Health

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During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[1]

Players that are not in the same party, raid, alliance, or guild will not be able to see other player's exact health bar values or percentages.[2][3][1][4][5][6] This information will instead be displayed in quarters. A player may be able to progress to see sixths or eighths.[3]

  • NPCs will always show exact health values.[2]
  • Previously it was stated that a player's name plate would deteriorate to give an indication of how much damage they have taken.[5][6][7]
If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[3]Steven Sharif


Health is a type of Combat Primary stat in Ashes of Creation.

The health of your character, if this is reduced to 0, you die!

Healing

Overhealing indicated by a blue temporary health bar overlay on a player's health bar.[9][10]
No one is going to fill the role of a primary healer other than the healer archetype; but there will be secondary class options that you can select, which will provide you with some level of sustainability under restoration, most of that will be centralized to yourself, especially in the case of a Paladin.[11]Steven Sharif
  • Bards offer lighter healing over time, as well as skills that buff healing received from the Cleric.[16][17] Smaller groups may be able to rely on Bard healing alone if they have a Tank. Larger groups facing stronger enemies will likely require a Cleric healer.[18]
If you're a small group, you might be able to get away with Bard as your only support/ healing, if you have a Tank. But then maybe if you don't have a Tank, you'll want to bring a Cleric. So, composition, strength, enemies: these all things that matter.[18]Douglas Miller
Q: Will AoE and action heals also heal raid and alliance members?
A: Depending on the type, if it's a templated AoE, yes it would heal any non-combatants essentially.[19]Steven Sharif
You cannot heal enemy mobs. There's just really not a a relevant use-case for that when it comes to the design mechanics of such a thing, other than its primary use, which would be to grief other players.[20]Steven Sharif
  • Certain healing abilities, such as Communal Restoration, can overheal. This is indicated by a blue temporary health bar overlay on top of a player's health bar.[9][10] If the temporary health points expire without being consumed they do not count as effective heals.[9]
Q: Do you plan to add any sort of counters for healing? For example, a debuff that applies a reduced healing effect or maybe even cause damage upon healing?
A: Ashes aims to be a more difficult leveling experience than perhaps we have been accustomed to over the past decade of MMO gameplay. And with that in mind, when it comes to balancing during Alpha-2 and thereafter, there is not going to be an overage of healing that's available. We will tune those things. We'll have an opportunity to balance those things... Some of the debuff options that the fighter class has within their class kit are debuffs that can reduce received healing on the target.[21]Steven Sharif

Healing skills

Skill Icon Origin Description
Abundant Soothing Glow Icon.Abundant Soothing Glow.png Cleric Soothing Glow has an additional charge. Casting Soothing Glow on a target already under its effect extends its duration on that target by its base duration.
Barrier Icon.Barrier.png Cleric Sacrifice 25% of your maximum health and apply that much temporary health to target ally for 10 seconds. Does not stack.
Blood Fusion Icon.Blood Fusion.png Fighter Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. Resource replenished is diminished for each target hit beyond the first. 25% additional damage returned as health from Bleeding targets. This bonus is doubled against Hemorraging targets.
Cathartic Melody Icon.Cathartic Melody.png Bard Nearby party members gain Cathartic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.
Cheerful Melody Icon.Cheerful Melody.png Bard Nearby party members gain Cheerful Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.
Cleansing Wave Icon.Resplendent Beam.png Cleric Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 4 additional friendly targets closest to the original target, based on how long it was charged. The initial hit heals for (300%🢆) healing and reduces with each subsequent bounce.
Communal Restoration Icon.Communal Restoration.png Cleric Restore health equal to (150%🢆) healing to all party members in range and apply Communal Restoration.
Consecrating Wave Icon.Consecrating Wave.png Cleric Send forth a wave of radiance that deals (150%🢆) Radiant damage and applies Volatile to all enemies in front of you. Dispel 1 buff from each target hit that is Silenced. Restorative Consecrating Wave
Consuming Lethal Blow Icon.Consuming Lethal Blow.png Fighter Lethal Blow returns 50% of overkill damage dealt as health and mana.
Defiant Light Icon.Defiant Light.png Cleric Grant target ally Defiant Light
Deliverance Icon.Deliverance.png Cleric Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged, up to (500%🢆) healing
Divine Flare Icon.Divine Flare.png Cleric Place a targeted area on the ground that heals all targets after several seconds. Heals for (1000%🢆) healing divided amongst each target hit.
Escalating Mend Icon.Escalating Mend.png Cleric Mend's healing is increased each time it is used in quick succession.
Flash Cure Icon.Flash Cure.png Cleric 3 charges. Instantly heal target ally for (175%🢆) healing. This may be used during other ability activations.
Gambit Icon.Gambit.png Bard In a daring maneuver, transfer life to or from target party member, depending on who has a lower percent health. This ability will not reduce either player below 25% health. The character that loses life in this exchange gains Solace.
Healing Aura Healing Aura.png Caravan Provides healing to nearby defenders over time.[22]
Healing Touch Icon.Healing Touch.png Cleric Heal target ally in melee range for (500%🢆) healing.
Indomitable Spirit Icon.Indomitable Spirit.png Tank Gain Indomitable Spirit
Intercept Icon.Intercept.png Tank Rush to an ally's defense, granting temporary health to yourself and the target equal to 10% of your maximum HP for 10 seconds upon arrival.
Jest Icon.Jest.png Bard Jest with target ally, healing for (150%🢆) healing and applying Glee and Pep. Shares cooldown with Mock.
Joy Icon.Joy.png Bard Nearby party members gain Joy This buff can stack once with itself at reduced efficacy. Generates Theme of Comedy Bard Comedy.png
Judgment Icon.Judgment.png Cleric If cast on an ally, restore health equal to (1500%🢆) healing to the target. If cast on an enemy, deal (280%🢆) Radiant damage and apply Burning for (150%🢆) Fire damage to the target. If the enemy target is Shaken, the caster is healed for the damage dealt.
Lovely Serenade Lovely Serenade.png Bard Target ally is healed for (150%🢆) healing every second. The final hit applies Glee.[23][24]
Lovely Serenade (AoE) Lovely Serenade.png Bard Up to five allies in front of you are healed for (50%🢆) healing every second. This ability will favor injured party members and yourself.[23]
Mend Icon.Mend.png Cleric 3 charges. Instantly launch a healing projectile toward target ally. Restores (150%🢆) healing in health upon arrival.
Pensive Melody Icon.Pensive Melody.png Bard Nearby party members gain Pensive Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.
Preservative Blood Fusion Icon.Preservative Blood Fusion.png Fighter When Blood Fusion is activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.
Quick Wit Icon.Quick Wit.png Bard Jest with target ally, healing for (150%🢆) healing and applying Glee and Pep. Ridicule target enemy, damaging them for (125%🢆) Bludgeon damage and applying 1 stacks of Demoralized. Fierce Wit
Redemptive Deliverance Icon.Redemptive Deliverance.png Cleric Deliverance heals more based on the missing health percentage of the target.
Regeneration Icon.Regeneration.png Ranger Grants 10 Regeneration Rating per Ranger level to a target ally. Can be maintained on one ally at a time. If your target already has Regeneration from another Ranger, you cannot activate Regeneration. If your target already has your Regeneration, activating Regeneration again will toggle it off.
Regenerative Form of Celerity Icon.Regenerative Form of Celerity.png Fighter Form of Celerity regenerates 0.01% of your maximum health per second per point of Combat Momentum you have.
Resonant Weapon Icon.Resonant Weapon.png Bard Casting non-melody abilities will grant you 1 stack of Resonance Some songs and dances will grant an additional stack upon completion. Stacks up to 10 times. Resonance
Resplendent Beam Icon.Resplendent Beam.png Cleric Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 4 additional friendly targets closest to the original target, based on how long it was charged. The initial hit heals for (300%🢆) healing and reduces with each subsequent bounce.
Restorative Consecrating Wave Icon.Restorative Consecrating Wave.png Cleric Consecrating Wave additionally heals you and up to 10 allies for (250%🢆) healing.
Shake It Off Icon.Shake It Off.png Tank Activate to instantly restore 50% of the difference between damage taken and healing taken in the past 4 seconds. Always heals for at least 10% of your maximum HP. Cannot heal for more than 30% of your Maximum HP.
Shielding Dance Icon.Shielding Dance.png Bard Heal yourself and nearby allies for (50%🢆) healing every second and apply up to one instance of 1 stacks of Shield to each target as they enter the dance radius.
Soothing Glow Icon.Soothing Glow.png Cleric Apply Soothing Glow to target ally. 2 charges.

Related items

Item Icon Type Set Rarity
Apprentice Health Food Icon.Apprentice Health Food.png Food Consumable CommonLegendary
Apprentice Health Potion Icon.Apprentice Health Potion.png Potion Consumable CommonLegendary
Apprentice Health Salve Icon.Apprentice Health Salve.png Salve Consumable CommonLegendary
Apprentice Rations Icon.Apprentice Rations.png Food Consumable CommonLegendary
Iguana Steak Icon.Iguana Steak.png Food Consumable CommonLegendary
Journeyman Health Food Icon.Journeyman Health Food.png Food Consumable CommonLegendary
Journeyman Health Potion Icon.Journeyman Health Potion.png Potion Consumable CommonLegendary
Journeyman Health Salve Icon.Journeyman Health Salve.png Salve Consumable CommonLegendary
Journeyman Rations Icon.Journeyman Rations.png Food Consumable CommonLegendary
Novice Health Food Icon.Novice Health Food.png Food Consumable CommonLegendary
Novice Health Salve Icon.Novice Health Salve.png Salve Consumable CommonLegendary
Rations Icon.Rations.png Food Consumable CommonLegendary
Scalerunner Icon.Scalerunner.png Ground mount CommonLegendary
Tin Icon.Tin.png Metal Gatherable resource CommonLegendary

Related skills

Skill Icon Origin Description
1H Sword Slash - Executioner I Icon.Executioner I.png 1H_Sword_Slash Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
1H Sword Slash - Executioner II Icon.Executioner II.png 1H_Sword_Slash Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
1H Sword Slash - Executioner III Icon.Executioner III.png 1H_Sword_Slash Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
2H Spear - Executioner I Icon.Executioner I.png 2H_Spear Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
2H Spear - Executioner II Icon.Executioner II.png 2H_Spear Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
2H Spear - Executioner III Icon.Executioner III.png 2H_Spear Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
2H Sword - Executioner I Icon.Executioner I.png 2H_Sword Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
2H Sword - Executioner II Icon.Executioner II.png 2H_Sword Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
2H Sword - Executioner III Icon.Executioner III.png 2H_Sword Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
Absorption Field Icon.Absorption Field.png Tank Throw a rallying banner to the target location that spawns an Absorption Field upon impact. You and allies that enter the Absorption Field are granted temporary health equal to 15% of your maximum health. This can only be applied to any specific target once per 10 seconds.
Barrier Icon.Barrier.png Cleric Sacrifice 25% of your maximum health and apply that much temporary health to target ally for 10 seconds. Does not stack.
Blood Fusion Icon.Blood Fusion.png Fighter Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. Resource replenished is diminished for each target hit beyond the first. 25% additional damage returned as health from Bleeding targets. This bonus is doubled against Hemorraging targets.
Combat Momentum Icon.Combat Momentum.png Fighter Generate 1 Combat Momentum when hitting targets. Weapon combo finishers generate 3 Combat Momentum plus an additional 1 per 10 the caster already has. Combat Momentum grants unique increasing stat bonuses based on the Combat Form you are currently in and how much momentum you have built.
Communal Restoration Icon.Communal Restoration.png Cleric Restore health equal to (150%🢆) healing to all party members in range and apply Communal Restoration.
Consuming Lethal Blow Icon.Consuming Lethal Blow.png Fighter Lethal Blow returns 50% of overkill damage dealt as health and mana.
Daggers - Executioner I Icon.Executioner I.png Daggers Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
Daggers - Executioner II Icon.Executioner II.png Daggers Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
Daggers - Executioner III Icon.Executioner III.png Daggers Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
Death's Mark Icon.Death's Mark.png Rogue Your target is afflicted with Death's Mark Killing your marked target will reset the cooldown and heal you for 50% of your max health or your target's max health, whichever is lesser. Death's Mark is only usable while Stealthed and has a minimum range of 15 meters.
Deliverance Icon.Deliverance.png Cleric Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged, up to (500%🢆) healing
Divine Power Icon.Divine Power.png Cleric Healing and damage dealt build up your Divine Power resource, which increases chance to critical hit with heals by up to 10% at full resource. Can spend Divine Power with Divine Infusion, to instantly complete the cast time of any spell currently being cast. Can spend Divine Power by toggling on Essence Infusion, which allows ability costs to be satisfied by Divine Power instead of mana or health.
Essence Infusion EssenceInfusionNewIcon.png Cleric While active your spells consume Divine Power instead of mana or health. Uses normal resource cost if insufficient Divine Power to cast.[23]
Form Of Celerity Icon.Form Of Celerity.png Fighter While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Overpower and Brutal Cleave apply Staggered to targets hit. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms. Triggers cooldown for 10 seconds when deactivated.
Gambit Icon.Gambit.png Bard In a daring maneuver, transfer life to or from target party member, depending on who has a lower percent health. This ability will not reduce either player below 25% health. The character that loses life in this exchange gains Solace.
Headshot Icon.Headshot.png Ranger Deal (200%🢆) Physical damage to target enemy. Deals 25% more damage to targets below 50% of their maximum health and applies 1 stack of Wounded for each 25% missing health of the target. Physical penetration increased by 25% against Dazed targets. This bonus is doubled against Silenced targets.
Intercept Icon.Intercept.png Tank Rush to an ally's defense, granting temporary health to yourself and the target equal to 10% of your maximum HP for 10 seconds upon arrival.
Judgment Icon.Judgment.png Cleric If cast on an ally, restore health equal to (1500%🢆) healing to the target. If cast on an enemy, deal (280%🢆) Radiant damage and apply Burning for (150%🢆) Fire damage to the target. If the enemy target is Shaken, the caster is healed for the damage dealt.
Lethal Blow Icon.Lethal Blow.png Fighter Deal (125%🢆) Physical damage to target enemy, plus additional damage based on the target's missing health, up to a maximum total of (125%🢆) Physical damage. Chance to critically hit increased by 15% against Bleeding targets. This bonus is doubled against Hemorraging targets.
Lovely Serenade Lovely Serenade.png Bard Target ally is healed for (150%🢆) healing every second. The final hit applies Glee.[23][24]
Marionette Icon.Marionette.png Bard Target enemy is afflicted with Marionette When Marionette expires, the target becomes Humiliated. "How embarrassing..."
Mark of the Raven Icon.Mark of the Raven.png Ranger Marks the target, triggering up to (33%🢆) Physical damage every time the target is hit, scaling based on the target's missing health %.
Mend Icon.Mend.png Cleric 3 charges. Instantly launch a healing projectile toward target ally. Restores (150%🢆) healing in health upon arrival.
Mortal Headshot Icon.Mortal Headshot.png Ranger Headshot deals an another 50% more damage to targets below 50% of their maximum health.
Preservative Blood Fusion Icon.Preservative Blood Fusion.png Fighter When Blood Fusion is activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.
Redemptive Deliverance Icon.Redemptive Deliverance.png Cleric Deliverance heals more based on the missing health percentage of the target.
Regenerative Form of Celerity Icon.Regenerative Form of Celerity.png Fighter Form of Celerity regenerates 0.01% of your maximum health per second per point of Combat Momentum you have.
Regenerative Form of Fluidity Icon.Regenerative Form of Fluidity.png Fighter Form of Fluidity regenerates 0.01% of your maximum health per second and per weapon finisher for each point of Combat Momentum you have.
Rejuvenating Wallop Icon.Rejuvenating Wallop.png Fighter Wallop restores a percentage of maximum health equal to 30% of Combat Momentum spent over 6 seconds.
Resurrect Icon.Resurrect.png Cleric Resurrect target ally with 25% of their max health and mana.
Shadow Cascade Icon.Shadow Cascade.png Rogue Dash 20 meters forward through your enemies. After a short delay, deals Shadow Cascade to each target hit, increasing based on the amount of missing health on the target. All targets hit suffer Bleeding. Targets that are Poisoned become Exposed. Targets below 50% health suffer Hemorraging. Requires and consumes Advantage.
Shake It Off Icon.Shake It Off.png Tank Activate to instantly restore 50% of the difference between damage taken and healing taken in the past 4 seconds. Always heals for at least 10% of your maximum HP. Cannot heal for more than 30% of your Maximum HP.
Siphoning Regeneration Icon.Siphoning Regeneration.png Ranger Each time the target of your Regeneration effect deals damage to your Marked target, they gain increased health and mana regeneration equal to 5% of the damage dealt for 5 seconds.
Soothing Shadows Icon.Soothing Shadows.png Rogue Entering Stealth grants you Soothing Shadows. Heals for 1% of your max health per tick, ramping up to 5% at critically low health.
Spirited Serenade Icon.Spirited Serenade.png Bard Single target Serenade applies Emboldened AoE Serenade healing increased by 20% and applies Glee to targets below 50% health.
Stealth Icon.Stealth.png Rogue Gain Stealth In either case, Stealth's cooldown will trigger again. Gain Advantage. Stealth can only be activated when out of line of sight or more than 15 meters away from all non-allies. Fade into the shadows...
Strider Icon.Strider.png Ranger Target ally gains Strider
Swordmaster: Consistent I Icon.Swordmaster: Consistent I.png Greatsword Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.[25]
Swordmaster: Consistent II Extended Duration IconAlpha.png Greatsword Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[26]
Swordmaster: Endurance Icon.Swordmaster: Endurance.png Greatsword Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[27]
Swordmaster: Potential I Icon.Swordmaster: Potential I.png Greatsword Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[28]
Taunt Icon.Taunt.png Tank Taunt target enemy, generating threat equal to two times your maximum health and applying Humiliated.
Thorns Icon.Thorns.png Ranger Envelop target ally with thorns, dealing damage equal to 1/3 the Ranger's level and a 10% chance of applying Bleeding to attackers each time that ally is struck. Can be maintained on one ally at a time and can not be applied to a target already affected by Thorns.
Throw Icon.Throw.png Rogue Throw a spinning blade at your target to deal (100%🢆) Pierce damage and apply (100%🢆) Pierce damage for 6 seconds or up to 12 seconds on full health targets. Throw bounces up to 5 times to other nearby enemies dealing lesser damage with each bounce.
Vengeance Icon.Vengeance.png Tank Combo ability: Launch up to 3 consecutive attacks against target enemy. Each hit grants 1 stack of Vengeance to the caster, granting 2% of maximum health as temporary health for 8 seconds, up to 3 stacks. 1. Hit 1 - (120%🢆) Physical damage 2. Hit 2 - (130%🢆) Physical damage 3. Hit 3 - (150%🢆) Physical damage and applies Stunned Incoming damaging hits reduce this ability's cooldown by 0.5 seconds, and hits that were blocked reduce the cooldown by 1 second. This may trigger at a maximum of once per second. Generates 100% additional threat.
Wallop Icon.Wallop.png Fighter Spend 25% of current Combat Momentum to deal (150%🢆) Physical damage plus additional damage depending on how much Combat Momentum was spent, up to a maximum total of (150%🢆) Physical damage. If the target is Staggered, the effect is consumed and the target becomes Tripped.
Wings of Salvation Icon.Wings of Salvation.png Cleric Sprout phoenix-like wings and dash to target ally, granting Wings of Salvation to the caster and target on arrival.

Related status effects

Effect Icon Description
Absorption Field Icon.Absorption Field.png You are shielded by a value equal to a portion of the caster's current health while within this field.
Advantage Icon.Advantage.png I named this record stupidly incase you are using AddEffect and don't want to secretly accidentally add this hidden effect when adding normal Rogue_Advantage
Apprentice Health Salve Icon.Apprentice Health Salve.png Gain 2 ticks every 2 ticks. Lasts 20s.
Aura of Control Your team has taken a Control Point you gain: +Physical Attack +Magical Attack +Health Regen
Barrier Icon.Barrier.png Can't be affected by Barrier again
Birdman's Curse Icon.Birdman's Curse.png Stops health and mana regeneration.
Bleeding Icon.Bleeding.png Taking physical damage over time.
Blood Drinker Return a percentage of damage dealt as health and mana.
Blood Fury Icon.Blood Fury.png Increases damage output. Drain health from bleeding targets.
Blood Fusion Icon.Blood Fusion.png 100% of damage dealt returned as health 50% of damage dealt returned as mana
Burning Icon.Burning.png Taking fire damage over time.
Burrow Protection Icon.Burrow Protection.png Provide temp health and 50% evasion rate. Immune to CC effects.
Combat Momentum Icon.Combat Momentum.png Generate 1 Combat Momentum when hitting targets. Weapon combo finishers generate 3 Combat Momentum plus an additional 1 per 10 the caster already has. Combat Momentum grants unique increasing stat bonuses based on the Combat Form you are currently in and how much momentum you have built.
Communal Restoration Icon.Communal Restoration.png Grants temporary hp equal to 100% of the target's max health. Also heals for tick every tick. Lasts 6s.
Consuming Lethal Blow Icon.Consuming Lethal Blow.png Lethal Blow returns 50% of overkill damage dealt as health and mana.
Corruption I Icon.Corruption I.png You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 25% less damage to non-combatant players. You suffer 25% reduced mitigation, health, and mana. You move 5% slower. You incur 4% XP debt upon death. You drop 25% more resources upon death. You drop 1 to 3 equipped items randomly upon death.
Corruption II Icon.Corruption II.png You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 35% less damage to non-combatant players. You suffer 35% reduced mitigation, health, and mana. You move 10% slower. You incur 8% XP debt upon death. You drop 35% more resources upon death. You drop 2 to 3 equipped items randomly upon death.
Corruption III Icon.Corruption III.png You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 45% less damage to non-combatant players. You suffer 45% reduced mitigation, health, and mana. You move 15% slower. You incur 14% XP debt upon death. You drop 45% more resources upon death. You drop 3 to 5 equipped items randomly upon death.
Corruption IV Icon.Corruption IV.png You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 65% less damage to non-combatant players. You suffer 65% reduced mitigation, health, and mana. You move 20% slower. You incur 20% XP debt upon death. You drop 65% more resources upon death. You drop 3 to 5 equipped items randomly upon death.
Corruption V Icon.Corruption V.png You are corrupted. Guards will attack you on sight and players will hunt you. Slay monsters or die to reduce your corruption. You deal 90% less damage to non-combatant players. You suffer 90% reduced mitigation, health, and mana. You move 25% slower. You incur 30% XP debt upon death. You drop 100% more resources upon death. You drop 3 to 6 equipped items randomly upon death.
Courage Icon.Courage.png Acquire one stack for each ally raptors. Each stack increases damage by 10%. Maximally 3 stacks.
Curse Icon.Curse.png Reduce damage based on missing health
Cursed Bless Icon.Cursed Bless.png Increase damage output and healing capability by 100% but halve max health.
Dazed Icon.Dazed.png 100% Magical Casting Speed for 8s. Duration can be extended up to 20 seconds by subsequent applications.
Death's Mark Icon.Death's Mark.png Marked for death by a rogue. Take 10% more damage from their attacks. After their first attack the duration of this debuff is set to 20 seconds.
Deep Sleep Icon.Deep Sleep.png Lasts 15 seconds or until 20% of maximum health is received in damage.
Divine Power Icon.Divine Power.png Healing and damage dealt build up your Divine Power resource, which increases chance to critical hit with heals by up to 10% at full resource. Can spend Divine Power with Divine Infusion, to instantly complete the cast time of any spell currently being cast. Can spend Divine Power by toggling on Essence Infusion, which allows ability costs to be satisfied by Divine Power instead of mana or health.
Elemental status effects
Ember Sacrifice Icon.Ember Sacrifice.png Increase damage output by 50% but lose 2.5% health per second. Summon a fire elemental on death.
Emboldened Icon.Emboldened.png Gain (150%🢆) healing in temporary health. Additionally, gain 30% Base Mitigation while the shield holds. Lasts 8s.
Enraged Healing Icon.Enraged Healing.png Increased health regeneration.
Enraged Regeneration Icon.Enraged Regeneration.png Greatly increaseing the health regeneration of Tumok the Wretched.
Essence Infusion Icon.Essence Infusion.png The next time you consume mana, that mana is instantly refunded and consumes that much Divine Power instead.
Executioner I Icon.Executioner I.png Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
Executioner II Icon.Executioner II.png Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
Executioner III Icon.Executioner III.png Weapon Combo Finishers and Extended Finishers deal 1% more damage and gain 3% Critical Strike Chance. These bonuses double on targets below 25% health.
Extended Finisher Icon.Extended Finisher.png An extra unlocked attack after the standard Finisher. Triggers Weapon Combo Finisher effects.
Fervor of the Goddess Regenerating 2% of health and mana every 5 seconds
Finisher The final hit of a standard Weapon Combo attack chain. Triggers Weapon Combo Finisher effects.
Frost Shell Icon.Frost Shell.png Provide temp health. Have 20% chance applying Chilled to targets damageing the shell owner.
Gifted by the Gods Icon.Gifted by the Gods.png Gain temporary health equal to 100% of your maximum health.
Glee Icon.Glee.png You are amused by the wit of a bard. Gain 100%. Heal for 2 ticks every 2 ticks. Lasts 15s and can be extended up to 30 seconds.
Hemorraging Icon.Hemorraging.png Suffering (20%🢆) Bleed damage every 0.5 seconds. Lasts 5s.
Humiliated Icon.Humiliated.png Damage dealt reduced by 15% towards targets other than the applier of this effect. Lasts 8s.
Intercept Icon.Intercept.png Temporary health for 10 seconds
Journeyman Health Salve Icon.Journeyman Health Salve.png Gain 2 ticks every 2 ticks. Lasts 20s.
Judgment Icon.Judgment.png Reduce physical and magical defense.
Marionette Icon.Marionette.png Stunned, forced to dance against your will. Lasts 10s or until damage taken exceeds 10% of the instigator's max health.
Mark of the Raven Icon.Mark of the Raven.png Marks the target, triggering bonus damage every time the target is hit. This lower on health the target is, the higher the damage.
Marked RangerMarkIcon.png Applying a mark will override any previously applied mark.[29]
Morale Boost Icon.Morale Boost.png Recovering HP over time. Dealing increased damage.
Mortal Headshot Icon.Mortal Headshot.png Headshot deals an another 50% more damage to targets below 50% of their maximum health.
Novice Health Salve Icon.Novice Health Salve.png Gain 2 ticks every 2 ticks. Lasts 20s.
Poison Bubble Icon.Poison Bubble.png Grants temporary health and deals poison damage to very close enemies.
Poisoned Icon.Poisoned.png Deals 2 ticks per stack, every 2 ticks. Lasts 20s. Stacks up to 10 times. Damage does not waken Incapacitated targets.
Preservative Blood Fusion Icon.Preservative Blood Fusion.png When Blood Fusion is activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.
Rations Icon.Rations.png Restores tick and tick every second. Lasts 20s.
Redemptive Deliverance Icon.Redemptive Deliverance.png Deliverance heals more based on the missing health percentage of the target.
Regenerative Form of Celerity Icon.Regenerative Form of Celerity.png Form of Celerity regenerates 0.01% of your maximum health per second per point of Combat Momentum you have.
Regenerative Form of Fluidity Icon.Regenerative Form of Fluidity.png Form of Fluidity regenerates 0.01% of your maximum health per second and per weapon finisher for each point of Combat Momentum you have.
Rejuvenating Wallop Icon.Rejuvenating Wallop.png Healing for tick every tick over 6s.
Resting Regenerating an additional 1 health and 1 mana per second.
Revitalization Icon.Revitalization.png Rapidly recover health
Sand Armor Icon.Sand Armor.png Provides temp health and 10% evasion rate. Loses temp health when moving above ground.
Shadow Cascade Icon.Shadow Cascade.png Nothing personal...
Shaken Icon.Shaken.png -10% Physical Mitigation for 6s. Duration can be extended up to 15 seconds by subsequent applications.
Shield Icon.Shield.png Gain (300%🢆) healing in temporary health. Lasts 8s.
Silenced Icon.Silenced.png Cannot use abilities. Lasts 0s.
Siphoning Regeneration Icon.Siphoning Regeneration.png Each time the target of your Regeneration effect deals damage to your Marked target, they gain increased health and mana regeneration equal to 5% of the damage dealt for 5 seconds.
Solace Icon.Solace.png Gain up to 50% increased healing received for 5s based on how much health was lost from a bard's gambit.
Soothing Shadows Icon.Soothing Shadows.png Healing for tick every tick. Lasts 6s.
Spirited Serenade Icon.Spirited Serenade.png Single target Serenade applies Emboldened AoE Serenade healing increased by 20% and applies Glee to targets below 50% health.
Stealth Icon.Stealth.png Enter a powerful form of stealth, becoming fully invisible. Other characters may detect you based on their perception and your stealth level, as well as your distance and angle to them. Your allies will always be able to see you. Movement speed is reduced by 20%. Stealth will fade upon most offensive ability activation or if damage taken exceeds 5% of your max health while the effect is active.
Strider Icon.Strider.png 10% Movement Speed. Lasts 900s.
Stunned Icon.Stunned.png Unable to move or act.
Swig of Rum Icon.Swig of Rum.png Provides temporary health.
Swordmaster: Consistent I Icon.Swordmaster: Consistent I.png Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.
Swordmaster: Consistent II Icon.Swordmaster: Consistent II.png Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.
Swordmaster: Consistent III Icon.Swordmaster: Consistent III.png Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.
Swordmaster: Endurance Icon.Swordmaster: Endurance.png Adds Swordmaster's Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.
Swordmaster: Potential I Icon.Swordmaster: Potential I.png Swordmaster: Swiftness - +2% attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.
Swordmaster: Potential II Icon.Swordmaster: Potential II.png Swordmaster: Swiftness - +2% attack speed from effect. Swordmaster: Endurance - Increases maximum health restored by 1% Max HP.
Swordmaster: Potential III Icon.Swordmaster: Potential III.png Swordmaster: Swiftness - +2% attack speed while active. Swordmaster: Endurance - Increases maximum health restored by 1% Max HP.
Tag Undead Dunir Cleric Icon.Tag Undead Dunir Cleric.png Increase damage output but lower max health. Every application would provide healing based on max health.
Thorns Icon.Thorns.png Grants target ally a thorny damage shield, reflecting damage to attackers equal to 1/3rd the Ranger's level every time the ally is struck.
Vengeance Icon.Vengeance.png 2% of maximum health as temporary health per stack
Vengeance effect
Vigor of Death Slowly heal self overtime. Amount increases with missing health.
Ward Icon.Ward.png All of your Finisher s and Extended Finisher s grant Temporary Health equal to 1% of your Maximum Health. Temporary health granted increases to 2% of your Maximum Health after casting an Ability. Stacks up to two times.
Water Shell Icon.Water Shell.png Provide temp health and minor heal overtime.
Wings of Salvation Icon.Wings of Salvation.png Gaining temporary health equal to 100% Temporary Health. Lasts 5s.
Wings of Salvation effect
Wounded Icon.Wounded.png The creature's body is marred by deep gashes and dark, oozing wounds. Though weakened and unsteady, its eyes still burn with defiance.

See also

References