Guild Wars




Staying Alive

Health & Energy

Health and Energy are a hero's most crucial resources, and you must monitor their levels constantly. Health keeps you alive, and Energy allows you to harness skills that increase your offensive and defensive capabilities in battle.

Both Health and Energy regenerate over time (though Health only regenerates when you're not taking damage). While some skills can assist regeneration, others can cause Health or Energy levels to degenerate. Hover the mouse pointer over a skill's description to find out its Energy cost.

The Health Bar and Death

The Health Bar measures your current well-being. Damage is usually dealt by an enemy, though some skills like Curses also have a negative effect. Healing skills replenish Health. Your maximum Health is determined by your armor, Runes, items, and current level. Health regenerates when you stop taking damage, and while some spells speed regeneration, others cause it to degenerate. As your level increases, your maximum Health increases as well. Arrows to the right or left of your Health Bar will tell you which way your Health is going, and sometimes it will change color depending on the effect you are suffering. Being struck with a Poison effect, for example, turns the Health Bar a sickly green.

When your Health reaches zero your character dies. Depending on the current mission or adventure, you may be resurrected on the field by your allies, at your base by your priest, or (in solo missions) at the nearest outpost. Each death incurs a death penalty which lowers your maximum Health and Energy. You can work off your death penalty by earning experience points or gaining a Morale bonus by defeating an enemy boss. When the mission ends or you return to a town or outpost, death penalties are removed.

During any battle, keep an eye on your Health Bar and be ready to heal yourself or alert your team before your Health gets too low. A critical hit can reduce your Health by 50% or more all at once, and some Hexes and Conditions can cause Health to degenerate rapidly. If you have any qualms about your party healer being able to reach you in time, consider bringing along a skill such as Healing Signet that can keep you from dying.

The Energy Bar

Energy powers most skills and spells, so maintaining this resource is critical in battle. The Energy Bar displays the amount of Energy you have with which to use skills. Each skill has an Energy cost associated with it, and using a skill will deplete that cost from your Energy Bar (note that sometimes the Energy cost is zero as is the case with most Signets and adrenal skills that draw on a different resource). Your maximum Energy is determined by your profession's armor, though some skills and conditions temporarily increase or decrease your maximum Energy. Some magical items provide a permanent or temporary increase, and Elementalists have the unique Energy Storage attribute which can increase their maximum Energy. Different professions have different rates of Energy regeneration, with Warriors at the low end and casters at the higher end.

When you are under a Hex or some other negative Condition, your Health and/or Energy may degenerate, as indicated by the arrows in the Health or Energy Bar. Left arrows [<<<] indicate degeneration, while right arrows [>>>] indicate regeneration. More arrows mean faster Health and Energy regeneration or degeneration. Regeneration and degeneration can accelerate rapidly, so keep an eye on them.

Death and Resurrection

Your character may die multiple times while fighting or exploring in a particular area. When you die, allies can resurrect you on the field using a skill or Signet (when in PvP a priest or shrine at your team's base can do the job). In cooperative missions, the death of the entire party means you have failed as a team and must return to the outpost to try again. A "wiped" party on a quest will simply resurrect at the nearest resurrection shrine. In either case, you will return to life with a death penalty (DP), which reduces your maximum Health and Energy.

The Death Penalty

Each time you take a death penalty your maximum Health and Energy levels are reduced by 15% (this number can be modified under some circumstances—for example, if you already have a +4% morale boost from slaying two named boss enemies, your DP will come to only 11%, but at the cost of your morale boost). Each consecutive death stacks on more DP, increasing by 15% every time, for a maximum of 60%. You can work off DP by earning experience points in battle, or more quickly by gaining morale boosts from boss enemies. All Death Penalties are cancelled when you return to a town or outpost.

Morale Boost

Slaying certain enemies gives you a morale boost expressed in much the same way as the death penalty—except the positive percentage is applied to your stats instead of a negative. The enemies that give your party a morale boost are the same enemies that you can sometimes steal skills from after they're dead using a Signet of Capture. These enemies, referred to as "named foes" or "bosses," have a proper first and last name, and are easy to spot thanks to the glow around their bodies. Each one your party destroys gives you a +2% morale boost. Note that under some specific circumstances, non-boss enemies will also give you a morale boost—in such cases, you will be told which "no-name" enemies you can slay to get the advantage.

Enchantments and Hexes

Skills of the Enchantment and Hex subtype are excellent examples of magical powers that can boost or lower your abilities in battle. Enchantments supply aid for a period of time by providing offensive and defensive advantages such as extra armor, damage, or healing. When you cast an Enchantment spell on yourself (or when an ally casts one on you) an icon appears onscreen to tell you what Enchantment you are under.

Hexes work in the opposite fashion. If an enemy casts a Hex spell on you, an icon appears depicting the Hex with which you've been afflicted. Mouse over these icons for information about the Enchantment or Hex currently affecting you.