Upkeep
From Guild Wars Wiki
Upkeep is the energy drawback associated with any maintained enchantment. The cost is 1/3 energy per second or one "pip" of energy regeneration.
Contents |
[edit] 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.
[edit] List of skills with upkeep
[edit] Player skills
| Icon | Name | Description | | | | | Prof. | Attribute | Campaign | |
|---|---|---|---|---|---|---|---|---|---|---|
| Aura of Displacement | Elite Enchantment Spell. Shadow Step to target foe. End effect: return to your original location. | -1 | 10 | ¼ | 20 | | Factions | ||
| Balthazar's Spirit | Enchantment Spell. Target ally gains adrenaline and 1 Energy when taking damage. | -1 | 10 | 2 | | | Smiting Prayers | Prophecies | |
| Blessed Aura | Enchantment Spell. Monk enchantments you cast last 10...30...35% longer. | -1 | 10 | 2 | 2 | | | Divine Favor | Prophecies |
| Divine Boon | Enchantment Spell. Whenever you cast a Divine Favor or Protection Prayers spell on an ally, that ally is healed for 15...51...60. Heal cost: you lose 1 Energy. | -1 | 5 | ¼ | 10 | | | Divine Favor | Core |
| Essence Bond | Enchantment Spell. You gain 1 Energy whenever target ally takes physical or elemental damage. | -1 | 10 | 2 | | Prophecies | |||
| Healer's Covenant | Elite Enchantment Spell. Your Healing Prayers spells cost 1...3...3 less Energy. These spells heal for 25% less. | -1 | 5 | ¼ | 5 | | Healing Prayers | Nightfall | |
| Holy Veil | Enchantment Spell. Doubles casting time of hexes cast on target ally. End effect: removes a hex. | -1 | 5 | 1 | 12 | | | Core | |
| Holy Wrath | Enchantment Spell. Deals 66% of the damage back to the source (maximum of 5...41...50 damage) whenever target ally takes attack damage. Damage cost: you lose 10 Energy. | -1 | 10 | 2 | 10 | | Smiting Prayers | Prophecies | |
| Life Attunement | Enchantment Spell. Target ally gains 14...43...50% more Health when healed. This ally deals 30% less damage with attacks. | -1 | 10 | 2 | | | Protection Prayers | Prophecies | |
| Life Barrier | Elite Enchantment Spell. Reduces damage by 20...44...50%. Cannot self-target. If your Health is below 50% when target takes damage, Life Barrier ends. | -1 | 15 | 2 | 5 | | Protection Prayers | Prophecies | |
| Life Bond | Enchantment Spell. Half of the damage target ally takes from attacks is redirected to you. Redirected damage is reduced by 3...25...30. Cannot self-target. | -1 | 10 | 2 | | Protection Prayers | Core | ||
| Live Vicariously | Enchantment Spell. You gain 2...14...17 Health whenever target ally hits a foe. | -1 | 5 | 2 | | | Healing Prayers | Prophecies | |
| Mending | Enchantment Spell. +1...3...4 Health regeneration. | -1 | 10 | 2 | | | Healing Prayers | Core | |
| Protective Bond | Enchantment Spell. Target ally cannot lose more than 5% max Health from a single attack or spell. Each time damage is reduced you lose 6...4...3 Energy or this spell ends. | -1 | 10 | 2 | | Protection Prayers | Prophecies | ||
| Purifying Veil | Enchantment Spell. Conditions expire 5...41...50% faster on target ally. End effect: removes a condition. | -1 | 5 | 1 | 6 | | Protection Prayers | Eye of the North | |
| Recall | Enchantment Spell. End effect: Shadow Step to target ally. Cannot self-target and disables all of your skills for 10 seconds when it ends. | -1 | 15 | 1 | 10 | | Factions | ||
| Retribution | Enchantment Spell. Deals 33% of each attack's damage (maximum 5...17...20) back to the source. | -1 | 10 | 2 | | | Smiting Prayers | Core | |
| Shadow Meld | Elite Enchantment Spell. Shadow Step to target ally. End effect: return to your original location. Cannot self-target. | -1 | 10 | ¼ | 20 | | Nightfall | ||
| Strength of Honor | Enchantment Spell. Target ally deals 5...21...25 more damage in melee. | -1 | 10 | 2 | 15 | | | Smiting Prayers | Core |
| Strength of Honor (PvP) | Enchantment Spell. Target ally deals 1...4...5 more damage in melee. | -1 | 10 | 2 | 15 | | | Smiting Prayers | Core |
| Succor | Enchantment Spell. +1 Health regeneration and +1 Energy regeneration. Cannot self-target. You lose 1 Energy each time target ally casts a spell. | -1 | 5 | 1 | 10 | | Prophecies | ||
| Unyielding Aura | Elite Enchantment Spell. Your Monk spells heal for +15...51...60%. End effect: a random other party member is resurrected with full Health and Energy and teleported to your location. | -1 | 5 | ¼ | 10 | | Divine Favor | Prophecies | |
| Unyielding Aura (PvP) | Elite Enchantment Spell. Resurrects target party member (full Health, full Energy). End effect: this ally dies and leaves an exploited corpse. Does not incur a death penalty. 50% failure chance unless Divine Favor 5 or more. | -1 | 5 | 3 | 15 | | Divine Favor | Prophecies | |
| Vital Blessing | Enchantment Spell. +40...168...200 maximum Health. | -1 | 10 | ¾ | 2 | | | Protection Prayers | Prophecies |
| Watchful Spirit | Enchantment Spell. +2 Health regeneration. End effect: heals for 30...150...180. | -1 | 15 | 1 | 5 | | Divine Favor | Prophecies |
[edit] Monster skills
| Icon | Name | Description | | | | | Prof. | Attribute | Campaign | |
|---|---|---|---|---|---|---|---|---|---|---|
| Bit Golem Rectifier | Enchantment Spell. Heals N.O.X. for 10 every second. | -1 | 3 | 30 | | Core |
[edit] Skills which interact with upkeep
| Icon | Name | Description | | | | Prof. | Attribute | Campaign | ||
|---|---|---|---|---|---|---|---|---|---|---|
| Blessed Signet | Signet. You gain 3 Energy for each enchantment you are maintaining. You cannot gain more than 3...20...24 Energy in this way. | 2 | 10 | | | Divine Favor | Core | ||
| Nature's Renewal | Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). For creatures in range, enchantments and Hexes take twice as long to cast and it costs twice as much Energy to maintain enchantments. Does not affect spirits. | 5 | 5 | 60 | | Wilderness Survival | Core |
[edit] Notes
Certain skills (energy denial tactics) or weapon modifications can also cause energy degeneration; however, since it is not the same as having to pay an upkeep cost, none of these will fail to take effect if your energy is zero or less.
- Zealous weapon modification,
- "Seize the Day" and "Live for Today" inscriptions,
- And the martial weapon enhancement: Damage + 15%, Energy Regeneration -1 (Similar to, but not available as an inscription).





























