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Condition

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Conditions.jpg

Conditions are often side effects of other skills, although some professions specialize in causing Conditions. Conditions may slow you down, deal damage to you, or affect your ability to cast spells or receive healing. All Conditions wear off eventually, but they can also be removed or transferred with special skills. A small, brown, downward arrow on a character's Health Bar indicates that the character is suffering from a Condition. If you are suffering from a Condition, a gold-colored icon with a golden border will appear on the upper left-hand corner of your screen.

Safiya, Expert Monk

A condition is a type of negative effect that is caused by a skill. Each condition, sometimes known as an injury or ailment, is applied via skills, either on the skill user's foes or on the skill user as a way to balance the skill. All conditions wear off in time, but can also be removed by a number of skills.

Corresponding conditions can be inflicted by the environment itself upon triggering an environment effect : Lava for example will almost always inflict burning and cripple on contact; Swamps will sometimes inflict poison on contact. A variety of traps have also been known to be able to inflict conditions, such as poison and burning from Poison and Fire traps respectively, or bleeding and cripple from Splinter Mines.

Overview[edit]

List of conditions[edit]

  • Bleeding Bleeding — While suffering from this injury, you lose Health over time.
  • Blind Blind — While suffering from this ailment, your melee and missile attacks have 90% chance to "miss." Your projectiles also have a greater chance to stray from their intended target.
  • Burning Burning — While suffering from this Condition, you lose Health over time.
  • Cracked Armor Cracked Armor — While suffering from this Condition, you have -20 armor (minimum 60).
  • Crippled Crippled — While suffering from this injury, you move 50% slower.
  • Dazed Dazed — While Dazed, you take twice as long to cast spells, and all your spells are easily interrupted
  • Deep Wound Deep Wound — While suffering from this injury, your maximum Health is reduced by 20% and you receive less benefit from healing.
  • Disease Disease — While suffering from this ailment, you lose Health over time. Disease is contagious between creatures of the same kind.
  • Poison Poison — While suffering from this injury, you lose Health over time.
  • Weakness Weakness — While suffering from this Condition, you deal less damage (66%) with attacks and all of your attributes are reduced by 1.

Indications[edit]

A condition is indicated in the effects monitor by a gold colored icon with an arrow pointing downwards. If a creature is affected by a condition it is also shown on their health bar by a brown arrow pointing downwards. Bleeding, poison and disease also turn the health bar into another color and deep wound turns part of it gray. Most conditions also have a visual effect on the creature itself.

Effect Visual Effect
Bleeding Health bar-bleeding.png
Poison/Disease Health bar-poison.png
Deep Wound Health bar-deep wound.png

Conditions vs. hexes[edit]

Both conditions and hexes have negative effects on the affected creatures. However, there are some differences:

Advantages
  • Hexes' effects almost always scale with the investment in the relevant attribute or rank (for PvE-only skills). Conditions, on the other hand, always have the same effect regardless of how they were applied. For example, health degeneration is constant for burning (-7), bleeding (-3), poison (-4) and disease (-4). A Spirit of Shadowsong can keep one foe blinded for a long period of time even at low Communing Investment, and a ranger constantly attacking under Apply Poison will keep a -4 health degeneration on the target even with low Wilderness Survival.
  • Most players find that conditions are cheaper and easier to apply/remove than hexes. This makes them less reliable than hexes, but easier to inflict and spread on the opposing team.
  • Conditions can be easily inflicted by attack skills whereas hexes are almost exclusively applied by spellcasters.
Drawbacks
  • Hexes have more varied effects, some of which can be more devastating than conditions.
  • Skills inflicting conditions with powerful effects such as dazed, deep wound or blind are often elite and/or require special conditions to work.
  • Some creatures are immune to certains conditions. For example, non-fleshy creatures such as undeads are immune to poison, bleeding and disease, but are immune to only one hex (Malign Intervention). Destroyers and titans are also immune to burning.

Conditions-related equipment upgrades[edit]

See also: Unnatural Resistance

Condition
Weapon prefix
+33%
Off-hand inscription
-20% on self
Rune
-20% on self
Bleeding Bleeding Yes Yes Yes
Blind Blind No Yes Yes
Burning Burning No No No
Cracked Armor Cracked Armor No No No
Crippled Crippled Yes Yes Yes
Dazed Dazed Yes Yes Yes
Deep Wound Deep Wound Yes Yes Yes
Disease Disease No Yes Yes
Poison Poison Yes Yes Yes
Weakness Weakness Yes Yes Yes

Related skills[edit]

See also: Skill quick reference/List of skills by related subject/C#Immunity to a condition

Skills removing conditions[edit]

Ability to inflict conditions[edit]

By condition[edit]

The following table reflects how each profession can apply conditions.

Condition Unconditionally Conditionally Never
Bleeding Bleeding Warrior1 Ranger Necromancer2 Assassin Paragon Dervish Elementalist21 Monk Mesmer Ritualist
Blind Blind Ranger Mesmer Elementalist Assassin3 Ritualist Dervish4 Warrior Monk Necromancer Paragon
Burning Burning Ranger Monk5 Elementalist6 Paragon Dervish7 Ritualist20 Warrior Necromancer Mesmer Assassin
Cracked Armor Cracked Armor Necromancer8 Mesmer11 Elementalist10 Ritualist Dervish   Warrior Ranger Monk Assassin Paragon
Crippled Crippled Warrior1 Ranger Assassin Dervish Paragon Monk Necromancer Mesmer Elementalist Ritualist
Dazed Dazed Ranger Assassin Paragon Warrior Mesmer Dervish11 Monk Necromancer Elementalist Ritualist
Deep Wound Deep Wound Warrior12 Ranger13 Mesmer Assassin Paragon3 Dervish14 Monk Necromancer Elementalist Ritualist
Disease Disease Necromancer15 Dervish7   Warrior Ranger Monk Mesmer Elementalist Assassin Ritualist Paragon
Poison Poison Ranger Necromancer16 Assassin17   Warrior Monk Mesmer Elementalist Ritualist Paragon Dervish
Weakness Weakness Warrior18 Necromancer16 Mesmer19 Elementalist10 Dervish Paragon Ranger Monk Assassin Ritualist
Footnotes
  1. Conditionally, outside of Swordsmanship.
  2. Conditionally, outside of Blood Magic.
  3. Conditionally, in PvP.
  4. Earth Prayers only.
  5. Smiting Prayers only.
  6. Fire Magic only.
  7. Mysticism only.
  8. Conditionally, outside of Death Magic.
  9. Illusion Magic only.
  10. Air Magic and Earth Magic only.
  11. Wind Prayers only.
  12. Conditionally, outside of Axe Mastery.
  13. PvE only.
  14. Scythe Mastery only.
  15. Death Magic only.
  16. Conditionally, outside of Curses.
  17. Conditionally, outside of Shadow Arts.
  18. Conditionally, outside of Hammer Mastery.
  19. Domination Magic only.
  20. Channeling Magic only.
  21. Earth Magic only.

By profession[edit]

The following table reflects the availability and build-frequency by profession.

  • Common - Core-build usage; at least one of these conditions are utilized in every build and gametype.
  • Uncommon - Specialized-build usage; conditions are situational and dependent on the team build and gametype.
  • Rare - Niche-build usage; conditions rarely utilized outside of novelty and non-combat utility builds.
Profession Common Uncommon Rare
Warrior Bleeding.jpg1 Crippled.jpg1 Deep Wound.jpg11 Blind.jpg Dazed.jpg Weakness.jpg17
Ranger Bleeding.jpg Blind.jpg Burning.jpg Crippled.jpg Dazed.jpg Deep Wound.jpg12 Poison.jpg
Necromancer Bleeding.jpg2 Cracked Armor.jpg7 Disease.jpg14 Poison.jpg15 Weakness.jpg15
Assassin Bleeding.jpg Blind.jpg16 Crippled.jpg Dazed.jpg Deep Wound.jpg Poison.jpg16
Paragon Bleeding.jpg21 Burning.jpg Dazed.jpgDeep Wound.jpg3 Crippled.jpg Weakness.jpg
Dervish Bleeding.jpg Blind.jpg3 Burning.jpg7 Cracked Armor.jpg Crippled.jpg Disease.jpg6 Weakness.jpg Dazed.jpg10 Deep Wound.jpg13
Elementalist Blind.jpg Burning.jpg5 Cracked Armor.jpg9 Bleeding.jpg20 Weakness.jpg9
Mesmer Deep Wound.jpg Blind.jpg Cracked Armor.jpg8 Weakness.jpg18 Dazed.jpg
Ritualist Blind.jpg Cracked Armor.jpg Burning.jpg19
Any Bleeding.jpg Blind.jpg Burning.jpg Crippled.jpgWeakness.jpg Cracked Armor.jpg Dazed.jpg Disease.jpg Deep Wound.jpg Poison.jpg
Footnotes
  1. Conditionally, outside of Swordsmanship.
  2. Conditionally, outside of Blood Magic.
  3. Earth Prayers only.
  4. Smiting Prayers only.
  5. Fire Magic only.
  6. Mysticism only.
  7. Conditionally, outside of Death Magic.
  8. Illusion Magic only.
  9. Air Magic and Earth Magic only.
  10. Wind Prayers only.
  11. Conditionally, outside of Axe Mastery.
  12. Beast Mastery PvE only, with Enraged Lunge.
  13. Scythe Mastery only.
  14. Death Magic only.
  15. Conditionally, outside of Curses.
  16. Conditionally, outside of Shadow Arts.
  17. Conditionally, outside of Hammer Mastery.
  18. Domination Magic only.
  19. Channeling Magic only.
  20. Earth Magic only, with Stone Daggers.
  21. Spear Mastery only, with Barbed Spear.

Notes[edit]

  • Conditions have a maximum duration of about 12 hours (see the test result).
  • Reapplied conditions will last the original time period, unless the reapplied duration is greater than the remaining amount of time.
Gw2logo.png The Guild Wars 2 Wiki also has an article on Condition.