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* When two copies of the same enchantment are casted 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 two copies of the same enchantment are casted 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 stronger enchantment lasts.
 
* When a weaker enchantment is cast over a stronger enchantment, the effect of the stronger enchantment lasts as long as stronger enchantment lasts.
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:I was just looking for some info on this, so I took the liberty to add it to the article. [[User:DeepSearch|DeepSearch]] 08:37, 5 December 2006 (CST)

Revision as of 14:37, 5 December 2006

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 Assassin (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?The preceding unsigned comment was added by 82.181.87.192 (contribs) 11:46, 22 January 2006.

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. --Tetris L 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.


you can't maintain more than 10 pips of degeneration worth of enchantments. theres no limit on the number of enchantments you can put on one person-short of how many you have available from allies(12 allies in the party max?)

Proposed edit:

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

Enchantment Stacking

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

About maintained enchantments: When an ally casts a maintained enchantment on a target and other allies cast the same maintained enchantment on the same target, this 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.
  • enchantment effect on target is determined by stats of maintainer with the highest attribute investment. I.e. when two player cast Life Barrier on a target, one having barrier reducing damage by 50% and the other by 51%, damage on target is reduced by 51%.
  • The enchantment effect on casters works for each caster independent. 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 maintainers damage is reduced by the amount which is determined by his investment in Protection Prayers.

Unmaintained enchantments work similary:

  • When two copies of the same enchantment are casted 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 stronger enchantment lasts.
I was just looking for some info on this, so I took the liberty to add it to the article. DeepSearch 08:37, 5 December 2006 (CST)