“
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 directly on a foe or indirectly on the skill user. All conditions wear off in time, but can also be removed by a number of skills.
[edit] Indications
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.
[edit] Conditions vs. hexes
Both conditions and hexes have negative effects on the affected creature; however, there are some differences:
- Conditions 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). In contrast, hex effects depend on how they were applied. The duration of both hexes and conditions tend to vary, depending on skills used, attributes, and other factors.
- Most players find that conditions are cheaper and easier to apply/remove than hexes. This makes them less reliable than hexes, but more efficient and easier to spread.
- Conditions tend to be caused by physical damage skills whereas hexes are more frequently applied by spellcasters.
- Most hexes can be applied to any creature, whereas a number of creature types are immune to various conditions. For example, non-fleshy creatures are immune to three of the ten conditions, but are immune to only one hex (Malign Intervention).
[edit] List of conditions
-
Bleeding — While suffering from this injury, you lose Health over time.
-
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 — While suffering from this Condition, you lose Health over time.
-
Cracked Armor — While suffering from this Condition, you have -20 armor (minimum 60).
-
Crippled — While suffering from this injury, you move 50% slower.
-
Dazed — While Dazed, you take twice as long to cast spells, and all your spells are easily interrupted
-
Deep Wound — While suffering from this injury, your maximum Health is reduced by 20% and you receive less benefit from healing.
-
Disease — While suffering from this ailment, you lose Health over time. Disease is contagious between creatures of the same kind.
-
Poison — While suffering from this injury, you lose Health over time.
-
Weakness — While suffering from this Condition, you deal less damage (66%) with attacks and all of your attributes are reduced by 1.
[edit] Related skills
- See also: Skill quick reference#Skills that provide immunity to a condition
[edit] Skills removing conditions
-
Skills benefiting from conditions on foes
|
|
|
|
Skills benefiting from conditions on allies
|
|
|
|
Skills increasing duration of conditions
|
|
|
|
Skills decreasing duration of conditions
|
|
|
|
Skills which inflict conditions on oneself
|
|
|
|
Skills that can inflict two or more conditions
|
|
|
|
[edit] Equipment upgrades which can extend or decrease duration of conditions
- See also: Unnatural Resistance
[edit] Ability to inflict conditions
- The table reflects how each profession can apply new conditions. It does not consider the profession-independent PvE-only skills. The table does not include the ability to spread conditions that are available to Rangers, Necromancers, Mesmers, and Dervishes (e.g. using Pestilence, Plague Touch, Epidemic, or Grenth's Grasp). This table also does not include the ability to inflict conditions under party-wide skills (e.g. Crippling Anthem).
- Conditionally, outside of Swordsmanship.
- Conditionally, outside of Blood Magic.
- Conditionally, in PvP.
- Earth Prayers only.
- Smiting Prayers only.
- Fire Magic only.
- Mysticism only.
- Conditionally, outside of Death Magic.
- Illusion Magic only.
- Air Magic and Earth Magic only.
- Wind Prayers only.
- Conditionally, outside of Axe Mastery.
- PvE only.
- Scythe Mastery only.
- Death Magic only.
- Conditionally, outside of Curses.
- Conditionally, outside of Shadow Arts.
- Conditionally, outside of Hammer Mastery.
- Domination Magic only.
- Channeling Magic only.
- 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.