Enchantment spell
From Guild Wars Wiki
| Enchantment spell | |
|---|---|
| Number of skills | 246 |
| Elite skills | 57 |
| Supertype | Spell |
| Subtype | None |
Skill Type. Represents magic with positive effects and a duration on a creature. Click here for a full list of enchantment spells.
Enchantments can be easily noticed by the cloudy white ring that orbits the middle section of the player affected by the enchantment, along with a symbol indicating the profession of the enchantment that was cast. It is also visible by a yellow arrow pointing upwards on the enchanted target's health bar.
[edit] Characteristics
- Always has a duration.
- Typically has a finite duration.
- Enchantments with upkeep have infinite durations.
- Faithful Intervention and Illusion of Weakness also have infinite durations.
- Always has a continuous and/or end effect; may have an initial effect.
- May target self, ally, or "other ally."
- Aura of Displacement and Vampiric Spirit are the only exceptions to this; they target a foe, though the user becomes enchanted.
- Typically has normal range.
- Blood Ritual, for example, requires touch range.
- Always requires energy to activate.
- Always has an activation time.
- May have an additional cost, such as upkeep, sacrifice or exhaustion.
- Always has an aftercast delay.
- Shadow Meld is the only exception to this.
[edit] Notes
- There are many skills that can remove enchantments.
- Certain skills have the ability to remove enchantments from oneself, mostly Dervish skills.
- 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%.
- "Guided by Fate" gives extra damage if affected by an enchantment.
- 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.
[edit] Trivia
- Paragons, rangers and warriors are the only professions that do not have enchantments in their skill listings.
[edit] Maintained enchantments
These enchantment 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 or caster and target are separated with a distance greater than compass range. If the caster's energy reaches 0 while under the effects of energy degeneration, the monk will lose maintained enchantments until the monk's net energy regeneration is 0 or higher. Additionally, if maintaining an enchantment would raise the caster's pre-cap energy degeneration beyond 10, the monk will lose maintained enchantments until pre-cap energy degeneration is brought down to 10 or lower.
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] Related skills
[edit] Enchantment removing skills
[edit] on foe
Chilblains - on foes in the area of your target
Corrupt Enchantment
Envenom Enchantments
Gaze of Contempt - if foe's health > 50%
Order of Apostasy - when party member deals physical damage
Pain of Disenchantment
Rend Enchantments
Rip Enchantment
Strip Enchantment
Well of the Profane - also prevents foes from being the target of enchantments
Air of Disenchantment - on foes nearby your target, enchantments also expire faster
Discharge Enchantment
Drain Enchantment
Feedback
Hex Eater Vortex - on foes nearby target ally if a hex is removed
Inspired Enchantment/
Revealed Enchantment
Lyssa's Balance - if you do not have more enchantments than target
Mirror of Disenchantment - also removes the same enchantment from target's party
Shatter Enchantment
Shatter Storm
Signet of Disenchantment
Assault Enchantments - must follow a dual attack
Dark Apostasy - on critical hits
Expunge Enchantments
Lift Enchantment - if target is knocked down
Shattering Assault
Signet of Twilight - for each hex on foe
Disenchantment
Grenth's Aura - on foes near you when it ends
Intimidating Aura - if foe's health < yours
Reaper's Sweep - if foe's health > 50%
Rending Aura - whenever you are hit by a melee attack
Rending Sweep - if foe is hexed
Test of Faith - if foe's health < 50%
[edit] on self
Contemplation of Purity
Release Enchantments
Ether Prodigy
Eremite's Zeal
Extend Enchantments - when cast or when it ends
Irresistible Sweep
Mystic Sandstorm
Pious Assault
Pious Concentration - if you would be interrupted
Pious Fury
Pious Haste - when it ends
Pious Restoration
Signet of Pious Light
Signet of Pious Restraint
Twin Moon Sweep
[edit] on both
Rending Touch
Winds of Disenchantment - on all nearby foes if one is removed from self
[edit] Skills affected by enchantments
Symbiosis - increases maximum health for each enchantment
[edit] on foe
Magehunter Strike - cannot be blocked
Magehunter's Smash - cannot be blocked
Melandru's Assault (PvP) - deals more damage
Melandru's Arrows - deals more damage
Defile Enchantments and
Desecrate Enchantments - deals more damage for each enchantment
Toxic Chill - inflicts poison
Icy Shackles - further decreases movement speed
Magnetic Surge - deals more damage
Vapor Blade - deals half damage
[edit] on ally
[edit] positive
Dismiss Condition - heals
Dwayna's Kiss - heals more for each enchantment
Healing Light - you gain energy
[edit] negative
Brutal Weapon - has no effect
[edit] on self
[edit] positive
Signet of Mystic Wrath - deals more damage for each enchantment
Chain Lightning - does not inflict Exhaustion
Ether Renewal - energy/health gain for each enchantment
Invoke Lightning - does not inflict Exhaustion
Golden Fang Strike - inflicts Deep Wound
Golden Fox Strike - unblockable
Golden Lotus Strike - you gain Energy
Golden Phoenix Strike - misses if not enchanted
Golden Skull Strike - inflicts Daze
Shadow Form - more damage reduction for each assassin enchantment
Swift Javelin - moves faster and is unblockable
Arcane Zeal - Energy gain for each enchantment
Aura Slicer - inflicts bleeding
Crippling Sweep - Cripples for 7 seconds for each enchantment
Dwayna's Touch - heals for each enchantment
Enchanted Haste - you move 25% faster
Lyssa's Assault - you gain Energy
Mystic Corruption - increases Condition duration for each enchantment
Mystic Healing - heals an additional party member for each enchantment
Mystic Regeneration - health regeneration for each enchantment
Mystic Sweep - deals more damage for each enchantment
Mystic Twister - strikes additional foes for each enchantment
Mystic Vigor - heals for each enchantment
Pious Renewal - gain Energy/health when an enchantment expires
Signet of Mystic Speed - increases movement speed for each enchantment
Vow of Piety - reapplies when an enchantment expires
Whirling Charge - ends when not enchanted
Wounding Strike - inflicts Deep Wound
[edit] negative
Forked Arrow - shoots only one arrow
Natural Stride - ends when you become enchanted
Natural Temper - has no effect
Signet of Synergy - does not heal the caster
Meditation - energy gain if not enchanted
Natural Healing - heals for less
[edit] Skills requiring an enchanted target
[edit] on foe
Discord - damage when suffering from a condition and enchanted and/or hexed
[edit] on ally
Signet of Removal - removes hex and condition
Godspeed - increases speed when enchanted
[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
Scourge Enchantment - caster of enchantments takes damage whenever cast
Soul Barbs - target of enchantments takes damage whenever cast
[edit] on ally
Air of Enchantment - enchantments cast on other ally cost less Energy
[edit] Skills that prevent enchantments
[edit] on foe
Well of the Profane - while inside the well
Shadow Shroud
[edit] on self
Vow of Silence - cannot be the target of any spells

