Conviction
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This article is about the skill. For the weapon with the same name, see Conviction (weapon).
Conviction
Flash Enchantment Spell. For 10 seconds, you gain +10 armor if you have a condition and gain 1...3...3 Health regen [sic] for each condition you are suffering from. When this enchantment ends, you are cured of 1...2...2 condition[s].
- Concise description
| Progression | |
|---|---|
|
Conditions removed
|
0 1 1
1 1 1
2 1 1
3 1 1
4 2 1
5 2 1
6 2 1
7 2 1
8 2 2
9 2 2
10 2 2
11 2 2
12 3 2
13 3 2
14 3 2
15 3 2
16 3 2
17 3 2
18 3 2
19 4 2
20 4 2
|
Acquisition
Related skills
- File:"I Will Survive!".jpg "I Will Survive!"
- File:Enchanted Haste.jpg Enchanted Haste
- File:Grenth's Fingers.jpg Grenth's Fingers
- File:Melandru's Resilience.jpg Melandru's Resilience (elite)
- File:Mystic Regeneration.jpg Mystic Regeneration
- File:Resilient Was Xiko.jpg Resilient Was Xiko
- File:Resilient Weapon.jpg Resilient Weapon
- File:Vow of Piety.jpg Vow of Piety
Notes
- Heroes will maintain this skill in combat even when fighting enemies that don't apply any conditions. This is useful for triggering skills that trigger when an enchantment ends, such as forms.
- When used in conjunction with an attack skill that removes an enchantment, conditions are cured before the hit lands.
- If the condition removal effect is unwanted (to keep Conviction's regeneration and armor increase effects), it can be worth considering using an enchanting upgrade component (or an effect reducing recharge time) to maintain this skill on yourself, as conditions are not removed if the enchantment is reapplied before it ends.