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Chat link format

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In the chat it is possible to insert links to certain elements within the game, like waypoints, points of interest, items and skills. These links are usually entered by clicking an element while holding Ctrl or Shift. The former will immediately insert a link into the current chat channel, while the latter will append it to the current chat line, allowing for further changes.

Internally, these links are represented by a special text command that can be embedded manually. When sending it then in the chat, the client will read out information about the linked element and display it correctly for the current localization. This page describes the format of said chat links.

The creation of such links requires knowledge about the internal identifiers and involves a fair amount of calculation. As such this information is not really useful for the average player trying to link to certain elements within the game. For those purposes, the mentioned method in-game is preferred.


General format

Following the skill template format from the original Guild Wars, the links make use of Base64 to encode its information. A link is enclosed within single square brackets and preceded by an ampersand, for example [&AgEAWgAA] will render a link for the Basic Salvage Kit.


The first byte of a link contains the header. It describes the type of the link:

  1. ^ a b Automatically generated by the client


For most types of code, the header is followed by the ID as a 4-byte little endian integer, then a null byte as terminator.

Coin link

Specifies at least a two byte number in copper Copper coin coins. Amounts in gold Gold coin or silver Silver coin have to be multiplied by 10,000 or 100 respectively.


  • [&AQAAAAA=]Copper coin
  • [&AQEAAAA=]Copper coin
  • [&AdsnAAA=]Gold coin 2 Silver coin 3 Copper coin

Item link

The quantity of items is encoded as a single byte immediately following the header byte, before the item ID.


Transmutation and upgrades

Additional data, such as the item ID of an attached upgrade component or skin can be added by replacing the last byte of the base item.

  • 0x40 – Add upgrade component
  • 0x80 – Apply skin
  • 0xC0 – Add upgrade component and apply skin


  • 02 01 D1 71 00 00 - Dagger - [&AgHRcQAA]
  • 02 01 D6 5F 00 00 - Amber - [&AgHWXwAA]
  • 02 01 D1 71 00 40 D6 5F 00 00 - Dagger upgraded with amber - [&AgHRcQBA1l8AAA==]

Text string

Specifies the two byte internal string identifier and displays the corresponding text in the chat window (sometimes just a chat bubble), highlighted in a color that matches the chat channel. (e.g. gold for guild chat, blue for party chat, etc.)


  • [&AxcnAAA=]Fight what cannot be fought.
  • [&AxgnAAA=]Any secrets you want to share?
  • [&AxknAAA=]Any news?
  • [&AyAnAAA=]Do you need assistance?

See Chat link format/0x03 codes for a list of the documented codes.

Map links

Specifies the two byte internal point of interest (internally landmarks, waypoints, and vistas are deemed as points of interest) identifier.


  • [&BDgAAAA=]Dr. Bleent's Encampment (Id: 56)
  • [&BEgAAAA=] – Desider Atum Waypoint (Id: 72)
  • [&BDkDAAA=] – Caudecus' Estate Waypoint (Id: 825)

See Chat link format/0x04 codes for a list of the documented codes.

Skill links

Specifies the two byte internal skill (including effects, buffs, and abilities) identifier.


Trait links

Specifies the two byte internal trait identifier.



Specifies the two byte internal recipe identifier.



The chat links hint on other linkable data, including templates which actual format is currently still unknown, and possibly not even implemented in the game.

A spreadsheet containing most of the dye IDs can be found here [1].

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