Upkeep

These enchantment spells function differently because of the upkeep required to keep the enchantment up. All maintained enchantments require 1 pip of energy regeneration to maintain. Maintained enchantments can be removed by the caster by double-clicking on the associated icon in the Upkeep Monitor.

Once this enchantment is active, it can be maintained indefinitely as long as the number of maintained enchantments does not cause the caster's energy to fall below zero or caster and target are separated with a distance greater than compass range. If the caster's energy reaches 0 while under the effects of energy degeneration, the caster will lose maintained enchantments until the caster's net energy regeneration is 0 or higher. Additionally, if maintaining an enchantment would raise the caster's pre-cap energy degeneration beyond 10, the caster will lose maintained enchantments until pre-cap energy degeneration is brought down to 10 or lower.

These enchantments follow the same rules as basic enchantment spells.

Only Monks and Assassins have enchantment spells with upkeep cost.

Limitations

 * If you cannot afford the upkeep cost (and your energy reaches zero), the most recent maintained enchantments are cancelled until you aren't losing energy anymore (your energy will stabilize at zero) due to energy degeneration.


 * You can not maintain enchantments on distant allies (outside the compass range), as soon as their names are greyed-out in the party window or they become un-targetable, the maintained enchantment will be lost.


 * It is generally possible to mantain 10 enchantments + your energy regeneration. So, with Blood is Power, which can add +7 energy regen (at rank 18), to the normal caster regen of 4, you can maintain up to 21 enchantments. If any combination of effects would bring your pre-cap energy degeneration below -10, maintained enchantments will automatically be cancelled until your pre-cap energy degeneration is -10.