Winds of Disenchantment is an elite skill from Spellbreaker that prevents foes from receiving boons from any source in PvE and PvP. It does not immediately remove newly applied boons but makes them immune to receiving any boons from any source. The removal effect is that all nearby foes lose 1 enchantment and take 20-68-80 cold damage. This skill is probably dead in PvE now, but it is worth casting movement skills to get into a better position for Winds of Disenchantment.
To create an area of calm, create an area of reduced incoming boon duration and lose boons every interval. Enemy missiles can be used to create a calm environment. Winds of Disenchantment is a lightning field that combos with dagger leap skills and Bull’s Charge to daze the target and build stacks of damage.
The Disenchant can no longer pulse the instant the spell is cast, but every second after casting, the total number of pulses is reduced by 1. The main issue with using warding wind is that it requires concentration, making it effectively your main spell for combat. The Disenchantment Rune is a rune that can be removed from a weapon through the Enchantment Table.
With a health crisis in Elf Alley, Bean and Elfo make a dangerous journey to find an ancient cure while Luci scams sick elves at his new clinic. This global enchantment can only be cast in an underwater laboratory and must be activated with the Eyes of God enchantment.
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