By game mechanic
- Energy cost
- Activation time
- Recharge time
- Adrenaline skills
- Upkeep skills
- Sacrifice skills
- Overcast skills
By Elite acquisition
Upkeep cost is a sustained resource cost of certain skills without a specified duration. Each upkeep requires 1 pip of energy regeneration to keep it up. Upkeep skills can be removed by the caster by double-clicking on the associated icon in the Upkeep Monitor.
Sustaining an upkeep skill
Once an Upkeep skill is active, it can be sustained indefinitely as long as these conditions are met:
- The number does not exceed -10 pips of energy regeneration, or otherwise cause the caster's energy to fall below zero.
- The target(s) are separated with a distance no-greater than compass range.
If the user's energy reaches zero while under the effects of energy degeneration, the user will lose as many maintained enchantments until the caster's energy regeneration is zero or higher. Additionally, if maintaining an enchantment would raise the caster's pre-cap energy degeneration beyond 10, the caster will lose maintained enchantments until pre-cap energy degeneration is brought down to 10 or lower.
- 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. The corresponding message will be shown in the chat window:
Your spell <spell name> on <ally name> was lost because you were not able to pay the upkeep cost.
- You cannot maintain enchantments on distant allies (outside the compass range). There is a brief grace period after an ally leaves compass range (i.e. when their name is greyed-out in the party window) during which upkeep will not be dropped. This prevents losing upkeep due to minor lag or mechanics such as teleports which can separate the party temporarily (e.g. at the beginning of Nahpui Quarter).
- The total number of maintained enchantments is limited to
current energy regeneration + 10. Skills like Ether Prodigy and Blood is Power can increase a character's energy regeneration above the usual limit, allowing for additional upkeep to be maintained. If the total energy degeneration exceeds 10, maintained enchantments will be cancelled until your energy degeneration is 10. There is no grace period for this.
Skills with an upkeep cost
|Elite Enchantment Spell. Shadow Step to target foe. End effect: return to your original location.||-1||10||¼||20||Z||Factions|
|Enchantment Spell. Target ally gains adrenaline and 1 Energy when taking damage.||-1||10||2||Smiting PrayersZ||Prophecies|
|Enchantment Spell. Monk enchantments you cast last 10...30...35% longer.||-1||10||2||2||Divine FavorZ||Prophecies|
|Enchantment Spell. Whenever you cast a Protection Prayer [sic] or Divine Favor spell on an ally, that ally is healed for 15...51...60. Heal cost: you lose 1 Energy.||-1||5||¼||10||Divine FavorZ||Core|
|Enchantment Spell. You gain 1 Energy whenever target ally takes physical or elemental damage.||-1||10||2||Z||Prophecies|
|Elite Enchantment Spell. Your Healing Prayers spells cost 1...3...3 less Energy. These spells heal for 25% less.||-1||5||¼||5||Healing PrayersZ||Nightfall|
|Enchantment Spell. Doubles casting time of hexes cast on target ally. End effect: removes a hex.||-1||5||1||12||Z||Core|
|Enchantment Spell. Target ally gains 14...43...50% more Health when healed. This ally deals 30% less damage with attacks.||-1||10||2||Protection PrayersZ||Prophecies|
|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 PrayersZ||Prophecies|
|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 PrayersZ||Core|
|Enchantment Spell. You gain 2...14...17 Health whenever target ally hits a foe.||-1||5||2||Healing PrayersZ||Prophecies|
|Enchantment Spell. +1...3...4 Health regeneration.||-1||10||2||Healing PrayersZ||Core|
|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 PrayersZ||Prophecies|
|Enchantment Spell. Conditions expire 5...41...50% faster on target ally. End effect: removes a condition.||-1||5||1||6||Protection PrayersZ||Eye of the North|
|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||Z||Factions|
|Enchantment Spell. Deals 33% of each attack's damage (maximum 5...17...20) back to the source.||-1||10||2||Smiting PrayersZ||Core|
|Elite Enchantment Spell. Shadow Step to target ally. End effect: return to your original location. Cannot self-target.||-1||10||¼||20||Z||Nightfall|
|Enchantment Spell. Target ally deals 5...21...25 more damage in melee.||-1||10||2||15||Smiting PrayersZ||Core|
|Enchantment Spell. Target ally deals 1...4...5 more damage in melee.||-1||10||2||15||Smiting PrayersZ||Core|
|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||Z||Prophecies|
|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 FavorZ||Prophecies|
|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 FavorZ||Prophecies|
|Enchantment Spell. +40...168...200 maximum Health.||-1||10||¾||2||Protection PrayersZ||Prophecies|
|Enchantment Spell. +2 Health regeneration. End effect: heals for 30...150...180.||-1||15||1||5||Divine FavorZ||Prophecies|
|Enchantment Spell. Heals N.O.X. for 10 every second.||-1||3||30||Z||Core|
Skills which interact with upkeep
|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 FavorZ||Core|
|Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). For creatures in range, enchantments and Hexes [sic] take twice as long to cast and it costs twice as much Energy to maintain enchantments. Does not affect spirits.||5||5||60||Wilderness SurvivalZ||Core|
Skills that last indefinitely without an upkeep
|Shout. Your next 5...8 attacks deal +14...20 damage.||5||20||Norn rankZ||Eye of the North|
|Elite Signet. Heals for 20...68...80. Your next Healing or Protection Prayer [sic] spell that targets an ally heals for +20...68...80 Health.||1||8||Divine FavorZ||Factions|
|Enchantment Spell. You have +100 max Health. End effect: all party members in the area are resurrected with 40...50% Health and 20...30% Energy.||15||4||30||Sunspear rankZ||Nightfall|
|Enchantment Spell. You gain 30...126...150 Health the next time damage drops your Health below 50%.||5||2||20||MysticismZ||Nightfall|
|Elite Glyph. Your next 1...3...3 spell[s] [does/do] not cause Overcast and cost[s] [sic] 10...22...25 less Energy. Gain 1...2...2 to all elemental attributes.||5||1||25||Energy StorageZ||Prophecies|
|Glyph. Your next snowball causes knock-down and inflicts Dazed (10 seconds.)||2||10||Z||Core|
|Enchantment Spell. Lose 50...202...240 Health. End effect: you gain 50...202...240 Health. Ends if damage drops your Health below 25% of your maximum.||10||2||30||Illusion MagicZ||Prophecies|
|Elite Signet. Your next 1...3...3 spell[s] use your Illusion attribute instead of its normal attribute.||2||5||Illusion MagicZ||Nightfall|
|Signet. You have +50...250...300 maximum Health. Ends if you hit with an attack.||¼||20||StrengthZ||Nightfall|
|Signet. Your attacks deal +5 damage. Ends after 1...13...16 attack[s].||1||45||StrengthZ||Factions|
|Elite Signet. You Bleed for 6 seconds. Applies Bleeding (2...13...16 seconds) to the target of your next Necromancer skill.||4||Blood MagicZ||Nightfall|
|Preparation. Lose one condition. Your next snowball causes Disease ( 10 seconds.) [sic]||¾||12||Z||Core|
|Skill. This creature's attacks and skills do +50% damage if its Health is below 70%, and an additional +50% damage if its Health is below 30%.||10||Z||Nightfall|
- There are other mechanics that can cause energy degeneration, including energy denial tactics and various Weapon modifications.
- Only Monks and Assassins have enchantment spells with upkeep cost.
|Skill lists (edit)|
| Warrior • Ranger • Monk • Necromancer • Mesmer • Elementalist|
Assassin • Ritualist • Paragon • Dervish • Common