

There is also an item that gives this Aura: the runeword Harmony.The Engulfed in Flames Paladin focuses on the Holy Fire Offensive Aura, which does periodic fire damage to all Enemies around you and adds Fire Damage to your melee attacks. Vigor increases Blessed Hammer damage more than Concentration, and so it's better to max it first, unless the hammerdin is specifically playing consistently with many other physical damage dealers. Hammerdins, however, typically max out this skill to make the most out of their Blessed Hammers thanks to the synergy. Vigor suffers from diminishing returns after 5 points or so in terms of increased run/walk speed, and even a level 1 vigor typically grants enough stamina and stamina regeneration to never run empty, so when used as a utility spell, it is often best to put one point into vigor and let +skill gear do the rest. No matter how high players' Faster Run/Walk is, Vigor always increases their speed by a set amount.


The increase in speed provided by Vigor is separate from Faster Run/Walk modifier in that it does not suffer from the diminishing returns Faster Run/Walk is subject to. It is a useful skill for retrieving corpses after dying, escaping from tough enemies, and exploring in general. It also may be used in town to get to the vendors faster and save time between battles. In battle with very fast foes that require a lot of evasion, its use may be situationally helpful, but this comes of the cost of using other, potentially more combat-oriented auras. Vigor increases run/walk speed and stamina regeneration for the user and nearby allies. In his need, the weight of the world lifts from his shoulders, allowing him to march forth without heed to the lamentations of his body. A noble knight of Zakarum feels the rapture of his salvation at all times.
