Health

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Health represents the amount of damage a character can take before death.

Contents

[edit] Maximum health

Players start at Level 1 with 100 health. This increases at 20 health per level up to a maximum of 480 health at level 20. This total can be modified by equipment, runes, insignias, consumables, morale boosts, death penalty, and skills. With maximum runes and insignias an additional 130 health can be gained, making the maximum health for all professions other than Dervish 610; Dervish basic armor includes a 25 health bonus, making the maximum 635. Shields, weapons, and skills can then increase the maximum health even further.

Any effects that increase or decrease maximum health temporarily also have an effect on that character's current health levels. For instance, if a player has 400 of 500 health, and switches to shield with an of fortitude suffix, then that character will have 430 of 530 health. Although it is possible to reduce health in this way, a player cannot decrease their maximum health below 1, and decreases in maximum health will never reduce current health below 1.

When a character's health reaches zero, that character will die. Depending on the current mission or adventure, the character may be resurrected by a priest or teammate, at a nearby resurrection shrine, or returned to the nearest outpost. If resurrected, the character will usually incur a death penalty (there are certain situations where deaths do not incur a death penalty).

[edit] Weapons

Item Effect
Inherent Prefix Suffix Inscription1
Martial weapon - - +30 -
Staff - +30 +30 -
Wand2 - - - -
Focus item - - +30
+45 (while enchanted or in a stance)
+60 (while hexed)
-20 ( +5 Armor )
Shield - - +30
+45 (while enchanted or in a stance)
+60 (while hexed)
-
  1. There are no inscriptions that provide a positive health bonus
  2. Wands have no upgrades that affect health totals

[edit] Skills

A number of skills can increase the maximum health of the character, some of them require certain conditions to be met such as not attacking, maintaining an enchantment, holding an item, or being drunk. The following skills increase the maximum health of a character:

Warrior Defy Pain Defy Pain

Warrior Endure Pain Endure Pain

Warrior Signet of Stamina Signet of Stamina

Ranger Fertile Season Fertile Season

Ranger Symbiosis Symbiosis

Monk Vital Blessing Vital Blessing

Necromancer Demonic Flesh Demonic Flesh

Ritualist Empowerment Empowerment

Ritualist Generous Was Tsungrai Generous Was Tsungrai

Ritualist Vital Weapon Vital Weapon

Dervish Vital Boon Vital Boon

Dervish Avatar of Melandru Avatar of Melandru

Any Great Dwarf Armor Great Dwarf Armor

Any Feel No Pain Feel No Pain

Any Heart of the Norn Heart of the Norn

[edit] Health regeneration and degeneration

Arrows to the right or left of the health bar will tell whether the health is currently degenerating or regenerating. Some types of degeneration cause the health bar to display a visual effect. Disease / poison coloration overrides bleeding coloration, and hex coloration overrides bleeding and disease / poison coloration. Deep wound coloration is shown alongside other health bar coloration effects.

Health regeneration/degeneration does not stack more than +10 or -10.

[edit] Health bar

Effect Visual Effect
Bleeding Image:Health bar-bleeding.png
Poison/Disease Image:Health bar-poison.png
Hexed Image:Health bar-hexed.png
Deep Wound Image:Health bar-deep wound.png

[edit] Natural health regeneration

If a player is at less than full health, is not attacking, not taking damage from attacks, not using offensive skills, not being targeted by offensive skills, and has not lost health for 5 seconds, their health will begin to regenerate slowly, at a rate that increases the longer the above conditions are met.

Time (seconds) 5 7 9 11 13 15 17
Health regeneration +1 +2 +3 +4 +5 +6 +7

[edit] See also

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