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EffectsMonitorEnchantments

Enchantments from left to right: Maintained, standard, and Dervish

An Enchantment is "A spell that causes a positive effect for a period of time (e.g., speed, increased armor, increased Energy)."

Enchantments can give a variety of positive effects, such as an increase in armor, a reduction in Energy cost, or even converting damage into healing. As they are spells, enchantments are only available to casting professions. In addition to standard enchantments, there are two subcategories of that each have specific properties.

  • Maintained Enchantments — These enchantments last as long as the caster has enough energy to cover the upkeep cost of -1 pips of energy regeneration and the target remains within radar range of the caster.
  • Flash Enchantments — These enchantments cast instantly, even while performing another action. They are unique to the Dervishes.

Appearance[ | ]

EnchantmentAppearance

The 'white ring' caused by an enchantment

It is usually easy to visually tell when characters are enchanted because many enchantments display a white ring around the torso of the affected character, with a revolving icon indicating the profession of the caster. A golden up-arrow at the end of a character's health bar also indicates the presence of an enchantment. A player can determine the enchantments affecting them by looking at the Effects Monitor, normally located in the top left of the screen. Enchantments are indicated by the same golden up-arrow as displayed on the health bar. Dervish enchantments have a blue background rather than the standard green coloration.

Enchantment length[ | ]

Enchantments placed on a target will either last for a specific time (like Aura of Restoration), until a condition is met (like Illusion of Weakness) or will last as long as the caster maintains the upkeep cost of -1 pips of energy regeneration (like Life Barrier). Maintained enchantments will end if the distance between the enchanted target and the caster ever becomes greater than the radar range. Certain enchantments can be renewed without being recast, such as Critical Defenses.

Non-maintained enchantments can be extended by using a weapon upgrade "of enchanting." Blessed Aura and Extend Enchantments can also extend enchantment durations, as well as several Environment Effects.

Particularly with Dervish enchantments, some enchantments trigger effects when they end. These effects will trigger if an enchantment's duration expires or if the enchantment is removed, but they will not trigger if an enchantment is reapplied before it is removed.

Enchantment stacking[ | ]

As a basic rule, you can't have multiple copies of the same enchantment active, but you can have multiple enchantments of several types active at once.

Maintained enchantments[ | ]

When an ally casts a maintained enchantment on a target and other allies cast the same maintained enchantment on the same target, the following happens:

  • The enchantment ends when all maintainers stop maintaining it, or when an enchantment removing spell destroys it, in that case all maintainers stop maintaining it.
  • The enchantment effect on the target is determined by the stats of the maintainer with the highest attribute investment i.e. when two players cast Life Barrier on a target, one reducing damage by 50% and the other by 52%, damage on target is reduced by 52%.
  • The enchantment effect on casters works for each caster independently; thus Essence Bond will give energy to everyone who maintains it on a target when the target is being hit, and Life Bond will damage everyone maintaining it when the target is hit, but each maintainer's damage is reduced by the amount which is determined by his investment in Protection Prayers.
  • The end effect of a maintained enchantment can trigger multiple times if multiple people cast it on the same target.

Non-maintained enchantments[ | ]

  • When two copies of the same enchantment are cast on a target, the duration is reset to the higher duration of the two; either to the remaining duration of the already active enchantment, or to the longer duration of the new enchantment.
  • When a weaker enchantment is cast over a stronger enchantment, the effect of the stronger enchantment lasts as long as the stronger enchantment lasts.

Related skills[ | ]

For a list of enchantment spell skills, see Enchantment spell skills quick reference or Category:Enchantment Spells.

For a list of skills that can remove enchantments, see enchantment removal skills quick reference.

These skills involve enchantments in other ways:

Notes[ | ]

  • The Guild Wars Prophecies manual describes Nature Rituals as "environmental enchantments", and some Ritual-related error messages refer to the effects of Nature Rituals as "global enchantments", however the game mechanics do not treat them as enchantments.
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