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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.


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 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).

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.

Related skills[edit]

See also: Skill quick reference#Skills that provide immunity to a condition

Skills removing conditions[edit]

Equipment upgrades which can extend or decrease duration of conditions[edit]

See also: Unnatural Resistance

Weapon prefix
Off-hand inscription
-20% on self
-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

Ability to inflict conditions[edit]

Condition1 Unconditionally Conditionally Never
Bleeding Bleeding Warrior2 Ranger Necromancer3 Assassin Paragon Dervish Elementalist Monk Mesmer Ritualist
Blind Blind Ranger Mesmer Elementalist Assassin4 Ritualist Dervish5 Warrior Monk Necromancer Paragon
Burning Burning Ranger Monk6 Elementalist7 Paragon Dervish8 Ritualist21 Warrior Necromancer Mesmer Assassin
Cracked Armor Cracked Armor Necromancer9 Mesmer10 Elementalist11 Ritualist Dervish   Warrior Ranger Monk Assassin Paragon
Crippled Crippled Warrior2 Ranger Assassin Dervish Paragon Monk Necromancer Mesmer Elementalist Ritualist
Dazed Dazed Ranger Assassin Paragon Warrior Mesmer Dervish12 Monk Necromancer Elementalist Ritualist
Deep Wound Deep Wound Warrior13 Ranger14 Mesmer Assassin Paragon4 Dervish15 Monk Necromancer Elementalist Ritualist
Disease Disease Necromancer16 Dervish8   Warrior Ranger Monk Mesmer Elementalist Assassin Ritualist Paragon
Poison Poison Ranger Necromancer17 Assassin18   Warrior Monk Mesmer Elementalist Ritualist Paragon Dervish
Weakness Weakness Warrior19 Necromancer17 Mesmer20 Elementalist11 Dervish Paragon Ranger Monk Assassin Ritualist


  1. 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).
  2. Conditionally, outside of Swordsmanship.
  3. Conditionally, outside of Blood Magic.
  4. Conditionally, in PvP.
  5. Earth Prayers only.
  6. Smiting Prayers only.
  7. Fire Magic only.
  8. Mysticism only.
  9. Conditionally, outside of Death Magic.
  10. Illusion Magic only.
  11. Air Magic and Earth Magic only.
  12. Wind Prayers only.
  13. Conditionally, outside of Axe Mastery.
  14. PvE only.
  15. Scythe Mastery only.
  16. Death Magic only.
  17. Conditionally, outside of Curses.
  18. Conditionally, outside of Shadow Arts.
  19. Conditionally, outside of Hammer Mastery.
  20. Domination Magic only.
  21. 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.
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