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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 three interface options: Equipment, Wardrobe, and Dyes. Selecting the Equipment option brings up the interface shown in the thumbnail at right: [screenshots forthcoming]

1. Inventory pane  
Shows all equipment and upgrade components currently held in the character's inventory. These items are not equipped.
2. Armor  
A slot for each of the six armor types, from top to bottom: helm, shoulders, chest, gloves, leggings, and boots.
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 has at least one slot for a specific type of infusion.

  • Armor items have one Defensive infusion slot.
  • Weapons have one Offensive infusion slot; two-handed weapons have two slots.
  • Trinkets and back items have one Defensive, Offensive, or Utility infusion slot.
  • Infused equipment (only rings and back items) and attuned equipment (only rings) also have an Agony infusion slot. Attuned, infused rings have two Agony infusion slots.

Only an infusion of the same type can be attached to an infusion slot, with the exception of Versatile (Omni) infusions, which can be attached to any infusion slot except for Agony 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 (Major bonuses) and two minor attributes (Minor)
    • Quadruple attribute equipment has two major attributes (Medium) and two small, minor attributes (Small)
    • Celestial equipment evenly spreads across attributes (except concentration and expertise), resulting in small bonuses (Small)
    • 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 is not included because no basic-quality trinkets or jewels exist.
    • CFine rarity is included even though there are no fine-quality jewels.
  • 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.
  • Non-utility 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 14 infusions can be worn at a time (2 on weapons, 6 on armor, 5 on trinkets, and 1 on back item) for a total bonus of +70.
    • However, unless all 14 infusions are the same type of Omni infusion, this bonus must be split between at least two attributes, because weapons can only use Offensive infusions while armor can only use Defensive infusions.
  • The table does not account for any bonuses from runes or sigils, since they have a wide variety of possible effects.
Equipment type Ascended Exotic Rare Masterwork Fine
Major Minor Medium Small Major Minor Medium Small Major Minor Major Minor Major Minor
One-handed (x2) 125 90 108 59 120 85 102 56 79 56 73 52 68 48
Two-handed 251 179 215 118 239 171 205 113 158 113 147 105 135 97
Chest 141 101 121 67 134 96 115 63 89 64 82 59 76 54
Legs 94 67 81 44 90 64 77 42 59 42 55 39 51 36
Head 63 45 54 30 60 43 51 28 40 28 37 26 34 24
Shoulders 47 34 40 22 45 32 38 21 30 21 27 20 25 18
Gloves 47 34 40 22 45 32 38 21 30 21 27 20 25 18
Boots 47 34 40 22 45 32 38 21 30 21 27 20 25 18
Total armor 439 315 376 207 419 299 357 196 278 197 255 184 237 168
Trinkets, back item, and upgrade components
Amulet 157 108 133 71 120 85 102 56 79 56 73 52 68 48
Ring (x2) 126 85 106 56 90 64 77 42 59 42 55 39 51 36
Accessory (x2) 110 74 92 49 75 53 64 35 49 35 46 33 43 31
Back item 63 40 52 27 30 21 14 20 14 18 13 - -
Jewel (x6) - - - - 25 15 20 12/10[1] 20 14 18 12 - -
Total trinkets 692 466 581 308 630 430 296 435 308 401 295 256 182
All equipment (x2 one-handed weapons)
Grand total 1381 961 1172 633 1289 899 604 871 617 802 583 626 416
  1. ^ +12 on the 7-attribute Exquisite Charged Quartz Jewel, but only +10 on the 4-attribute jewels. "Total" rows are calculated based on +12.

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 and infused equipment.

  • A standard Defensive, Offensive, or Omni infusion that normally only grants +5 to a regular attribute can be upgraded in the Mystic Forge to gain an additional +5 Agony Resistance. These upgraded infusions can be attached to any equipment with the appropriate type of infusion slot.
    • Up to 14 upgraded infusions can be worn at a time for a maximum of +70 Agony Resistance from ordinary infusions.
  • Ascended rings and back items can be upgraded in the Mystic Forge to an "Infused" version that gains an Agony-type infusion slot, to which an Agony Infusion can be attached.
    • Agony Infusions can be upgraded indefinitely, albeit at an exponential increase in cost, thus there is theoretically no maximum to Agony Resistance.