Enchantment spell

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An enchantment spell is a spell that provides a bonus effect on that ally for a period of time. Enchantments come in a very wide variety of such bonuses. Some provide an effect while the enchanted ally takes damage, some provide bonuses to a player's speed, health and armor, while other enchantments grant a percentage chance to block attacks. There are also many enchantments that provide additional bonuses when those enchantments end.

Enchantments can be easily noticed by the cloudy white ring that orbits the middle section of the player affected by the enchantment, along a symbol indicating the profession of the player by whom it was cast. It is also visible by a yellow arrow pointing upwards on the enchanted target's health bar.

Casting the same enchantment on an ally will cause the newer enchantment to replace the old one. That ally will not gain the benefits of the enchantment that ended when it is replaced this way. When an ally dies, that ally loses all of their enchantments, but any benefits that end with the player's death will trigger, such as Dwayna's Sorrow.

Unlike weapon spells, a target can have more than one enchantment active on them. Some enchantments can also be used to target other allies, while some can only be used to target self.

Contents

[edit] Maintained enchantments

These enchantments 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. If such a thing occurs, these enchantments will automatically end. The number of maintained enchantments that will end this way is determined by how many pips of energy degeneration the caster is suffering, when that caster reaches zero energy.

Certain monk skills provide bonuses for maintaining enchantments, such as Blessed Signet.

These enchantments follow the same rules as basic enchantment spells.

Only Monks and Assassins have Enchantment spells with upkeep cost.

[edit] Counters

There are various mesmer and necromancer spells which can remove enchantments and may produce damage, deny energy, or degenerate health if an enchantment is successfully removed (i.e. Shatter Enchantment, Feedback, and Corrupt Enchantment). It is common to encounter such enchantment removals in PvP as well as in some PvE areas (i.e. The Dragon's Lair).

Certain skills can be specifically used against enchanted foes. The warrior's Magehunter Strike and the ranger's Melandru's Assault skill are such examples.

[edit] Other information

Enchantment spells may be considered the opposite to hex spells.

Certain skills have the ability to self-remove enchantments. This form of action is very common in monk and dervish skills. This comes in handy when you want to reap the benefits of enchantment loss through these skills, or you come under heavy pressure from enemies who have specific counters to enchanted targets.

Paragons, rangers and warriors are the only professions that do not have enchantments in their skill listings.

The dervish profession has the primary attribute called Mysticism. This attribute grants the inherent ability to gain a certain amount of energy and health whenever enchantments end on that profession.

The "of Enchanting" suffix on a weapon provides the ability to increase the duration of enchantment spells cast by the player by up to 20%.

[edit] Related skills

[edit] Enchantment removing skills

[edit] on foe
[edit] on self

[edit] Skills affected by enchantments

  • Ranger Symbiosis Symbiosis - increases maximum health per enchantment
[edit] on foe
[edit] on ally
[edit] on self

[edit] Skills requiring an enchanted target

[edit] on foe
  • Necromancer Discord Discord - damage when suffering from a condition and enchanted and/or hexed
[edit] on ally

[edit] Skills affecting casting time

[edit] Skills affecting maintained enchantments energy cost

[edit] Skills reducing enchantments duration

[edit] Skills increasing enchantments duration

[edit] Skills affected by maintained enchantments

[edit] Skills that end when caster casts an enchantment

[edit] Skills that have an effect when a new enchantment is cast

[edit] on foe
[edit] on ally

[edit] Skills that prevent enchantments

[edit] on foe
[edit] on self
  • Assassin Shadow Walk Shadow Walk - cannot cast enchantments, but still be the target from others
  • Dervish Vow of Silence Vow of Silence -- cannot cast spells, cannot be the target of spells from others

[edit] See also

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