Talk:Enchantment

Most of the links here are redirected from Enchantment Spell. It has most of the links because that's the skill type. I think the redirect should be the other way around. --Fyren 08:02, 19 Aug 2005 (EST)

Enchantment duration
I suggest to add that consecutive castings of an enchantment neither stack, nor link; therefore double casting of an enchantment in the same target does not result in a double effect; but there duration is increased until the ending time of the second casting. Thus, an enchantment may last as long as it is recasted on the same target!

And this might be beneficial for those enchantments which benefit is whilst the enchantment is active, as well as a waste of energy without a benefit when the relevant effect of the enchantment comes at the end of it... paradoxical as it may be that only ending an enchantment brings a benefit. Say, for example, Mantra of Recall benefit is at its ending, and recasting it before its expected end implies no benefit and a waste of energy. I suppose that, another case, will be also true for the Dervish's enchantments which cause an effect at the casting time, an effect while active, an one more effect like conditions or healing at their end. Another case is Illusion of Haste which at its end causes a condition to the caster, which can be delayed if recasted before the enchanment's expected end. Resuming: an enchantment's duration may depend upon whether the spell is casted again during its expected duration or not. This is relevant to decide whether cast again an enchantment spell which has recharged before the enchantment's end or to wait until it expected end.


 * Moreover, there is no clear rule regarding enchantment with "ending" effects. For example, as you stated, refreshing Mantra of Recall does no good, whereas Aura of the Lich's effect (health gain) is applied when the enchantment would theorically have ended. Although it might be that AotL is only exception to the enchantment refreshing rule. --Theeth (talk)   14:29, 4 August 2006 (CDT)


 * Blood renewal used to work the same way as AotL, but it was changed. An interesting observation: if you use CoP with AotL, you can the strange result of getting the AotL heal multiple times yet get the CoP heal as if there were only one enchantment.  --68.142.14.106 14:36, 4 August 2006 (CDT)

Definition
I hope we are not going to adopt the manual/website definition of these things as a standard. A guideline, certainly, but not a standard, please. This definition here (for some reason), ignores Enchantments that can last for ever (Upkeep ones). Even though Mesmers can still dispel those "enchantments." I prefer the old one or something else that does not mention Enchantments being limited by time, manual be damned. :) --Karlos 19:27, 16 October 2005 (EST)

Are Ranger preparitions and nature rituals enchantments?
 * They are not. In particular, spells that remove enchantments can't remove preparations, nature rituals, stances, etc. --JoDiamonds 08:26, 23 January 2006 (UTC)

Target - None (self), Ally, Other Ally, Party?
I was thinking, would it be reasonable to categorize Enchantments by their targett type, since they specifically have a whole bunch of different types of targets? It might make finding desired ones easier. - Evil_Greven 15:42, 6 March 2006 (CST)

Does maintaining an enchantment count as being enchanted?
Section title says it all. Do bonuses "while enchanted" apply to a monk who maintains an enchantment on somebody else? Sorry for asking this newb question, but for some reason it has never occured to me in 1 year of playing GW. -- 01:29, 23 June 2006 (CDT)
 * No. Then Shatter Enchantment on the Monk would hit one of the maintained enchantments.  You're basically considered enchanted if there's one of those enchantment icons up in the corner of the screen... and there's the yellow ^ on your health bar when you're targetted/seen in party window. - Greven 03:07, 23 June 2006 (CDT)

Do multiple enchantment duration increases add to or multiply each other?
As the title says, do enchant durations stack or boost? For example, if the code reads a weapon mod of +20% enchants, and a Blessed Aura of +30% duration, does this come out to be original duration x 1.5 (add all bonuses, apply at once) or 1.56 (i.e. multiply the duration first by the 20%, then that new duration by the second mod of 30%).

Simply asking because long term enchants like Zealot's Fire (60 sec duration), the difference of 1.5x and 1.56x rounds off to 4 additional seconds (90 seconds vs 93.6 seconds respectively). (Would test and post results myself, but don't have game access right now.)

I know it only matters in exceptionally extreme situations like this, but would still be interesting to note how the game processes these numbers.

Maximum amount of enchantments
Has anyone tested what would be the maximum amount of enchantments one character can have?
 * I don't think there is a limit, just how many you can maintain and/or cast within the duration of the others.

Proposed edit:
addign this section to clarify some details of echantement stacking that are not commonly known:

Enchantement Stacking
As basic rule, you cant have muptiple copies on same enchantement active, but you of can have multiple enchantements of severaly types active at once.

About maintained enchantements: When ally casts maintained enchantement on target and other alies cast same maintained enchantment on same target, this happens:


 * Echantement ends when all maintainers stop maintaining it, or when enchantement removing spell is used to destroy it, in that case all maintainers stop maintaining it.
 * Enchantement efect on target is determined by stats of maintainer with highest atribute investent in that enchantement. i.e. when two player cast Life Barrier on target, one having barrier reduce danage by 50% and other by 51%, danage on target is being reduced by 51% as long as player whose enchantenet is higher maintaints it.
 * Echantement efect on caster works for each caster independently. Thus, i.e. Essence Bond will give energy to everyone who maintains it on target when target is being hit, and Life Bond will damage everyone maintaining it when target is hit, but each maintainers damage is reduced by amount which is determined by his investment to Protection Prayers.

Unmaintained echantements work similary:


 * When two copies of same echantement are casted on target, duration is reset to higher duration of those - either remaining duration of already active enchantement, or duration of enchantement already active.
 * When weaker enchantenet is casted over stronger enchantement, efect of stronger enchantement lasts as long as stronger echantement would and is replaced by efect of weaker enchantement by then.