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Quest-medium - This skill may be earned from a quest. See skill information for details.

Energy - Energy requirement
Activation - Activation Time
Recharge - Recharge Time
Upkeep - Maintenance cost

Monk[ | ]

Divine Favor[ | ]

Blessed Aura Blessed Aura Enchantment Spell. While you maintain this enchantment, Monk enchantments you cast last 10...30...35% longer.
-1 Upkeep 10 Energy 2 Activation 2 Recharge
Prophecies   Can be obtained through a quest
Divine Boon Divine Boon Enchantment Spell. While you maintain this enchantment, whenever you cast a Protection Prayer or Divine Favor spell that targets an ally, that ally is healed for 15...51...60 Health, and you lose 1 Energy.
-1 Upkeep 5 Energy ¼ Activation 10 Recharge
Core   Can be obtained through a quest
Unyielding Aura Unyielding Aura Elite Enchantment Spell. While you maintain this enchantment, your Monk spells heal for +15...51...60% more Health. When this enchantment ends one random other party member is resurrected with full Health and Energy and teleported to your location.
-1 Upkeep 5 Energy ¼ Activation 10 Recharge
Prophecies    
Watchful Spirit Watchful Spirit Enchantment Spell. While you maintain this enchantment, target ally gains +2 Health regeneration. That ally is healed for 30...150...180 Health when Watchful Spirit ends.
-1 Upkeep 15 Energy 1 Activation 5 Recharge
Prophecies    

Protection Prayers[ | ]

Life Attunement Life Attunement Enchantment Spell. While you maintain this enchantment, target ally deals 30% less damage with attacks, but gains 14...43...50% more Health when healed.
-1 Upkeep 10 Energy 2 Activation  
Prophecies   Can be obtained through a quest
Life Barrier Life Barrier Elite Enchantment Spell. While you maintain this enchantment, damage dealt to target other ally is reduced by 20...44...50%. If your Health is below 50% when that ally takes damage, Life Barrier ends.
-1 Upkeep 15 Energy 2 Activation 5 Recharge
Prophecies    
Life Bond Life Bond Enchantment Spell. While you maintain this enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 3...25...30.
-1 Upkeep 10 Energy 2 Activation  
Core    
Protective Bond Protective Bond Enchantment Spell. While you maintain this enchantment, target ally cannot lose more than 5% max Health due to damage from a single attack or spell. When Protective Bond prevents damage, you lose 6...4...3 Energy or the spell ends.
-1 Upkeep 10 Energy 2 Activation  
Prophecies    
Purifying Veil Purifying Veil Enchantment Spell. While you maintain this enchantment, conditions expire 5...41...50% faster on target ally. When this enchantment ends, one condition is removed from that ally.
-1 Upkeep 5 Energy 1 Activation 6 Recharge
Eye of the North    
Vital Blessing Vital Blessing Enchantment Spell. While you maintain this enchantment, target ally has +40...168...200 maximum Health.
-1 Upkeep 10 Energy ¾ Activation 2 Recharge
Prophecies   Can be obtained through a quest

Smiting Prayers[ | ]

Balthazar's Spirit Balthazar's Spirit Enchantment Spell. While you maintain this enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
-1 Upkeep 10 Energy 2 Activation  
Prophecies   Can be obtained through a quest
Retribution Retribution Enchantment Spell. While you maintain this enchantment, whenever target ally takes attack damage, this spell deals 33% of the damage back to the source (maximum 5...17...20 damage).
-1 Upkeep 10 Energy 2 Activation  
Core   Can be obtained through a quest
Strength of Honor Strength of Honor Enchantment Spell. While you maintain this enchantment, target ally deals 5...21...25 more damage in melee.
-1 Upkeep 10 Energy 2 Activation 15 Recharge
Core   Can be obtained through a quest

Healing Prayers[ | ]

Healer's Covenant Healer's Covenant Elite Enchantment Spell. While you maintain this enchantment, your Healing Prayers spells heal for 25% less Health, but cost -1...3...3 Energy.
-1 Upkeep 5 Energy ¼ Activation 5 Recharge
Nightfall    
Live Vicariously Live Vicariously Enchantment Spell. While you maintain this enchantment, whenever target ally hits a foe, you gain 2...14...17 Health.
-1 Upkeep 5 Energy 2 Activation  
Prophecies   Can be obtained through a quest
Mending Mending Enchantment Spell. While you maintain this enchantment, target ally gains +1...3...4 Health regeneration.
-1 Upkeep 10 Energy 2 Activation  
Core   Can be obtained through a quest

No Attribute[ | ]

Essence Bond Essence Bond Enchantment Spell. While you maintain this enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy.
-1 Upkeep 10 Energy 2 Activation  
Prophecies    
Holy Veil Holy Veil Enchantment Spell. While you maintain this enchantment, any hex cast on target ally takes twice as long to cast. When Holy Veil ends, one hex is removed from target ally.
-1 Upkeep 5 Energy 1 Activation 12 Recharge
Core   Can be obtained through a quest
Succor Succor Enchantment Spell. While you maintain this enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a spell.
-1 Upkeep 5 Energy 1 Activation 10 Recharge
Prophecies    

Assassin[ | ]

No Attribute[ | ]

Aura of Displacement Aura of Displacement Elite Enchantment Spell. When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement you return to your original location.
-1 Upkeep 10 Energy ¼ Activation 20 Recharge
Factions    
Recall Recall Enchantment Spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill, and all of your skills are disabled for 10 seconds.
-1 Upkeep 15 Energy 1 Activation 10 Recharge
Factions    
Shadow Meld Shadow Meld Elite Enchantment Spell. Shadow Step to target other ally. When you stop maintaining this enchantment, you return to your original location.
-1 Upkeep 10 Energy ¼ Activation 20 Recharge
Nightfall    

Notes[ | ]

Bug Bug! For some reason, heroes cannot maintain most enchantments normally. Some have been observed to be used normally, such as Healer's Covenant. Others are never used and some are used when a party member enters combat and then immediately removed after combat. If you manually order a Hero to use the enchantment outside combat, it will enchant the target and immediately dismiss it. For Heroes to actually maintain those enchantments, disable the Hero's upkeep enchantment, target, and click the desired upkeep enchantment.

The reason for this is likely due to the fact that hero AI will use enchantments on party members who need them, and then release them once the threat is gone.

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