« Ackadia's Guide to Guild Wars… Conditions »
Conditions caused by spells and attacks
- Bleeding
- Bleeding causes the target to suffer health degeneration of -3
No obvious sign when others are suffering. - Blind
- Blind makes the target's melee and projectile attacks less accurate, giving them a 90% chance to miss.
Noticeable by the black mist that floats around the sufferer's face. - Burning
- Burning causes the target to suffer health degeneration of -7
Easily noticeable due to the flames engulfing the target. - Crippled
- Crippled slows movement by 50%.
If moving, a Crippled character will have a noticeable limp. - Dazed
- Dazed causes spells to require twice as long to cast.
When Dazed it is also more easy to be interrupted, causing spells to fail when casting.
Dazed is characterised by a pulsing white sphere around their head. - Deep Wound
- Deep Wound lowers the maximum health by 20%
It also reduces the health that character receives from healing.
No obvious sign when others are suffering. - Disease
- Disease causes the target to suffer health degeneration of -4
A diseased character will spread disease to any characters or creatures of the same species they come near.
Diseased individuals can be spotted by the green mist and black flies that engulfs their torso. - Poison
- Poison causes health degeneration of -4
Characterised by green skull hovering over the head, and the green mist trailing after the sufferer, if moving. - Weak
- Weakness causes the target to deal less damage with both melee and projectile attacks
(Not sure of the percentage)
Weakness is characterised by a white fog encircling the feet.
Other terms relating to conditions
- Death Penalty (DP)
- A Death Penalty is a percentile drop to your overall maximum Health and Energy. This is a temporary drop in your stats and only applied outside of towns.
The first death you suffer in battle results in a 15% DP, subsequent deaths are incremental up to the cap at 60%. - Death Penalty removal options
- Going back into a town automatically removes the Death Penalty and all other Conditions*
*(Though there is a quest related disease in Keineng than requires a potion to cure).
In battle, each kill you or your party make gives you a chance to slightly improve the Penalty, more so for foes of a higher level than you, and always for killing Bosses.
Primarily in Factions, Kneeling before some shrines and resurrection spots can summon the spirit or avatar of a god who will offer to improve your moral by increments of 2% - for a fee.
They also offer a number of other spells and boosters which can drastically improve your survival rate.
(Use /kneel in the Chat window).
Capturing an Elite Spell from a boss with a 'Signet of Capture' (or capturing any spell, I suspect), will instantly remove any Death Penalty.
Primarily applicable to areas like Keineng in Factions, getting your reward for a Quest while still in an 'explorable area' will also completely remove any Death Penalty.
Eating a Candy Cane will completely remove any Death Penalty
These are dropped in high level areas like FoW and generally offered in Trade Chat, typically for 1,000g each. - Exhaustion
- Exhaustion causes your maximum energy to drop by increments.
This is primarily caused by casting one of a small number of Elementalist spells, though I believe it may apply to other classes, and I think there are a few hexes that can cause exhaustion on the target. (I check sometime.)
The lost Energy does regenerate fairly quickly… otherwise Echo/Renewal Nukers like myself would be useless
Health Degeneration (term)
- Health degeneration causes the loss of 2 Health per second per 'pip'.
Thus someone who is Blinding (-3), Burning (-7) and Poisoned (-4) will have a total of -14 points or pips of Health drain and will lose 28 Health a seconds
(I am what sure what, if anything, is the cap for how many pips you can lose at a time.) - Health Regeneration (term)
- Health Regeneration is the healing counterpart to conditions, and general injuries and as can be expected, restores 2 Health per second per point.
- Morale Boost
- The more desirable counterpart to Death Penalty, Morale Boosts increase your maximum Health and Energy by increments of 1 or 2%, up to the maximum or 10%
Killing Bosses automatically grants a 2% Morale increase, as does reaching or acquiring targets in certain missions, Guild battles, and PVP
Kneeling before some shrines (Factions primarily) can summon a Spirit who will sell you incremental 2% boosts





