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Disambig icon.png "Gear" redirects here. For other uses, see Gear (disambiguation).

Equipment or gear refers to any item which can be wielded or worn by a character. Equipment is managed through the Equipment tab of the hero panel.

Equipment slots[edit]

The Equipment tab of the hero panel opens with a "paper doll" model of the character and, to the left, a set of interface options: Equipment, Wardrobe, Dyes, Outfits, Miniatures, Finishers, Mail Carriers, and Glider Skins. Selecting the Equipment option brings up the following interface (numbered left-to-right, top-to-bottom):

1. Inventory pane  
Shows all equipment, upgrade components, and gathering tools currently held in the character's inventory. These items are not equipped. Items in this list can be filtered by equipment type using the dropdown, and by name via the search field.
2. Armor  
A slot for each of the six armor types, from top to bottom: helm, shoulders, chest, gloves, leggings, and boots. The visibility of helm, shoulders, and gloves may be toggled here.
3. Weapon sets  
Two pairs of main-hand and off-hand weapon slots.
4. Attributes  
The current value of all the character's attributes.
5. Back item and Trinkets 
Six slots for (top row) one back item, two accessories, (bottom) one amulet, and two rings.
6. Tools  
Three slots for a harvesting sickle, a logging axe, and a mining pick.
7. Aquatic  
A slot for a breathing apparatus and two slots for aquatic weapons.
Elementalists and engineers only have one terrestrial and one aquatic weapon set.

Using equipment[edit]

All characters begin the game with a set of starting equipment. This equipment will need to be replaced as your character progresses through the game, and there are many methods for acquiring new equipment: crafting, loot, purchasing from various merchants, or buying it off of the Trading Post.

Equipment can be equipped or unequipped any time that your character is not in combat, and there are several ways to do so. In all cases, if you equip an item when there is already an item in the same slot, the existing item will be returned to your inventory.

  • On the Equipment tab, you can drag and drop items between the inventory pane and their appropriate equipment slot.
  • From either the Equipment tab or the inventory, you can double-click an item to equip it as long as it is usable by your character's profession and/or race.
  • For items in your inventory, you can right-click on them and select the "Equip" option from the shortcut menu.
  • For equipped items, the right-click menu shows options to either unequip the item or to replace it with another item in your inventory.

Equipping a weapon by double-clicking or via the shortcut menu will place them in your currently-wielded weapon set; if you equip a two-handed weapon when you are wielding a main-hand/off-hand set, both main- and off-hand weapons will be returned to your inventory.

Equipping an accessory or ring by double-clicking or via the shortcut menu will first fill any empty slots; if both accessory or ring slots are filled, it will replace the item in the left-hand slot.

Comparing equipment[edit]

Anytime that a tooltip is shown for an item your character can equip, a second tooltip will be shown for the corresponding item that your character currently has equipped. This allows for side-by-side comparison of the two items' statistics:

  • For accessories and rings, both equipped items will be shown.
  • For weapons, the comparison will be against your currently wielded (terrestrial or aquatic) weapon set only. If you are wielding a two-handed weapon, you will not see a comparison for off-hand weapons.

Modifying equipment appearance[edit]

Primary articles: WardrobeDye

Armor, weapons, and back items can have different skins applied to them through the Wardrobe interface of the Equipment tab. Armor can be further modified through the Dye interface.

Upgrading equipment[edit]

Armor, weapons, trinkets, and back items can be upgraded with special types of items for additional benefits.

Tools and outfits cannot be upgraded; the usage of "equipment" within this section should be understood to omit these types of equipment.

Upgrade slot[edit]

Primary article: Upgrade component

Almost all weapons, all armor, and non-Gascended trinkets and back items have at least one standard upgrade slot that can hold an upgrade component; two-handed weapons have two upgrade slots. Some items can be found with an upgrade component already attached. The upgrade component has a level requirement - be sure the target item supports that level.

  • Loot items of Dmasterwork-quality or better almost always come with an upgrade; lesser-quality loot items do not.
  • Crafted trinkets always have an upgrade.
  • Except for a few specialty recipes, crafted armor and weapons do not have upgrades.
  • Renown NPCs typically sell both Cfine and Dmasterwork versions of equipment, and in these cases the masterwork version will have an upgrade.
  • Dungeon merchants sell armor and weapons with attached upgrades.
  • Personal story rewards above a certain level will contain an upgrade.

Applying an upgrade to an item causes it to become soulbound, except for account bound gear, which will remain account bound after upgrading.

Infusion slot[edit]

Primary article: Infusion

All GAscended equipment have at least one slot for infusions. All GAscended amulets have one enrichment slot.

  • Armor items have one infusion slot.
  • Weapons have one infusion slot; two-handed weapons have two infusion slots.
  • Rings, accessories, and back items have one infusion slot.
  • Infused equipment (only rings and back items) have two infusion slots.
  • Attuned equipment (only rings) have two infusion slots.
  • Rings that have been both attuned and infused have three infusion slots.

Attribute bonuses[edit]

See also: Item nomenclatureEquipment acquisition by stats

Armor, weapons, trinkets, and back items confer bonuses to the character's primary and secondary attributes. Most items have one major bonus and up to two minor bonuses; "celestial" items confer a smaller bonus to all attributes. The number and magnitude of these bonuses depend on the level, rarity, and type of the equipment.

A couple attributes appear with fixed values, but they still take up one of the major or minor bonus slots. Both of these are only available on crafted equipment made from snowflakes.

  • Boon Duration.png Boon Duration is fixed at 1%, appearing on level 20 Snowflake trinkets as the sole bonus and on level 80 Giver's armor and Snowflake trinkets as a minor bonus.
    • Boon Duration also appears on Doubloons, but they are non-standard upgrade components with this as the sole bonus.
  • Condition Duration.png Condition Duration is fixed at 10%, appearing on all level Giver's weapons as a major bonus.

Level 80 attribute values[edit]

This table summarizes the attribute bonuses available on level 80 equipment across all equipment types and rarities.

  • FExotic and GAscended attributes can be spread in three manners:
    • Triple attribute equipment has one Major attribute and two Minor attributes.
    • Quadruple attribute equipment has two Major attributes and two Minor attributes.
    • Celestial equipment evenly spreads across seven attributes.
    • For example, an ascended 3-attribute one-handed weapon (top line in the table) has stats 125/90/90. A 4-attribute version of the same weapon has 108/108/59/59. Celestial has 59/59/59/59/59/59/59.
  • BBasic rarity trinkets and jewels do not exist.
  • The values listed for the CFine and DMasterwork jewel slots are those of level 80 universal upgrades. For the ERare jewel slot, jewel values are listed, but universal upgrades could also be used for a slightly different stat distribution.
  • GAscended rarity jewels do not exist, and ascended trinkets and back items do not have an upgrade slot; instead, the equivalent stats of a theoretical ascended-quality jewel are "baked in" to the item and added to its inherent stats.
    • The inherent and jewel stats do not necessarily match to the same nomenclature. For example, Ralena's Band has inherent stats that match the Dire prefix, but the jewel stats match the Rabid prefix, thus the bonuses are spread among four attributes instead of three.
  • Infusions give a +5 bonus to a single attribute. Since they don't follow the standard formats, they don't fit into the table.
    • A total of 18 infusions can be worn at a time (2 on weapons, 6 on armor, 8 on trinkets, and 2 on back item) for a total bonus of +90.
    • Without the Heart of Thorns expansion, only 16 infusions can be worn for a total bonus of +80.
  • The table does not account for any bonuses from runes or sigils, since they have a wide variety of possible effects.
Type Rarity
Ascended Exotic Rare Masterwork Fine Basic
Weapons One-handed (x2) 125 90 108 59 59 120 85 102 56 56 106 75 98 70 91 65 72 52
Two-handed 251 179 215 118 118 239 171 205 113 113 211 151 196 140 181 129 144 103
Total weapons 250 180 216 118 118 240 170 204 112 112 212 150 196 140 182 130 144 104
Armor Chest 141 101 121 67 67 134 96 115 63 63 119 85 110 79 102 73 81 58
Legs 94 67 81 44 44 90 64 77 42 42 79 57 73 52 68 48 54 39
Head 63 45 54 30 30 60 43 51 28 28 53 38 49 35 45 32 36 26
Shoulders 47 34 40 22 22 45 32 38 21 21 40 28 37 26 34 24 27 19
Gloves 47 34 40 22 22 45 32 38 21 21 40 28 37 26 34 24 27 19
Boots 47 34 40 22 22 45 32 38 21 21 40 28 37 26 34 24 27 19
Total armor 439 315 376 207 207 419 299 357 196 196 371 264 343 244 317 225 252 180
Trinkets Amulet 157 108 133 71 72 120 85 102 56 56 106 75 98 70 91 65 - -
Ring (x2) 126 85 106 56 57 90 64 77 42 42 79 57 73 52 68 48 - -
Accessory (x2) 110 74 92 49 50 75 53 64 35 35 66 47 61 44 57 40 - -
Back item 63 40 52 27 28 30 21 - - 14 26 19 24 17 - - - -
Jewel (x6) - - - - - 25 15 20 10 12 21 13 20 14 20 14 - -
Total trinkets 692 466 581 308 314 630 430 504 270 296 548 380 510 363 441 311 - -
Total per attribute 1381 961 1173 633 639 1289 899 1065 578 604 1131 794 1049 747 940 666 396 284
Grand total 3303 3612 4473 3087 3358 [1] 4228 2719 2543 2272 964
  1. ^ Since there is no 4-attribute exotic back item, a 3-attribute exotic back item (30/21/21) has been added to this total for a more practical comparison.

Notice that gear that spreads its bonuses across more attributes gives more total attribute points. As a rough approximation to help give an intuition for the ratios involved, you can think of 3-attribute gear as giving +5/3/3 (11 total), 4-attribute gear as giving +4/4/2/2 (12 total), and celestial gear as giving +2/2/2/2/2/2/2 (14 total, though 15 total would be a bit closer to the truth if you're just comparing totals).

Agony Resistance[edit]

Primary article: Agony Resistance

Agony Resistance is a special attribute that is only available through infusions, infused equipment and attuned equipment.

  • Up to 18 infusions (16 without the Heart of Thorns expansion) can be worn at a time.
  • Agony Infusions can be upgraded indefinitely, albeit at an exponential increase in cost, thus there is theoretically no maximum to Agony Resistance. The maximum required Agony Resistance is 150 to reduce agony damage to 1% while in Fractal difficulty scale 100.