Equipment In The Guild Wars Universe Article Index for
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Information About

Equipment In The Guild Wars Universe





WEAPONS

Any class can use any weapon; however, the design of every weapon grants more efficient use to those who are more skilled in the attributes the weapon demands. I.e; a Monk may use a Warrior's sword, but unless the monk has the required strength, he can't use the weapon to its full potential. There are also magical items which may be colored blue, purple, or gold as the power of the magic increases. Unique weapons are colored green and can only be obtained by defeating certain Boss Monsters or completing certain quests {Link without Title} .

Melee

Melee weapons are most often used by characters with warrior or assassin as a primary or secondary class. Most melee weapons require a certain attribute level in the corresponding weapon attribute.

Sword

  • One handed weapon for melee characters. Sword Hilts and Sword Pommels are modifications which can be attached with various upgrades.

  • Max Damage 15-22

  • Axe

  • One handed weapon for melee characters. Axe Hafts and Axe Grips are modifications which can be attached with various upgrades.

  • Max Damage 6-28

  • Hammer

  • Two handed weapon for melee characters. Hammer Hafts and Hammer Grips are modifications which can be attached with various upgrades.

  • Max Damage 19-35

  • Dagger

  • Two handed weapon (one dagger per hand, the equipment slot shows a pair of daggers in the main hand)for melee characters.

  • Max Damage 7-17



Ranged


Bow

  • Two handed weapon for rangers. Bow Strings and Bow Grips are modifications which can be attached with various upgrades.

  • Max Damage 15-28

  • Staff

  • Two handed Weapon for casters. Staff Heads and Staff Wrappings are modifications which can be attached as an upgrade to casting abilities.

  • Max Damage 11-22

  • Wand

  • One handed weapon for casters.

  • Max Damage 11-22



Off-hand items

Off-hand items are not truly weapons, but are wielded alongside weapons to increase the character's effectiveness. Off-hand items may increase the character's health, energy, armor, and/or attributes, permitting that the character has the required attribute to effectively use the item.


Shield

  • Shields increase the wielder's defensive abilities and often require a certain ammount of strength or tactics to wield properly.

  • Max Armor 16

  • Focus

Foci increase the wielder's energy and may also increase casting ability.


Upgrades

Weapon upgrade are items that have specific properties which players may choose to use to improve the effectiveness of their weapons. Each type of weapon can have up to two upgrades which, in addition to adding their effects, change the item's name to reflect the type of upgrade. For example, if a player applies an Ebon Hilt and a Pommel of Fortitude to a sword, it becomes an "Ebon Sword of Fortitude."

Players can acquire upgrades by trading with other players or through using Expert or Superior Salvage Kits on an item to try to salvage the desired upgrade. The item is destroyed in this attempt, and there is a chance of failure that may result in receiving only common crafting items or in the acquisition of a different upgrade than the one intended if there is more than one upgrade on the weapon.

Axe, bow, hammer, and sword prefix upgrades



=Staff prefix upgrades



Suffix upgrades



=MODIFIERS

Modifiers are characteristics inherent to a weapon which cannot be salvaged. The modifiers on a weapon are determined solely by chance, and they cannot be removed or enhanced. Both weapons and off-hand items can have modifiers on them.


RUNES

Runes directly affect the attributes or abilities of a character. Runes are classified as minor, major, or superior with each category increasing on the potency of the last. The effects of runes affecting the same attribute do not stack, and only the most powerful rune takes effect.

Runes which increase attributes are the most common and affect the character in the same way. Minor runes increase the attribute by 1. Major runes increase the attribute by 2 and reduce maximum health by 50. Superior runes increase the attribute by 3 and reduce maximum health by 75. The health reduction from major and superior runes does stack, meaning if players equip two superior runes, their health will be reduced by 150 points.

Elementalist

  • Air Magic

  • Earth Magic

  • Energy Storage

  • Fire Magic

  • Water Magic

  • Mesmer

  • Domination Magic

  • Fast Casting

  • Illusion Magic

  • Inspiration Magic

  • Monk

  • Divine Favor

  • Healing Prayers

  • Protection Prayers

  • Smiting Prayers

  • Necromancer

  • Blood Magic

  • Curses

  • Death Magic

  • Soul Reaping

  • Ranger

  • Beast Mastery

  • Expertise

  • Marksmanship

  • Wilderness Survival

  • Warrior

  • Absorption - Reduces the damage received by the character.

  • Axe Mastery

  • Hammer Mastery

  • Strength

  • Sword Mastery

  • Tactics

  • All-class runes

  • Vigor - Vigor runes increase the players health with no linked tradeoff. Vigor runes may be used by characters of any class. Minor runes increase health by 30, major runes increase health by 41, and superior runes increase health by 50.



ARMOR

Armor is made by armor crafters in towns and collectors in explorable areas {Link without Title} . Armor is customized on creation, meaning it cannot be worn by a character other than the creator.

Warrior

Warrior armor requires mostly iron, with varying other crafting materials depending on the particular armor type. Warrior armor is 20 armor higher than caster armor at equivalent locations, for a maximum of 80. Most warrior armor also has an extra 20 armor versus physical damage.

List of armor types

  • Ringmail Armor - Characters begin with this armor

  • Soldier's Armor and Chainmail Armor - Basic warrior armor

  • Gladiator's Armor - Has extra energy

  • Knight's Armor and Ascalon Armor - Adds global damage absorption and has 10 less armor versus physical damage than most warrior armor

  • Wyvern Armor and Platemail Armor - Adds 5 armor and has 10 less armor versus physical damage than most warrior armor



Ranger

Ranger armor is always 10 armor above equivalent caster armor, and has an extra 30 armor vs. elemental damage. Is in between warrior and caster armor. Ranger armor all requires leather plus extra materials depending on the type of armor.


List of armor types

  • Drakescale armor: 15 extra armor vs. fire damage. Uses leather and scales

  • Druid's armor: extra energy. Requires leather and wood

  • Fur-Lined Armor: 15 extra armor vs. cold damage. Uses leather and fur

  • Studded leather armor: extra armor vs. lightning. Uses leather and steel



Monk

Monk armor provides caster level armor, for a max of 60. All armor uses cloth and some other m aterials, except tatoos which use parchment.


List of armor types


  • Judges and Censor's armor: extra defense vs. physical damage

  • Wanderer's armor: extra defense vs. elemental

  • Ascetic's armor: extra energy



Mesmer

Mesmer armor provides regular caster level armor (60 max), and all require cloth with some other material.


List of armor types

  • Performer's armor: adds armor while casting a spell

  • Courtly armor: adds armor while casting a spell

  • Enchanter's armor: adds energy

  • Rogue's armor: adds armor, but has less max mana



Elementalist

Elementalist armor gives regular caster armor (60 maximum), and requires cloth with some other materials.


List of armor types

  • Pyromancer's armor: extra armor vs. fire

  • Geomancer's armor: extra armor vs. earth

  • Hydromancer's armor: extra armor vs. water

  • Aeromancer's armor: extra armor vs. air

  • Elementalist's armor: standard elementalist armor



Necromancer

Necromancer armor gives regular caster level armor (60 max), and uses leather and other materials, except Scar patterns, which use parchment.


List of armor types

  • Fanatic's armor: adds armor vs. piercing damage

  • Bonelace armor: adds armor vs. piercing damage

  • Scar Pattern armor: adds energy

  • Necrotic armor: adds armor, but character takes more damage from holy damage

  • Tormentor's armor: adds extra armor, but character takes more holy damage

  • Necromancer's armor: standard armor



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