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Guides/Starting out

Boons and conditions: all 12 boons and 14 conditions in two tables

What every boon and condition does, which ones stack in intensity and which in duration, and why Might is chased in 25 stacks while Quickness only needs to be present.

On this page
  1. Two ways of stacking
  2. Boons
  3. Damaging conditions
  4. Control conditions
  5. Conversion
  6. What a newcomer should do with this

The icons above your health bar are boons and conditions. There are many, they flicker, and a newcomer usually ignores them completely.

That is a mistake: half the depth of combat here lives in those icons.

Two ways of stacking

Duration means a second application adds time rather than strength. Two sources of Swiftness give you longer Swiftness, not faster movement.

Intensity means a second application adds a stack, so more strength. Might at 25 stacks is worth many times Might at one.

That is why groups chase Might specifically: it behaves as a multiplier.

Boons

Boon Effect Stacking
Might more outgoing damage intensity, to 25
Fury higher critical chance duration, to 30s
Quickness skills and actions are faster duration, to 60s
Alacrity skills recharge faster duration, to 30s
Protection incoming damage down 33% duration, to 30s
Resolution incoming condition damage down 33% duration, to 30s
Aegis blocks the next attack duration, no cap
Regeneration health every second duration, no cap
Swiftness movement speed up 33% duration, to 60s
Vigor endurance regenerates 50% faster duration, to 30s
Stability cannot be knocked down, pushed, stunned or feared intensity, to 25
Resistance non-damaging conditions on you stop working duration, to 30s

🔴 Quickness and Alacrity are two different boons and get confused constantly. Quickness speeds up the action itself; Alacrity shortens the recharge. Group content looks for whoever supplies both.

Stability stacks by intensity, and every control effect removes one stack. So one stack of Stability saves you once.

Damaging conditions

These deal numbers and stack in intensity.

Condition Effect
Bleeding damage every second
Burning damage every second, the strongest of the set
Poisoned damage every second plus 33% weaker healing
Torment damage every second, doubled against a target standing still
Confusion damage when the target activates a skill

Torment and Confusion are conditional: one punishes standing, the other punishes acting. Against a boss that stands and swings, both work well.

Control conditions

These deal no damage and get in the way instead. They stack in duration.

Condition Effect
Vulnerability target takes more of any damage (intensity, to 25)
Chilled movement down 66%, cooldowns up 66%
Crippled movement down 50%
Immobilized cannot move
Blinded the next attack misses
Weakness endurance down 50%, half of hits land at half damage
Slow skills and actions are slower
Fear the target flees and cannot act
Taunt the target attacks against its will

Vulnerability stands apart: it raises every kind of damage you deal, so even pure Power builds keep it applied.

Conversion

A mechanic of its own: some classes, the necromancer above all, convert conditions into boons and back.

Burning becomes Aegis, Chilled becomes Alacrity, Fear becomes Stability. Against an enemy that leans on its buffs, a necromancer turns that strength around.

What a newcomer should do with this

Three things, and nothing else for now:

  1. Condition removal. Find which of your skills cleanses conditions and slot it. A stack of Burning kills you faster than the enemy swinging at you.
  2. Might. If your build has any way to generate Might, take it. It is the cheapest damage in the game.
  3. Vigor and Swiftness. Endurance means dodges, and dodging is the main survival tool here (why that is).

The rest you learn as you go. Watching the icons above the bar is worth doing from your first hour.