From GuildWiki
| Ether Lord
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Full: You lose all Energy. For 5...9 seconds, target foe suffers -1...3 Energy degeneration, and you experience +1...3 Energy regeneration.
Concise: You lose all Energy. Target foe has -1...3 Energy degeneration and you have +1...3 Energy regeneration. (5...9 seconds).
| Inspiration Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21
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| Duration
| 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 8 | 8 | 8 | 9
| 9 | 9 | 10 | 10 | 10 | 11 | 11 | 11 | 12 | 12
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| Energy degeneration
| 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2
| 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4
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| Energy regeneration
| 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2
| 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4
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[edit] Acquisition
Skill Quests:
Skill Trainers:
Signet of Capture:
- Keep in mind that Ether Lord is not as much a skill used to gain energy as it is one to deny it. Even at 16 Inspiration Magic, you will only regenerate an extra 5 energy - and this is after you've lost all the energy you started with.
- This skill realistically requires 8 or more points in Inspiration Magic to be effective, since lower amounts are extremely short in duration, or provide almost no energy drain/gain.
- Your energy will drop to 0, but energy can be maintained by, for example, switching to a -energy weapon set before casting Ether Lord, then switching back to a normal weapon set.
- Combines well with Ether Signet, usually along with Mantra of Inscriptions.
- Using this spell right before Signet of Recall ends will negate the energy lost by this spell (assuming you cast this spell with energy left).
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