Skill details
Zealous Renewal | ||||||||||||
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Full: All adjacent foes take 15...51 holy damage. For 20 seconds, this enchantment does nothing. When this enchantment ends, you gain 1 Energy for each successful hit while under the effects of this enchantment.
Concise: (20 seconds.) Initial effect: deals 15...51 holy damage to adjacent foes. End effect: you gain 1 Energy for each successful hit while enchanted with Zealous Renewal.
Mysticism | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
holy damage | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 | 60 | 63 | 66 | 69 | 72 | 75 |
Acquisition[]
Notes[]
- If reapplied before the enchantment expires normally, the hit counter for Zealous Renewal will reset when the previous application would have normally ended and not when Zealous Renewal is reapplied.
- It was formerly called Raging Renewal, before Nightfall came out in stores.
- Consider using Heart of Fury with this skill.
- Despite this skill being located under Mysticism, the attribute only changes the damage, not the duration or the energy gain, so this skill can be just as useful on any other class with Dervish secondary: any weapon hit counts. This is particularly useful on Assassins, who attack fast but need to recover their energy after a dagger chain.
- If ended by an attack that causes you to lose an enchantment, such as Twin Moon Sweep or Pious Assault, the attack used to remove it will not count as a "hit" in terms of energy gain.