayers 10 + 1
Mysticism 8 + 1
Reaper's Sweep

Reaper's Sweep

Chilling Victory

Chilling Victory

Mystic Sweep

Mystic Sweep

Wild Blow

Wild Blow

Featherfoot Grace

Featherfoot Grace

Harrier's Grasp

Harrier's Grasp

Zealous Renewal

Zealous Renewal

Resurrection Signet

Resurrection Signet

Lyssa's Avatar

Attributes and Skills[ | ]

DervishWarriorDervish / Warrior Attribute Rank
Mysticism 12 + 1 + 2
Scythe Mastery 12 + 1
Earth Prayers 3
Avatar of Lyssa

Avatar of Lyssa

Watchful Intervention

Watchful Intervention

Eremite's Attack

Eremite's Attack

Heart of Fury

Heart of Fury

Wild Blow

Wild Blow

Mystic Sweep

Mystic Sweep

Protector's Strike

Protector's Strike

Resurrection Signet

Resurrection Signet

OR

DervishWarriorDervish / Warrior Attribute Rank
Mysticism 12 + 1 + 2
Scythe Mastery 11 + 1
Earth Prayers 6 + 2
Avatar of Lyssa

Avatar of Lyssa

Mystic Regeneration

Mystic Regeneration

Mystic Vigor

Mystic Vigor

Heart of Fury

Heart of Fury

Wild Blow

Wild Blow

Mystic Sweep

Mystic Sweep

Protector's Strike

Protector's Strike

Resurrection Signet

Resurrection Signet

Pious/Mystic

Attributes and Skills[ | ]

DervishDervish / Any Attribute Rank
Earth Prayers 12 + 1 + 2
Mysticism 12 + 3
Aura of Thorns

Aura of Thorns

Heart of Holy Flame

Heart of Holy Flame

Vital Boon

Vital Boon

Armor of Sanctity

Armor of Sanctity

Mirage Cloak

Mirage Cloak

Pious Renewal

Pious Renewal

Mystic Sandstorm

Mystic Sandstorm

Resurrection Signet

Resurrection Signet

Equipment[ | ]

Usage[ | ]

Before engaging, cast in order of Enchantment duration:

Aura of Thorns --> Heart of Holy Flame --> Vital Boon --> Armor of Sanctity --> Mirage Cloak --> Pious Renewal then get near an enemy or a group of enemies and hit Mystic Sandstorm. This will result in:

Casting Armor of Sanctity shortly after sandstorm can help reduce damage against those you inflicted bleeding and/or burning on.

The health and energy gain should leave you enough energy to repeat the process.

Reaper's Onslaught

Attributes and Skills[ | ]

DervishDervish / Any Attribute Rank
Scythe Mastery 12 + 1 + 3
Wind Prayers 10 + 1
Mysticism 8 + 1
Lyssa's Assault

Lyssa's Assault

Victorious Sweep

Victorious Sweep

Mystic Sweep

Mystic Sweep

Crippling Sweep

Crippling Sweep

Dwayna's Touch

Dwayna's Touch

Featherfoot Grace

Featherfoot Grace

Onslaught

Onslaught

Resurrection Signet

Resurrection Signet

130hp

Attributes and Skills[ | ]

DervishMonkDervish / Monk Attribute Rank
Smiting Prayers 1
Protection Prayers 9
Scythe Mastery 10 + 1 + 3
Earth Prayers 10 + 3
Mysticism 7 + 3
Protective Spirit

Protective Spirit

Mystic Regeneration

Mystic Regeneration

Mystic Vigor

Mystic Vigor

Eremite's Attack

Eremite's Attack

Mystic Sweep

Mystic Sweep

Reaper's Sweep

Reaper's Sweep

Balthazar's Spirit

Balthazar's Spirit

Essence Bond

Essence Bond

Equipment[ | ]

  • Runes

((+3-Scythe Mastery Rune)) ((+3-Earth Prayer Rune)) ((+3-Mysticism Rune)) ((+3-Rune(Your Choice)) ((+3-Rune(Your Choice))

  • Insignias

((Radiant Insignia (x5) for more energy (*But not necessary*))

  • Any kind of armor other than armor with the survivor insignia or health boosting runes will do, as long as it has a total of 5 superior runes on. Note that armor level does not matter for this build, so a set of armor purchased in Kamadan will serve this builds purposes just fine.
  • A customized Scythe with a "Guided by Fate"/"Strength and Honor"/"To the Pain!" inscription. A scythe grip of Enchanting and a Sundering or Zealous scythe snathe can make things easier.
  • A Zealous scythe is recommended while facing only one foe; if you don't use one you may not gain enough energy to recast all 3 enchantments. Note that energy mangement when facing a single foe may become easier by dropping Balthazar's Spirit and Essence Bond.
  • Dwayna's Grace, Lyssa's Bedlam, Scythe of Corruption, or Suli's Scythe would work well for this build. The Soulbreaker also works.

Usage[ | ]

Whenever you enter an explorable area cast Balthazar's Spirit and Essence Bond and wait for your energy to regen. Before approaching the monster(s) you want to kill, cast the first 3 skills on your bar. Aggro the monster(s) and keep your enchantments up while spamming your attack skills. If you're having trouble staying alive, consider deliberately getting yourself killed; the resultant Death Penalty will lower your health and therefore make the build more effective.

Mystic Regeneration is quite effective at keeping your health up, however enemies with fast attack speed or powerful health degen spells can render it useless. Try not to face your target alone, make sure he has company. When you aggro a group, make sure they are more or less mobbed up. With the help of Mystic Vigor, you will gain about 25 health each hit; with 3 targets in one hit you will gain 75 health per hit. With fast attacks and the assistance of Mystic Regeneration, you should survive quite easily.

Mystic Vigor is your anti-spike skill. When you get spiked, it should only take one hit from you while enchanted with Mystic Vigor to bring your health back up.

When there are only 1 or 2 enemies left, it's useful to just use Mystic Vigor instead of Mystic Regeneration, to conserve energy.

For some bosses, it is more effective to insert Mirage Cloak into the build instead of Eremite's Attack, to help counter the onslaught of melee attackers. This variation can often be used without having to harvest Death Penalty first, and also gives nice AoE damage. Note, however, that Mirage Cloak will lower the effectiveness of Balthazar's Spirit and Essence Bond, so don't attempt to use it unless you have a zealous scythe equipped.

Dark Silence Runner This build allows for a Dervish/Assassin to complete the Droknar's Forge run with a higher success rate than any other build yet. With the use of Vow of Silence and Dark Escape you can easily run past enemies while taking little damage. This build also combines the use of Fleeting Stability, Mystic Regeneration and Faithful Intervention to create a safe versatile run. This build can also run most of the entire game with no change at all.

Attributes and Skills[ | ]

DervishAssassinDervish / Assassin Attribute Rank
Earth Prayers 10 + 1 + 3
Mysticism 8 + 3
Shadow Arts 12
Deadly Arts 2
Faithful Intervention

Faithful Intervention

Mystic Regeneration

Mystic Regeneration

Fleeting Stability

Fleeting Stability

Vow of Silence

Vow of Silence

Death's Charge

Death's Charge

Deadly Paradox

Deadly Paradox

Dark Escape

Dark Escape

Dash

Dash

Variant due to Feb 1 update[ | ]

DervishAssassinDervish / Assassin Attribute Rank
Earth Prayers 9 + 1 + 3
Mysticism 7 + 2
Wind Prayers 10 + 2
Shadow Arts 10
Faithful Intervention

Faithful Intervention

Fleeting Stability

Fleeting Stability

Mystic Regeneration

Mystic Regeneration

Vow of Silence

Vow of Silence

Death's Charge

Death's Charge

Harrier's Haste

Harrier's Haste

Dark Escape

Dark Escape

Dash

Dash

Equipment[ | ]

  • Armor: The Windwalker Insignia should be used for this build since you will be under multiple enchantments for most of the run. Apply a Rune of Major Vigor or a Rune of Superior Vigor and Rune of Attunement for extra energy.
  • Weapons: A Staff with an enchantment lengthening mod and at least +15 energy since you will need energy more than armor. An inscribeable Insightful Staff with a "Have Faith" inscription will give you +20 energy while you're enchanted. A Shield can be used but you will often find yourself lacking energy.
  • A sword of enchanting with a shield that lowers damage taken while enchanted and HP +45 while enchanted.

Before 1 Feb. Update Usage[ | ]


Counters[ | ]

Variants[ | ]

You can switch Dash for Signet of Pious Light for ending Fleeting Stability for extra health and can combine with Vital Boon for a quick health boost when needed.

There are many assassin skills which can be used instead, though they may leave you more exposed.


Fleeting Stability Mystic Regeneration Vital Boon Vow of Silence Death's Charge Pious Haste Dash Optional

| Earth Prayers | 12 + 2

| Mysticism | 12 + 1 + 2

| Shadow Arts | 3

Pious Haste provides a fast alternative as well as lets you skip investing anything in Wind Prayers, giving you longer duration on all your skills, higher max health, better energymanagement though it has a downside of removing an enchantment when it ends but if timed right you may even use it to your advantage (Vital Boon).

Notes[ | ]

  • Try not to run nearby Pinesouls, as you'll be prone to setting off the Barbed Traps they set. These can leave you crippled for a long time.
  • Use Dash for running while Dark Escape recharges and for a burst of speed to get out of the enemy aggro zone.
  • Use Death's Charge on the Avicara in the wurm tunnel to help outrun the wurm.
  • Due to latest balance changes, the effectiveness of Deadly Paradox has changed. You now can't use it with other stances. This means unless it is changed back, you will have to use a different running skill.


Mirror of Ice

Attributes and Skills[ | ]

DervishElementalistDervish / Elementalist Attribute Rank
Mysticism 10 + 1 + 1
Scythe Mastery 11 + 1
Water Magic 10
Victorious Sweep

Victorious Sweep

Eremite's Attack

Eremite's Attack

Mystic Sweep

Mystic Sweep

Mystic Vigor

Mystic Vigor

Frigid Armor

Frigid Armor

Conjure Frost

Conjure Frost

Mirror of Ice

Mirror of Ice

Resurrection Signet

Resurrection Signet

Obsidian Derv

Attributes and Skills[ | ]

DervishElementalistDervish / Elementalist Attribute Rank
Earth Magic 12
Earth Prayers 12 + 1 + 1
Stoneflesh Aura

Stoneflesh Aura

Obsidian Flesh

Obsidian Flesh

Armor of Earth

Armor of Earth

Glyph of Concentration

Glyph of Concentration

Mirage Cloak

Mirage Cloak

Mystic Regeneration

Mystic Regeneration

Fleeting Stability

Fleeting Stability

Ward Against Foes

Ward Against Foes

Equipment[ | ]

Usage[ | ]

  • Keep up constantly Stoneflesh Aura, Armor of Earth, and Mystic Regeneration.
  • Spell Breaker and Obsidian Flesh can be cycled constantly.
  • If facing minor interrupts, cover your spells with Glyph of Concentration.
  • If facing heavy amounts of hard interrupts, cover Glyph of Concentration with Mirage Cloak.

Counters[ | ]

  • Non-Spell Enchantment removal
  • Interrupts
  • Dazed

Variants[ | ]

  • If you're doing single areas with minimal knockdown, replace Fleeting Stability.
  • If not doing Ravenheart Gloom, replace Mirage Cloak.
  • If an elementalist is using Deep Freeze, Ward Against Foes may be replaced.
  • For less experienced teams, you can include a Resurrection Signet.
  • Conviction, Vital Boon, Sliver Armor, and Grasping Earth are good variants.
  • Fire Storm can be used to pull the monks in the mobs up to you.

Shielded Derv

Attributes and Skills[ | ]

DervishMonkDervish / Monk Attribute Rank
Mysticism 11 + 1 + 3
Scythe Mastery 10 + 1
Protection Prayers 10
Victorious Sweep

Victorious Sweep

Wounding Strike

Wounding Strike

Mystic Sweep

Mystic Sweep

Mending Touch

Mending Touch

Mystic Vigor

Mystic Vigor

Shield of Absorption

Shield of Absorption

Extend Enchantments

Extend Enchantments

Generic resurrect

Generic resurrect

Equipment[ | ]

Usage[ | ]

Counters[ | ]

Variants[ | ]

DervishMonkDervish / Monk Attribute Rank
Mysticism 12 + 1 + 2
Scythe Mastery 8 + 2
Healing Prayers 9
Protection Prayers 5
Victorious Sweep

Victorious Sweep

Mystic Sweep

Mystic Sweep

Wearying Strike

Wearying Strike

Mending Touch

Mending Touch

Mystic Vigor

Mystic Vigor

Healing Hands

Healing Hands

Extend Enchantments

Extend Enchantments

Resurrection Signet

Resurrection Signet

Vermin Farmer

Attributes and Skills[ | ]

DervishMonkDervish / Monk Attribute Rank
Earth Prayers 11 + 3
Mysticism 6 + 1
Scythe Mastery 12 + 1 + 3
Vow of Strength

Vow of Strength

Mirage Cloak

Mirage Cloak

Fleeting Stability

Fleeting Stability

Mystic Regeneration

Mystic Regeneration

Mystic Vigor

Mystic Vigor

Essence Bond

Essence Bond

Balthazar's Spirit

Balthazar's Spirit

Conviction

Conviction

Equipment[ | ]

  • Scythe of Enchanting
  • Runes need not be adhered to strictly as long as you hit the breakpoints

(Earth Prayers needs to hit 13 in order for Mystic Regeneration to hit +4 which is imperative when fighting Shreader)

VerminRun

The vermin farming path/run.

Usage[ | ]

The maintained enchantments and Conviction can be kept up indefinetly with no consideration as they do not waste activation time. Mystic Regeneration should be kept up for healing, as should Fleeting Stability (although you might not need to refresh it while fighting the smaller groups if the mob is about to die anyway). Vow of Strength should be kept up for increasing your damage. While the defensive mechanism of Mirage Cloak is unneccesary, the bonus damage could help, so keep it up as well, just remember not to renew until it expires so damage takes effect. Also, you might want to cast this last so you don't have to wait for energy as the blocking can sometimes slow down your energy gain. Mystic Vigor is optional, but can give you a larger margin of error against Shreader Sharptongue's group.

While fighting, you might want to reposition so all three of your aggroed foes are damaged. Though this is unnceccesary, it will speed up the run. While fighting Shreader Sharptongue, simply target him first and deal with the rest.

This build can also be used to farm bosses or other areas, especially ones where knockdown is used.

Variants[ | ]

Notes[ | ]

  • Very useful when going for the Survivor Title because at level 20, each run results in about 2,500 XP.

Contagious Reaper

Attributes and Skills[ | ]

DervishNecromancerDervish / Necromancer Attribute Rank
Scythe Mastery 11 + 1 + 3
Death Magic 11
Mysticism 5 + 1
Earth Prayers 7 + 1
Blood Magic 2
Wearying Strike

Wearying Strike

Signet of Agony

Signet of Agony

Plague Touch

Plague Touch

Contagion

Contagion

Dark Aura

Dark Aura

Mystic Regeneration

Mystic Regeneration

Optional

Optional

Generic resurrect

Generic resurrect

Equipment[ | ]

Usage[ | ]

  • Cast Contagion, Dark Aura, and Mystic Regeneration
  • Engage target, and use Signet of Agony, followed by Wearying Strike.
    • Signet of Agony will deal 15 damage to all adjacent enemies, as well as cause you to bleed, and to sacrifice 10% health. The sacrifice will trigger Dark Aura, dealing 38 damage to all adjacent foes. Contagion will cause the Bleeding to be spread to all nearby foes, and will cause you to sacrifice 6% health, triggering Dark Aura a second time, for another 38 damage to adjacent foes.
    • Wearying Strike will apply Deep Wound to hit enemies, and will give you Weakness. Contagion will instantly spread Weakness to all nearby enemies, and trigger Dark Aura a third time.
  • Use Plague Touch to get rid of Weakness, and use Wearying Strike a second time.
  • Re-apply Dark Aura and Signet of Agony as soon as they are available.
  • Mystic Regeneration will give 9 points of health regeneration (or more with extra enchantments), to help offset the sacrificing and bleeding. It also acts as a cover enchantment for the two Death Magic enchantments, which are critical to the build.
  • Conditions applied from foes will trigger Contagion and Dark Aura. This can make the build more powerful, as long as you know what to expect. If you know that your enemies will be dealing conditions, try to time it so that their conditions and your conditions are not being applied at the same time, as the health sacrifices could become overwhelming.

Counters[ | ]

  • Enchantment stripping will greatly reduce the effectiveness of this build. The Death Magic enchantments must be kept covered.

Variants[ | ]

Optional skill slot:

Convicted Wounder

Attributes and Skills[ | ]

DervishDervish / Any Attribute Rank
Scythe Mastery 11 + 2 + 1
Mysticism 8 + 1
Earth Prayers 11 + 2
Faithful Intervention

Faithful Intervention

Armor of Sanctity

Armor of Sanctity

Mystic Regeneration

Mystic Regeneration

Conviction

Conviction

Wounding Strike

Wounding Strike

Victorious Sweep

Victorious Sweep

Mystic Sweep

Mystic Sweep

Resurrection Signet

Resurrection Signet


D/Mo

D/W

D/A

Equipment[ | ]

  • Armor: Windwalker's Insignia armor with a Scythe Mastery hood (70 AL).
  • Runes: Major Scythe Mastery, Minor Mysticism, Major Earth Prayers, Vigor, Attunement x1
  • Weapon: Sundering or Zealous Scythe of Fortitude with energy+5 inscription.

Usage[ | ]

  • When entering combat, activate Faithful Intervention, Armor of Sanctity, and Mystic Regeneration to give you max health regeneration (20hp/second).
  • Use Conviction. At this point, you will have at least 109 armor (70 from normal armor, 15 from windwalker's, and 24 from conviction). This does not include Armor of Sanctity's damage reduction, which is 18 less damage from all sources.
  • Find a target.
  • Try as much as possible to spread Deep Wound. My suggestion is to use Wouding Strike followed by Victorious Sweep to deal some significant damage. Then, move on to another target and do the same thing. This will greatly help your party's overall damage output and you can easily serve as a tank with Armor of Sanctity.

Mystic Renewal

Attributes and Skills[ | ]

DervishDervish / Any Attribute Rank
Mysticism 11 + 1 + 2
Scythe Mastery 10 + 2
Earth Prayers 10 + 1
Avatar of Melandru

Avatar of Melandru

Twin Moon Sweep

Twin Moon Sweep

Mystic Sweep

Mystic Sweep

Mystic Vigor

Mystic Vigor

Vital Boon

Vital Boon

Zealous Renewal

Zealous Renewal

Heart of Holy Flame

Heart of Holy Flame

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Armor: Radiant Insignia for energy mixed in with Survivor's Insignia for health. Radiant Insignia should be used on the chest area for maximum energy.
  • Weapons: Any good Scythe should do.
  • Runes: In addition to the runes outlined in the Attributes table, take a Rune of Attunement and the best Vigor rune you can afford. Nightfall characters - such as all Dervishes - get a Rune of Minor Vigor from an early quest.

Usage[ | ]

  • Before running into battle, activate your enchantments.
  • Only activate the first 2 enchantments from left to right, then as you reach your target (hopefully targets) activate the other 2 enchantments from left to right. This should cause some damage to multiple foes.
  • The very first attack should be Twin Moon Sweep to ignite your enemies on fire. Activate Mystic Sweep to add some more damage.
  • Because of Mystic Vigor you should gain a fair amount of health each hit. Soon mystic vigor should be about finished and same with Vital Boon and they should be reactivated seeing how they should be recharged.
  • After activating them use Heart of Holy Flame again followed by Twin Moon Sweep to once again ignite them.
  • At this point Zealous Renewal should finish and you should gain all your energy back.
  • Repeat this proccess until the targets are taken out.
  • If at a point you are low on health activate Avatar of Melandru for some health and to cancel any conditions.
  • Vital Boon can be used for quick healing via casting it, and then using Twin Moon Sweep to quickly strip it and heal yourself for 200+ health. Of course, you can always let Vital Boon run out normaly, but this above method is for speedy healing.

Reaper's Vow

Attributes and Skills[ | ]

DervishDervish / Any Attribute Rank
Scythe Mastery 11 + 1 + (1..3)
Wind Prayers 11 + 1
Earth Prayers 8
Mysticism 3
Victorious Sweep

Victorious Sweep

Mystic Sweep

Mystic Sweep

Chilling Victory

Chilling Victory

Whirling Charge

Whirling Charge

Featherfoot Grace

Featherfoot Grace

Mystic Regeneration

Mystic Regeneration

Zealous Vow

Zealous Vow

Generic resurrect

Generic resurrect

Equipment[ | ]

  • A Vampiric Scythe of Enchanting with a "Guided By Fate" inscription.
  • Windwalker's Insignias on your armor.
  • A Rune of Clarity on an armor piece, Runes of Attunement on everything else.

Usage[ | ]

Counters[ | ]

  • Heavy enchant removal
  • Standard anti-melee counters, though the durations of conditions are greatly reduced.

Variants[ | ]

Mysticism Variant:

Victorious Sweep

Victorious Sweep

Mystic Sweep

Mystic Sweep

Chilling Victory

Chilling Victory

Whirling Charge

Whirling Charge

Heart of Fury

Heart of Fury

Mystic Vigor

Mystic Vigor

Zealous Vow

Zealous Vow

Generic resurrect

Generic resurrect

By moving points from Earth Prayers to Mysticism and using a minor rune, this allows you to have an IAS active all the time by cycling Whirling Charge and Heart of Fury.

Forge Runner

Attributes and Skills[ | ]

DervishDervish / Any Attribute Rank
Wind Prayers 11 + 1
Earth Prayers 8 + 1
Mysticism 11 + 1 + 2
Faithful Intervention

Faithful Intervention

Watchful Intervention

Watchful Intervention

Vow of Silence

Vow of Silence

Featherfoot Grace

Featherfoot Grace

Harrier's Haste

Harrier's Haste

Enchanted Haste

Enchanted Haste

Mystic Regeneration

Mystic Regeneration

Fleeting Stability

Fleeting Stability

Equipment[ | ]

  • Maximum level armor with Radiant or Windwalker insignias.
  • The runes you will need are as follows: Major Mysticism, minor Wind Prayers, Minor Earth Prayers, Rune of Attunement, and a Superior Rune of Vigor (if you can afford it).
  • Any weapon with an enchantments last 20% longer mod and +5 energy inscription and a shield or a staff with similiar mods.

Usage[ | ]

Keep Faithful Intervention on at all times, and use Watchful Intervention for emergency heals. Vow of Silence will keep you going through the grawl, ice imps, and ice golems safely.Featherfoot Grace reduces poison, bleeding, and cripple when running through the Grawl. Harrier's Haste and Enchanted Haste are stances to increase your speed. Try to keep Mystic Regeneration up. Fleeting Stability will get you through the worms and other knockdowns you may encounter.

Watch your enchantment expirations. If they are about to go out, go ahead and recharge them whenever you can.

Variations[ | ]

Using a D/A, take out Watchful Intervention and Enchanted Haste and replace them with Dark Escape and Dash. Attributes should be aligned as 14 Mysticism (With Hood+Superior Rune), 11 Earth Prayers, 10 Wind Prays, and 9 Shadow Arts.

Avatar Forge Runner

Attributes and Skills[ | ]

DervishDervish / Any Attribute Rank
Mysticism 11 + 1 + 3
Earth Prayers 12 + 1
Wind Prayers 6 + 1
Avatar of Balthazar

Avatar of Balthazar

Faithful Intervention

Faithful Intervention

Vital Boon

Vital Boon

Fleeting Stability

Fleeting Stability

Pious Restoration

Pious Restoration

Mystic Regeneration

Mystic Regeneration

Conviction

Conviction

Dwayna's Touch

Dwayna's Touch

Equipment[ | ]

  • +7 extra energy armour - Radiant Insignia
  • +10 armour while enchanted works well since you are enchanted most of the time - Blessed Insignia
  • + 20% enchantment mod on a scythe or a Rajazan's Fervor or Totem Axe will do

Usage[ | ]

Healing[ | ]

  • Before enemies, make sure your Health is max or near max.
  • Take some time to heal if you can find a safe location to heal. Vital Boon and Faithful Intervention should be enough.
  • Use Faithful Intervention first and then use Vital Boon so if a creature strips Enchantments, Vital Boon will be triggered - its 2nd ability is to heal you when it ends or when someone removes it.* Before running past Ice Imps use Vital Boon. If you are hexed cast Pious Restoration to remove the slow down hexes that the Ice Imps use.
  • Use Avatar of Balthazar and then cast Fleeting Stability, covering it up with Faithful Intervention and Vital Boon. This way, when you are getting attacked by a Frost Wurm and going through the Wurm tunnel, the enchantment remover just removes Vital Boon.
  • Entering the Troll Cave, lure the Mountain Trolls out before entering, so you don’t get body blocked by them.
  • In the Wurm Path use Fleeting Stability and Avatar of Balthazar go get past the Wurm quickly.

Dreadnought's Drift[ | ]

  • Before engaging any enemies use Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon in case you met some Tundra Giants.

Snake Dance[ | ]

  • Use Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon because there are a lot of Tundra Giants to knock you down, along with some Azure Shadows.
  • Make sure you run away from Stone Summits and their mobs to get to Camp Rankor.

Camp Rankor[ | ]

  • Here is a rest stop and you can swap some skills if you think healing is needed.

Talus Chute[ | ]

  • Same thing really, Avatar of Balthazar and Fleeting Stability and cover it up with Faithful Intervention and Vital Boon because there are Azure Shadows and large Avicara groups near the start.

Counters[ | ]

Strip enchantment skills would put you off if the skill is still recharging.

Variants[ | ]

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