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Feeder
“These enchantments are used to power teardown skills (skills which consume an enchantment for a stronger effect). They are intended to be used quickly for their initial effect and then removed quickly for their ending effect.
A feeder enchantment is an informal term given to enchantment spells meant to feed a teardown skill for a stronger effect. The combination of feeder and teardown skills is a unique part of the Dervish profession.
Feeders are not a specific game mechanic, but rather a classification by intent: If an enchantment is brought to fuel a teardown skill, it's a feeder enchantment; if it's used for its permanent effects, it's not. The game always removes the most recently applied effect, so a feeder is generally slated for removal simply by being the last Dervish enchantment applied before using the teardown skill.
While any Dervish enchantment can be used as a feeder, some are more suited to the task than others. A useful feeder has these characteristics:
- Has low energy cost and fast recharge time.
- Flash enchantment spells are more desirable than regular enchantment spells.
- Has a useful initial effect and/or end effect.
- Has no useful permanent effect that's worth maintaining or recharges quickly enough to be reapplied when stripped.
[edit] Examples of frequently used feeder enchantments
| Icon | Name | Description | |
|
|
Attribute | Campaign | ||
|---|---|---|---|---|---|---|---|---|---|
|
Flash Enchantment Spell. (3...9...10 seconds.) Gives 50% block chance while attacking. End Effect: Causes Weakness 3...13...15 seconds to adjacent foes. | 10 |
10 |
Wind Prayers | Nightfall | ||||
|
Flash Enchantment Spell. (30 seconds.) Initial effect: inflicts Bleeding condition (5...13...15 seconds) on nearby foes. End effect: inflicts Crippled condition (3...7...8 seconds) on nearby foes. | 5 |
10 |
Earth Prayers | Nightfall | ||||
|
Flash Enchantment Spell. (20 seconds.) Initial Effect: Inflicts burning (1...3...3 second[s]) on nearby foes. End effect: gain 1...2...2 strike[s] of adrenaline if any foes are within earshot. | 10 |
10 |
Mysticism | Nightfall | ||||
|
Flash Enchantment Spell. (10 seconds.) Gain +10 armor while conditioned. Gain 1...3...3 Health regeneration for each condition you have. End Effect: Remove 1...2...2 condition[s]. | 5 |
10 |
Earth Prayers | Nightfall | ||||
|
Flash Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: deals 10...34...40 earth damage to adjacent foes. End effect: inflicts Blindness condition (1...3...4 second[s]) on adjacent foes. | 10 |
6 |
Earth Prayers | Nightfall | ||||
|
Flash Enchantment Spell. (7 seconds). You move 25% faster. Lose 1 condition if this enchantment ends prematurely. | 10 |
15 |
Nightfall | |||||
|
Enchantment Spell. (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. | 5 |
¼ |
15 |
Mysticism | Nightfall | |||
|
Flash Enchantment Spell. (30 seconds.) Your attacks deal cold damage. Initial effect: hits nearby foes for 10...34...40 cold damage. End effect: transfers 1...2...2 condition[s] to all nearby foes. | 5 |
10 |
|
Wind Prayers | Nightfall | |||
|
Flash Enchantment Spell. (30 seconds.) Your attacks deal holy damage. Initial effect: deals 5...25...30 holy damage to nearby foes. End effect: inflicts Burning condition (2...4...5 seconds) on nearby foes. | 10 |
10 |
|
Mysticism | Nightfall | |||
|
Flash Enchantment Spell. (3...13...15 seconds.) Your Dervish enchantments recharge 33% faster. Initial Effect: interrupts all adjacent foes. End Effect: interrupts all adjacent foes. 50% failure chance unless Wind Prayers 5 or higher. | 10 |
15 |
Wind Prayers | Nightfall | ||||
|
Flash Enchantment Spell. (20 seconds.) Initial Effect: all adjacent foes are Diseased (1...2...2 second[s].) Double duration if you are already enchanted. End Effect: party members in earshot lose Disease. | 10 |
10 |
Mysticism | Nightfall | ||||
|
Elite Flash Enchantment Spell. (8 seconds.) End Effect: recharges itself and you gain 0...4...5 Energy and 0...24...30 Health. | 5 |
8 |
Mysticism | Nightfall | ||||
|
Flash Enchantment Spell. (30 seconds.) Your attack skills remove enchantments from knocked-down foes. Initial effect: deals 10...34...40 cold damage to all nearby foes. End effect: nearby foes have Cracked Armor for 1...8...10 second[s]. | 10 |
6 |
Wind Prayers | Nightfall | ||||
|
Flash Enchantment Spell. (30 seconds.) Your attacks deal earth damage. Initial effect: deals 10...34...40 earth damage to nearby foes. End effect: inflicts Cracked Armor condition (1...8...10 second[s]) on nearby foes. | 10 |
6 |
Earth Prayers | Nightfall | ||||
|
Enchantment Spell. (20 seconds.) You have +40...88...100 maximum Health. End effect: Heals you for 75...175...200. | 5 |
1 |
8 |
|
Earth Prayers | Nightfall | ||
|
Flash Enchantment Spell. (5...21...25 seconds.) Initial effect: deals 5...25...30 holy damage to nearby foes. You have -1 Energy regeneration and gain 1 Energy when you hit. Gain 1...4...5 Energy if this enchantment ends early. | 5 |
10 |
Mysticism | Nightfall |
[edit] Skills benefiting from frequent use of feeders
Builds that frequently use feeders can easily trigger skills that rely on gaining enchantments, losing enchantments or casting spells.
| Icon | Name | Description | |
|
|
Attribute | Campaign | ||
|---|---|---|---|---|---|---|---|---|---|
|
Enchantment Spell. (45 seconds.) Whenever you lose a Dervish enchantment, adjacent foes take 20...25 holy damage. | 10 |
¾ |
30 |
Allegiance rank | Factions | |||
| |
Elite Form. (10...74...90 seconds.) You gain +20 armor against physical damage, you gain adrenaline 25% faster, your attacks deal holy damage, you inflict Burning (1...3...3 second[s]) on nearby foes whenever you lose a Dervish enchantment. This skill is disabled for 45 seconds. | 5 |
2 |
20 |
Mysticism | Nightfall | |||
| |
Elite Form. (10...74...90 seconds.) You deal holy damage. Whenever you use a Dervish attack skill, you lose 1 hex. Heal allies in earshot for 5...41...50 Health when you lose a Dervish enchantment. This skill is disabled for 45 seconds. | 5 |
2 |
20 |
Mysticism | Nightfall | |||
| |
Elite Form. (10...74...90 seconds.) Your scythe attacks deal dark damage and steal 0...10...12 Health. You are immune to Disease. Apply Disease to all adjacent foes (3 seconds) when you lose a Dervish enchantment. This skill is disabled for 45 seconds. | 5 |
2 |
20 |
Mysticism | Nightfall | |||
| |
Elite Form. (10...74...90 seconds.) Your Dervish enchantments recharge 50% faster and deal chaos damage with attacks. Steal 1 Energy from nearby foes when you lose a Dervish enchantment. This skill is disabled for 45 seconds. | 5 |
2 |
20 |
Mysticism | Nightfall | |||
| |
Elite Form. (10...74...90 seconds.) You have +150 maximum Health, +30 elemental armor, and your attacks deal earth damage. Cure 1 condition from all party members in earshot whenever you lose a Dervish enchantment. This skill is disabled for 45 seconds. | 5 |
2 |
20 |
Mysticism | Nightfall | |||
|
Enchantment Spell. (8 seconds.) You have +20...68...80 armor. Renewal bonus: cast a spell. | 15 |
3 |
60 |
Earth Magic | Prophecies | |||
|
Enchantment Spell. (20 seconds.) Lose all adrenaline. Gain 1...3...4 Energy whenever an enchantment on you ends. | 10 |
¼ |
20 |
Mysticism | Nightfall | |||
|
Enchantment Spell. (20 seconds) +24 armor and +1...3...4 Health regeneration. Renewal: Whenever an enchantment on you ends. | 15 |
¼ |
45 |
Wind Prayers | Nightfall |



















