Weapon
Weapons are a type of equipment that characters wield in combat. When equipped, they determine the first five skills on the skill bar. Like most equipment, weapons provide bonus attributes to the character through attribute combinations and upgrade components. There are a total of 19 different types of weapons, and each profession has access to a specific selection of them.
Each profession utilizes weapons differently, which enables a wide scope of playstyles. A warrior's use of the axe, for example, focuses on building adrenaline quickly and spiking for high amounts of damage, while the ranger uses axes as throwing hatchets for ranged attacks.
Mechanics[edit]
Equipping[edit]
Character weapons are divided into four primary categories based on how they are held:
- Two-handed — requires both hands to wield it.
- One-handed — can be wielded in either the main hand, the off hand, or one in each hand, depending on the profession.
- Off-hand — can only be used in the off hand.
- Aquatic — two-handed weapons that can only be used in underwater mode.
Every profession has three types of weapon slots:
- The main hand slot can hold one one-handed weapon or a two-handed weapon.
- The off hand slot can hold one off-hand weapon or, depending on the profession, a one-handed weapon, but can not be used when a two-handed weapon is equipped.
- The aquatic weapon slot can hold one aquatic weapon.
All professions have two sets of weapon slots, each with a main hand and an off hand slot. Most professions also have two aquatic weapon slots, except for the elementalist and the engineer, who have only one slot.
Weapon swap[edit]
- Primary article: Weapon swap
All professions have the ability to switch between the two weapon sets while in combat, with the exception of elementalist and engineer who can only weapon swap when out of combat. However, the elementalist's attunements give them the equivalent of four weapon sets to choose from, and the engineer has engineering kits which grant access to a wide range of additional skills.
It is possible to use partial sets of weapons, for example, equipping two weapons in one set, and only an off-hand weapon in a another set. In that case, only the skills from the off-hand weapon will be swapped when changing between sets. Various combinations of this method can be used to benefit from the effects triggered by the weapon swap while using fewer equipped weapons.
A weapon can be wielded or stowed, where it is visible on the back or hip of the character. Weapon is wielded automatically when the character enters combat, and is stowed after a short time when out of combat. It is possible to manually do this by using the "Stow/Draw Weapons" keybind in Control Options. Stowing away a weapon can be used to stop an action, e.g. an auto-attack chain, or cancel any skill from being cast during its activation time.
Upgrades[edit]
Sigils are the specialized upgrade components for weapons of the Masterwork rarity and higher, while universal upgrades can be used in all types of equipment. Ascended and Legendary weapons can also be upgraded with infusions.
Weapon strength[edit]
- Primary article: Weapon Strength
All weapons have a range of weapon strength which, in combination with Power and the opponent's armor, affects the strike damage dealt with that weapon's skills. In addition, a weapon can provide up to 4 attribute bonuses (there are also items that provide small bonuses for 7 attributes) based on its prefix, and often includes a slot for an upgrade component.
The amount of weapon strength and attribute bonuses depend on the weapon's required level and rarity. Weapon strength is always the same for a given weapon type at a particular level and quality (for example, all masterwork shields with a level requirement of 35 have 279-314 weapon strength), but damage might still vary depending on which attributes the weapon improves (e.g. a weapon that improves power will end up dealing more damage than a weapon that improves toughness).
For the same level requirement, strength improves with the grade of weapon rarity.
Rarity | Strength[note 1] | Increase[note 2] | Attributes[note 3] | Increase[note 4] |
---|---|---|---|---|
Basic | 551 – 609 | n/a | 72 Power, 52 Precision, 52 Ferocity | n/a |
Fine | 690 – 762 | 25.17% | 91 Power, 65 Precision, 65 Ferocity | 25.57% |
Masterwork | 745 – 823 | 7.99% | 98 Power, 70 Precision, 70 Ferocity | 7.69% |
Rare | 802 – 886 | 7.65% | 106 Power, 75 Precision, 75 Ferocity | 7.56% |
Exotic | 905 – 1000 | 12.86% | 120 Power, 85 Precision, 85 Ferocity | 13.28% |
Ascended | 950 – 1050 | 4.99% | 125 Power, 90 Precision, 90 Ferocity | 5.17% |
Legendary | 950 – 1050 | 0% | 125 Power, 90 Precision, 90 Ferocity | 0% |
- Notes
- ^ Level 80 sword stats used for comparison.
- ^ Above prior rarity. Here calculated using the average of the strength minimum and maximum value. Result rounded to two digits.
- ^ While the attribute names shown here only match the Berserker attribute combination, the distibution of values applies to all one handed weapons with attribute combinations constituted of three attributes. Refer also to the table at Attribute combinations#Attribute bonuses at level 80.
- ^ Above prior rarity. Here calculated using the sum of the individual attribue values. Result rounded to two digits.
Acquisition[edit]
Weapons can be acquired in many different ways:
- Starting equipment.
- Purchased from a vendor.
- Purchased from the Trading Post.
- Crafted through the disciplines of weaponsmith, huntsman, and artificer.
- Crafted in the Mystic Forge.
- Looted from a monster or a chest.
- Reward from completing parts of the story.
- Reward from completing a dungeon's story mode.
- Reward for killing a raid boss.
- Reward from certain PvP Reward Tracks.
- Reward from certain WvW Reward Tracks.
- Reward from leveling up.
- See also: Equipment acquisition by stats
Customization[edit]
- Skins
Weapon skins can be transmuted to alter their original appearance in the Wardrobe. Weapons are classified in two categories depending on their skin:
- Weapon sets: Collections of weapon skins that share visual characteristics and name patterns.
- Standalone weapons: Weapon skins that aren't part of any weapon set.
- Color
Weapons cannot be dyed.
- Size
Weapons visually scale based on the size of the character wielding them, so the same weapon will be smaller for an asura compared to a norn. The scaling is proportional, so a large weapon will still seem relatively large when wielded by an asura.
Bundle[edit]
Bundles, such as a Boulder, also known as environmental weapons, are temporary weapons that can be obtained while adventuring. They are equipped by either picking them up off the ground or provided by an NPC. While equipped, they replace the weapon skills of the character with their own special abilities. Bundles are either one use only, have a time limit, or have a limited number of uses before they are destroyed. Bundles can be dropped either with the weapon swap button or their specific "Drop <Bundle>" key, which returns the character to the normal skill set.
Weapon usability by professions[edit]
- 1 The profession can use this weapon in this slot.
- 0 The profession cannot use this weapon in this slot.
- 0 The weapon cannot be used in this slot.
- Elite specialization icon: The shown elite specialization must be equipped or Weaponmaster Training (SotO expansion) must be unlocked on the account to use this weapon in this slot.
- Expanded Weapon Proficiency feature in the Secrets of the Obscure expansion. The profession can use this weapon in this slot after unlocking
- Lowland Spear Training mastery in the Janthir Wilds expansion. Each profession can use spear on land after training
Weapon | Guardian |
Revenant |
Warrior |
Engineer |
Ranger |
Thief |
Elementalist |
Mesmer |
Necromancer |
Users | |
---|---|---|---|---|---|---|---|---|---|---|---|
One-handed | Axe | 0 | 01 | 11 | 00 | 11 | 0 | 00 | 0 | 10 | 4+3 = 7 |
Dagger | 00 | 00 | 00 | 1 | 11 | 11 | 0 | 11 | 4+2 = 6 | ||
Mace | 10 | 10 | 11 | 0 | 00 | 00 | 00 | 00 | 3+2 = 5 | ||
Pistol | 00 | 0 | 11 | 00 | 11 | 0 | 01 | 0 | 3+4 = 7 | ||
Sword | 1 | 11 | 11 | 0 | 10 | 10 | 0 | 11 | 6+3 = 9 | ||
Main hand only | Scepter | 10 | 0 | 00 | 00 | 00 | 0 | 10 | 10 | 10 | 4+2 = 6 |
Off-hand only | Focus | 01 | 00 | 00 | 00 | 00 | 00 | 01 | 01 | 01 | 4 |
Shield | 01 | 0 | 01 | 01 | 00 | 00 | 00 | 0 | 00 | 3+2 = 5 | |
Torch | 01 | 00 | 0 | 00 | 01 | 00 | 00 | 01 | 0 | 3+2 = 5 | |
Warhorn | 00 | 00 | 01 | 00 | 01 | 00 | 0 | 00 | 01 | 3+1 = 4 | |
Two-handed | Greatsword | 1 | 1 | 0 | 1 | 0 | 0 | 1 | 4+2 = 6 | ||
Hammer | 1 | 1 | 1 | 0 | 0 | 0 | 3+3 = 6 | ||||
Longbow | 0 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 2+1 = 3 | ||
Rifle | 0 | 0 | 1 | 1 | 0 | 0 | 0 | 2+2 = 4 | |||
Short bow | 0 | 0 | 1 | 1 | 0 | 0 | 0 | 2+2 = 4 | |||
Staff | 1 | 1 | 0 | 1 | 1 | 1 | 5+3 = 8 | ||||
Spear | 0+9 = 9 | ||||||||||
Aquatic | 1 | 1 | 1 | 0 | 1 | 1 | 0 | 1 | 1 | 7 | |
Harpoon gun | 0 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 4 | |
Trident | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 5 | |
Number of usable weapons | 11+4 = 15 | 7+5 = 12 | 11+5 = 16 | 4+5 = 9 | 10+4 = 14 | 6+5 = 11 | 5+5 = 10 | 9+5 = 14 | 8+5 = 13 | ||
40+15 | 30+15 | 49+14(19) | 17(52)+16 | 39+34(39) | 37[40]+22(27)[29] | 80(105)+95 | 34+22 | 30(39)+15(25) | |||
14 (32) | 8 (16) | 21 (40) | 4 (11) | 13 (28) | 9 (16) | 6 (16) | 12 (26) | 12 (30) |
- 1 Chains and sequence skills are counted as one skill, but includes Unleashed Ambush, Stealth Attack, Dual Wield, Dual Attack and Ambush skills. The number in ( ) includes Gunsaber, Engineering Kit, Celestial Avatar, Shadow Shroud, Conjure, Death Shroud, Reaper's Shroud, Harbinger Shroud skills respectively. The number in [ ] includes dual wield skills with no off-hand equipped.
- 2 Possible weapon combinations show core first, then total including all elites in ( ).
See also[edit]
The Guild Wars Wiki has an article on Weapon. |