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Weapons are a type of equipment that characters wield in combat. When equipped, they also determine the first five skills in a player's skill bar.
Excluding bundles, there are a total of 19 different types of weapons - each profession having access to a specific selection of them. Furthermore, each profession utilizes weapons differently from one another, giving a wider scope in play style. 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.
- 4Customization
Basic attributes[edit]
Character weapons are split 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 — can only be used in underwater mode. Requires both hands.
Every character has at minimum (depending on profession) a set of 3 different 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 a second set of weapon slots and the ability to switch between two weapon sets while in combat, with the exception of elementalist and engineer who cannot weapon swap in combat. Elementalist and engineer also can equip only one set of aquatic weapon. However, the elementalist's attunements give it the equivalent of four weapon sets to choose from, and the engineer has engineering kits which can be used to change weapon skills.
When combined with profession, equipped weapons (and shields) determine the first five skills on the character's skill bar.
All weapons have a range of weapon strength which, in combination with Power and the opponent's armor, affects the direct 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 quality. 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).
A weapon can be wielded or stowed, where it is visible on the back or hip of the character. Stowing away a weapon can be used to cancel the current action, e.g. auto attacking or a utility skill. (The in-game options panel allows you to bind a key to the 'Stow/Draw Weapons' command).
Strength relative to rarity[edit]
For the same level requirement, strength improves with the grade of weapon rarity.
Rarity | Strength (level 80 sword stats used for comparison) | Increase (above prior rarity) | Attributes (Berserker) | Increase (above prior rarity) |
---|---|---|---|---|
Basic | 551 – 609 | n/a | 54 Power, 52 Precision, 52 Ferocity | n/a |
Fine | 690 – 762 | 25% | 91 Power, 65 Precision, 65 Ferocity | 40% |
Masterwork | 745 – 823 | 8% | 98 Power, 70 Precision, 70 Ferocity | 7.7% |
Rare | 802 – 886 | 7.65% | 106 Power, 75 Precision, 75 Ferocity | 7.5% |
Exotic | 905 – 1000 | 12.85% | 120 Power, 85 Precision, 85 Ferocity | 13.3% |
Ascended | 950 – 1050 | 5% | 125 Power, 90 Precision, 90 Ferocity | 5.2% |
Legendary | 950 – 1050 | 0% | 125 Power, 90 Precision, 90 Ferocity | 0% |
Acquisition[edit]
Weapons can be acquired in several different ways:
- Starting equipment.
- Purchased from a vendor.
- Purchased from the Trading Post.
- Crafted through the disciplines of weaponsmith, huntsman, and artificer.
- Crafted through the Mystic Forge.
- Looted from a monster or a chest.
- Reward from completing parts of your personal 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.
- See also: Equipment acquisition by stats
Customization[edit]
Color[edit]
Weapons cannot be dyed.
Skins[edit]
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.
Weapon skins can be transmuted to alter their original appearance.
Upgrades[edit]
Sigils are the basic upgrade components for weapons. Infusions can be applied to ascended weapons too.
Bundles[edit]
A bundle, also known as environmental weapons, (such as a Boulder) can be obtained while adventuring by either picking them up off the ground or given to you by an npc. When equipped they suppress the normal weapon sets of the character in favor of their own special skills. Bundles are either one use only, have a time limit, or have a limited number of uses before they are destroyed. Dropping the bundle (either with your Drop Bundle key or with a skill the weapon comes with) will return you to your normal skill set.
Weapon usability by professions[edit]
Weapon | Guardian | Revenant | Warrior | Engineer | Ranger | Thief | Elementalist | Mesmer | Necromancer | Users | |
---|---|---|---|---|---|---|---|---|---|---|---|
One-handed | Axe | 0 | 01 | 11 | 00 | 11 | 00 | 00 | 0 | 10 | 4+2 |
Dagger | 00 | 00 | 00 | 1 | 11 | 11 | 00 | 11 | 4+1 | ||
Mace | 10 | 10 | 11 | 00 | 00 | 00 | 00 | 00 | 00 | 3 | |
Pistol | 00 | 00 | 00 | 11 | 00 | 11 | 00 | 01 | 00 | 3 | |
Sword | 10 | 11 | 11 | 0 | 10 | 10 | 0 | 11 | 00 | 6+2 | |
Main hand only | Scepter | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 4 |
Off-hand only | Focus | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 4 |
Shield | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 3+2 | |||
Torch | 1 | 0 | 0 | 1 | 0 | 0 | 1 | 3+2 | |||
Warhorn | 0 | 0 | 1 | 0 | 1 | 0 | 0 | 1 | 3+1 | ||
Two-handed | Greatsword | 1 | 0 | 1 | 0 | 1 | 0 | 0 | 1 | 4+1 | |
Hammer | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 3+1 | ||
Longbow | 0 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 2+1 | ||
Rifle | 0 | 0 | 1 | 1 | 0 | 0 | 0 | 0 | 2+1 | ||
Short bow | 0 | 0 | 0 | 1 | 1 | 0 | 0 | 0 | 2+1 | ||
Staff | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 5+2 | |||
Aquatic | Harpoon gun | 0 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 4 |
Spear | 1 | 1 | 1 | 0 | 1 | 1 | 0 | 1 | 1 | 7 | |
Trident | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 5 | |
Available sets | 2 | 2 | 2 | 21 | 2 | 2 | 21 | 2 | 2 | ||
Number of usable weapons | 11+2 | 7+2 | 11+2 | 4+2 | 10+1 | 6+2 | 5+2 | 9+2 | 8+2 | ||
Number of weapon skills 2 | 40+8 | 30+7 | 49+7 | 17+8(52) | 39+8 | 37+10[40] | 80+50(105) | 34+12 | 30+7(35) | ||
Possible combinations | 14 (18) | 8 (11) | 21 (33) | 4 (7) | 13 (18) | 9 (11) | 6 (10) | 12 (18) | 12 (16) |
- 11 The profession can use this one-handed weapon in either hand or both hands simultaneously.
- 10 The profession can only use this one-handed weapon in the main hand.
- 01 The profession can only use this one-handed weapon in the off hand.
- 1 The profession can use this main hand only, off-hand only, two-handed, or aquatic weapon.
- 0 and 00 The profession cannot use this weapon.
- Elite specialization icon: This specialization must be equipped to use this weapon.
- 1 Since December 13th, 2019, elementalists and engineers were granted the ability to swap weapons while out of combat.
- 2Chains and sequence skills are counted as one skill. The number in () includes Engineering Kit, Conjure, Death Shroud skills respectively. The number in [] includes dual wield skills with no off-hand equipped.
- Possible combinations show core first, then total including all elites in ().
Notes[edit]
- Weapons will 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 large when wielded by an asura.
- It's not necessary to have three of the same weapon to have a weapon set with dual wielded weapons and another with one of those weapons. It is possible to simply equip the different weapon alone along an empty slot in the other weapon set, and the game will not swap the weapon with the empty slot, only the other one.
See also[edit]
The Guild Wars Wiki has an article on Weapon. |
- Guild Wars 2 Quick Reference Card contains a weapons usability table
- One-handed
- Axe • Dagger • Mace • Pistol • Sword
- Main-hand only
- Scepter
- Off-hand only
- Focus • Shield • Torch • Warhorn
- Two-handed
- Greatsword • Hammer • Longbow • Rifle • Short bow • Staff
- Aquatic
- Harpoon gun • Spear • Trident
- Other
- Bundles
Asura armor gallery | |||
---|---|---|---|
Female | Light | Medium | Heavy |
Male | Light | Medium | Heavy |
Charr armor gallery | |||
---|---|---|---|
Female | Light | Medium | Heavy |
Male | Light | Medium | Heavy |
Human armor gallery | |||
---|---|---|---|
Female | Light | Medium | Heavy |
Male | Light | Medium | Heavy |
Norn armor gallery | |||
---|---|---|---|
Female | Light | Medium | Heavy |
Male | Light | Medium | Heavy |
Sylvari armor gallery | |||
---|---|---|---|
Female | Light | Medium | Heavy |
Male | Light | Medium | Heavy |
Armor is equipment that is worn to provide defense against direct damage in combat and to provide attribute bonuses. Armor provides no protection against conditions. Armor is divided into three armor classes, which correspond to the three profession types; scholars wear light armor, adventurers wear medium armor, and soldiers wear heavy armor. Most armor is part of an armor set.
- 3Appearance
- 6Upgrade slot
Acquisition[edit]
The method of acquisition of armor varies depending on the type of armor. All players are given a set of starting armor when they create a character. Beyond that, some common methods of acquisition are:
- Dropped by foes as loot
- Purchased from an NPC such as Armorsmiths, Renown Hearts, etc...
- Crafting armor as an armorsmith, leatherworker, or tailor
- Purchased from other players via the Trading Post
- As a reward for completing certain steps of your personal story
- As a reward for completing some Collections
- As a reward for completing some Living World episodes
Armor slots[edit]
There are six standard slots for armor, covering the head, shoulders, chest, hands, legs, and feet. There are also the breathing apparatus, which replaces headgear when the player enters underwater mode. Some armor slots are referred to by two different names, one used by the hero panel and one used by the Trading Post.
Slot | Hero Panel | Trading Post |
---|---|---|
Head | Headgear | Helm |
Shoulders | Shoulders | Shoulders |
Chest | Chest | Coat |
Hands | Gloves | Gloves |
Legs | Leggings | Leggings |
Feet | Boots | Boots |
Breathing Apparatus | Aquatic Headgear | Aquatic Helm |
Appearance[edit]
Armor set[edit]
- Primary article: Armor set
An armor set is a group of armor pieces that are designed to go together and which have a common appearance, name, and method of acquisition. Most pieces of armor are part of an armor set that has an appearance unique to that armor set. Sometimes, however, a piece of armor can be part of an armor set, but have a skin that is not unique to that armor set. An example of this is Yakkington's Helm. It is part of the armor set Yakkington's armor as but it uses the skin for Scallywag armor. In cases such as this, the item name indicates its armor set, and the skin name used in the wardrobe indicates its skin set.
The counterpart to armor sets is standalone armor: these are unique skins (such as Fanatic's Mantle) or slots (such as breathing apparatus) which are never found as part of a set.
Skins[edit]
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The skin of a piece of armor is separate from the stats, and can be changed. Players can do this using the wardrobe. Any unlocked armor skin can be selected in the wardrobe, which will apply that skin to the piece of armor the player is currently wearing in the same slot. At first this is only a preview, and players can then apply the changes by clicking the 'apply' button. Doing this will cost Transmutation Charges, one charge for every slot that is changed. Transmutation Charges can be obtained from the Gem Store, Black Lion Chests, or map completion.
There are also skin items, a consumable item that can be used to apply that skin to a piece of armor for free. Skin items are most commonly encountered as rewards for Living World participation, from the Gem Store, and from the Armor Master in WvW. Skin items are single use, and when they are used, they will apply the skin and also unlock the skin in the player's wardrobe for later use. Once unlocked, applying the skin via the wardrobe will cost a Transmutation Charge as usual. If the skin item can be obtained more than once, re-obtaining the skin will allow for another free use. Some skins, such as Heritage armor skins, can be applied for free even when using the wardrobe.
Dye[edit]
- Primary article: Dye
Players can use dyes to change the color of their armor. Each piece of armor has one to four dye channels, or different areas that can be dyed. If a piece of armor has just one dye channel, the entire piece can only be colored one color. If there are three channels, it can be three different colors, with each color confined to a specific area. Dyes can also be removed using the dye remover, which will color the set of armor its default color. Once a piece of armor is dyed, the dye scheme is remembered and will be retained if it is taken off and put back on.
Defense rating[edit]
The defense rating of armor is based on the armor class, armor type, level, and rarity of the armor. The following table indicates defense ratings for level 80 armor
Armor Piece | Basic | Fine | Masterwork | Rare | Exotic | Ascended | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | |
Headgear | 44 | 59 | 73 | 55 | 74 | 92 | 60 | 80 | 100 | 65 | 86 | 107 | 73 | 97 | 121 | 77 | 102 | 127 |
Shoulders | 44 | 59 | 73 | 55 | 74 | 92 | 60 | 80 | 100 | 65 | 86 | 107 | 73 | 97 | 121 | 77 | 102 | 127 |
Chest | 190 | 205 | 219 | 238 | 257 | 275 | 258 | 278 | 298 | 278 | 299 | 321 | 314 | 338 | 363 | 330 | 355 | 381 |
Gloves | 81 | 95 | 110 | 101 | 119 | 138 | 109 | 129 | 149 | 118 | 139 | 161 | 133 | 157 | 182 | 140 | 165 | 191 |
Leggings | 117 | 132 | 146 | 147 | 165 | 184 | 159 | 179 | 199 | 171 | 193 | 214 | 194 | 218 | 242 | 203 | 229 | 254 |
Boots | 81 | 95 | 110 | 101 | 119 | 138 | 109 | 129 | 149 | 118 | 139 | 161 | 133 | 157 | 182 | 140 | 165 | 191 |
Totals | Basic | Fine | Masterwork | Rare | Exotic | Ascended | ||||||||||||
Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | Light | Medium | Heavy | |
557 | 645 | 731 | 697 | 808 | 919 | 755 | 875 | 995 | 815 | 942 | 1071 | 920 | 1064 | 1211 | 967 | 1118 | 1271 |
Attributes[edit]
- Primary article: Attribute
In addition to defense, armor also provides bonuses to attributes. The value of this bonus depends on the level, slot, and rarity only. Different armor weights do not offer different attribute bonuses like they do defense ratings. The attribute bonuses given depends on the prefix of the armor. Some prefixes have both a major and one or more minor bonuses. Quadruple-attribute armor was introduced with Heart of Thorns, and are available only as level 80 exotic and ascended varieties. Celestial (or septuple-attribute) armor is also available only as level 80 exotic and ascended, and offers a smaller, identical bonuses to the original (i.e. pre-Heart of Thorns) seven attributes.
The following tables indicate attribute bonus values for triple-, quadruple-, and Celestial level 80 armor:
- Triple-Attribute bonuses
Equipment Slot | Basic | Fine | Masterwork | Rare | Exotic | Ascended | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Major | Minor | Major | Minor | Major | Minor | Major | Minor | Major | Minor | Major | Minor | |
Headgear | 36 | 26 | 45 | 32 | 49 | 35 | 53 | 38 | 60 | 43 | 63 | 45 |
Shoulders | 27 | 19 | 34 | 24 | 37 | 26 | 40 | 28 | 45 | 32 | 47 | 34 |
Chest | 81 | 58 | 102 | 73 | 110 | 79 | 119 | 85 | 134 | 96 | 141 | 101 |
Gloves | 27 | 19 | 34 | 24 | 37 | 26 | 40 | 28 | 45 | 32 | 47 | 34 |
Leggings | 54 | 39 | 68 | 48 | 73 | 52 | 79 | 57 | 90 | 64 | 94 | 67 |
Boots | 27 | 19 | 34 | 24 | 37 | 26 | 40 | 28 | 45 | 32 | 47 | 34 |
Totals | Basic | Fine | Masterwork | Rare | Exotic | Ascended | ||||||
Major | Minor | Major | Minor | Major | Minor | Major | Minor | Major | Minor | Major | Minor | |
252 | 180 | 317 | 225 | 343 | 244 | 371 | 264 | 419 | 299 | 439 | 315 |
- Quadruple-Attribute and Celestial bonuses
Equipment Slot | Exotic | Ascended | ||||
---|---|---|---|---|---|---|
Major | Minor | Celestial | Major | Minor | Celestial | |
Headgear | 51 | 28 | 28 | 54 | 30 | 30 |
Shoulders | 38 | 21 | 21 | 40 | 22 | 22 |
Chest | 115 | 63 | 63 | 121 | 67 | 67 |
Gloves | 38 | 21 | 21 | 40 | 22 | 22 |
Leggings | 77 | 42 | 42 | 81 | 44 | 44 |
Boots | 38 | 21 | 21 | 40 | 22 | 22 |
Totals | Exotic | Ascended | ||||
Major | Minor | Celestial | Major | Minor | Celestial | |
357 | 196 | 196 | 376 | 207 | 207 |
Upgrade slot[edit]
Every piece of armor comes with an upgrade slot where an upgrade component can be placed. Upgrade components provide attribute bonuses and other effects. The upgrade components that can be placed in armor are runes and universal upgrades. Only one upgrade component can be in an upgrade slot, and applying a new upgrade component will destroy the previous upgrade component. When armor is salvaged, players have a chance to get the upgrade component back instead of destroying it. The probability of this depends on the quality of the kit used, and ranges from 5% with a Crude Salvage Kit to 100% with a Black Lion Salvage Kit
Runes[edit]
- Primary article: Rune
Runes are a type of upgrade component that can only be applied to armor, including breathing apparatuses, but not back pieces. Runes have tiered bonuses that increase for each of the same type of rune equipped. Minor runes have two tiers of bonuses, major runes have 4 tiers, and superior runes have six tiers. The bonuses are not only to attributes, but can also have special effects. A limitation of runes is that equipping more runes than the rune has tiers will not give any additional bonuses.
Universal upgrade[edit]
- Primary article: Universal upgrade
Universal upgrades can be placed in armor, weapons, and trinkets. Universal upgrades only provide attribute bonuses in combinations that match established prefixes. Gemstones are the most commonly used universal upgrade.
Gw2 Back Items
Damage[edit]
Whenever a player character is defeated (with certain exceptions), a random piece of armor is damaged. This is indicated by a yellow shield over the item icon in the equipment tab of the Hero panel. Back items are included as armor for this mechanic, as are Breathing apparatuses during underwater combat. Armor being damaged does not affect its performance, however once all pieces of armor are damaged, any additional defeats will result in a random piece of armor being broken. This is indicated by a broken red shield over the item icon and the armor piece being no longer visible on the character. Broken armor does not provide any defense or bonuses, but upgrade components continue to provide their normal effects. Damaged and broken armor can be repaired at an NPC that provides repair services, indicated by a broken shield icon.
Concept art[edit]
Armor lists[edit]
See also[edit]
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Armor | ||
---|---|---|
Light armor | Medium armor | Heavy armor |
Asura (female•male) | Asura (female•male) | Asura (female•male) |