Difference between revisions of "Energy Reserves"

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<span style="color:red;">'''All traits were removed from the game prior to the press event of July 2011. These are archived for future curiosity and reference. This page is not to be updated with current info; see the [[skills]] page for current skill information.'''</span>
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Energy Reserves is [[trait]] possessed by the [[Wizard]]. It enables Arcane Power to regenerate when [[health orbs]] are consumed.
 
Energy Reserves is [[trait]] possessed by the [[Wizard]]. It enables Arcane Power to regenerate when [[health orbs]] are consumed.
  
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[[category:traits]]
 
[[category:traits]]
 
[[category:Wizard traits]]
 
[[category:Wizard traits]]
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[[category:Archives]]

Latest revision as of 19:06, 3 August 2011

All traits were removed from the game prior to the press event of July 2011. These are archived for future curiosity and reference. This page is not to be updated with current info; see the skills page for current skill information.

Energy Reserves is trait possessed by the Wizard. It enables Arcane Power to regenerate when health orbs are consumed.


Energy Reserves Properties[edit | edit source]

Energy Reserves

  • Clvl Req: 11
  • Description: Health globes restore a percentage of your Arcane Power.
  • Max points: 3
    • Rank One: 10% of Arcane Power is restored.
    • Rank Two: Unknown.
    • Rank Three: Unknown.
  • Lore: Not yet known.

Since Arcane Power refills very quickly, a lot of points in this one would seem fairly unnecessary.


Classes[edit | edit source]

This is a Wizard-only trait.


Synergies[edit | edit source]

Energy Shield funnels some damage taken to Arcane Power instead of health. Points in Energy Reserves would help offset this lessening of Arcane Power.