Enchantment spell

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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.

Contents

[edit] Characteristics

[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

[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
[edit] on self
[edit] on both

[edit] Skills affected by enchantments

  • Ranger Symbiosis Symbiosis - increases maximum health for each enchantment
[edit] on foe
[edit] on ally
[edit] positive
[edit] negative
[edit] on self
[edit] positive
[edit] negative

[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
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