Equipment pieces are special items which can be wielded and worn by the character. There are several different types of equipment, each with a special slot allocated to it on the hero panel which accepts only that type of equipment. Equipment can be dragged and dropped within the hero panel to the corresponding slot to equip it. Alternatively, the player can use the right click menu on a piece of equipment in the inventory. Equipment can only be changed out of combat.
A piece of equipment can be compared with the piece being currently worn by mousing over the new equipment icon in the inventory, when it is looted or on the hero panel. This brings up the information for both pieces of equipment with better item statistics shown in green and worse statistics shown in red.
Equipment can have stats transferred from one item to another through transmutation.
 Equipment types
There are several broad categories of equipment.
- There are six slots for armor; head, shoulders, chest, arms, legs, and feet.
- Town clothing
- There are five slots for town clothing; head, chest, arms, legs, and feet.
- Depending on the profession of the character there are either one or two main-hand and off-hand weapon slot pairs.
- Underwater equipment
- There is a slot for a breathing apparatus and one or two slots for aquatic weapons.
- Gathering tool
- There are three slots for equipment used to harvest items from the world; harvesting sickle, logging axe, and mining pick.
 Attribute bonuses
Armor, weapons, and trinkets confer a bonus to the character's primary and/or secondary attributes. The number and magnitude of these bonuses depend on the level, rarity, and type of the equipment.
With a few exceptions, an item can have one major bonus and two minor bonuses. These bonuses scale with the item's level via a quadratic function.
- Power, Precision, Toughness, Vitality, Condition Damage, and Healing Power can appear as major or minor bonuses on all equipment.
- Critical Damage only appears as a minor bonus.
A few attributes appear with fixed values, but they still take up one of the major or minor bonus slots.
- Boon Duration is fixed at 1%, appearing on "Giver's" armor as a minor bonus and on trinkets "of Winter" as a major bonus.
- Condition Duration is fixed at 10%, appearing only on "Giver's" weapons as a major bonus.
 Level 80 attribute values
- Ascended equipment comes with at least one infusion slot ( ). Two-handed ascended weapons have two slots instead of one.
- Infusions usually give a +5 bonus to one of these stats ( ) and an additional +5 Agony Resistance.
- Ascended Armor pieces only have defensive infusion slots.
- Ascended trinkets come with jewel stats already on the item therefore lacking an upgrade slot for jewels.
- Ascended rings and back items can be upgraded via the Mystic Forge to gain an Agony infusion slot, which can have an Agony Infusion added to it, with unlimited values of resistance.
|Agony infusion (x3)||-||-||1+||-||-||-||-||-||-||-||-|
|Total (x2 one-handed weapons)||1157||745||73+||1003||698||871||617||802||583||626||416|
 Comparison of numeric vs. percentage attributes
Power, precision, toughness, vitality, condition damage, and healing power all follow the same pattern of bonuses. Boon duration, condition duration, and critical damage follow different patterns. The table below shows a comparison of the bonuses different attributes receive from a given piece of level 80 exotic equipment:
|Equipment Slot||Condition Duration||Critical Damage||Boon Duration|
|One-handed weapon (x2)||90||64||40||10%||1:9||-||-||5%||1:13||5%||-||-|
|Other Armor (x3)||34||24||15||-||-||-||2%||1:12||2%||-||1%||1:24|
- ^ With the removal of Magic Find Platinum Doubloons now give 4% Boon Duration instead; the new total that can be gained across armor and trinkets is 59% Boon Duration.
- ^ All-Stat or Celestial gear gives a small bonus to power, precision, toughness, vitality, condition damage, healing power, and critical damage.
Notice that the bonuses for the "percentage" attributes are not in proportion to the bonuses the "numeric" attribute receive. For example, Soldier's and Valkyrie's equipment differ only in that one of them raises toughness while the other raises critical damage. If you replace a Soldier's jewel with a Valkyrie's jewel, you lose 15 toughness and gain 3% critical damage (or 1% critical damage for each 5 toughness you gave up). However, if you replace a Soldier's accessory with a Valkyrie's accessory, you lose 40 toughness and still only gain 3% critical damage (roughly 1% critical damage for each 13.3 toughness you gave up).
 Ascended equipment
- Primary article: Ascended equipment
Ascended trinkets have similar attribute distributions to the triple attribute prefixes, but the attribute bonuses for an 'ascended jewel' are automatically included in the base item (this bonus cannot be changed and the 'jewel' cannot be retrieved). Ascended weapons have a regular upgrade slot. With few exceptions, each ascended item also has an infusion slot.
The attributes of the prefix and suffix portions of an ascended item do not necessarily match. Also note that when they do match, the prefix and suffix bonuses are added together in the tooltip. In other words, instead of having separate entries on an amulet for +94 and +32 to a major attribute, there is a single entry for +126.
The percentage-based attribute ratios for ascended trinkets are as follows. Note that due to the limited variety of ascended items, it may not be possible to obtain the same attribute combinations as with non-ascended equipment.
|Equipment Slot||Critical Damage|
|Major||Minor||Jewel Major||Jewel Minor||Major||Minor||Jewel Major||Jewel Minor|
Celestial-type ascended trinkets follow the same attribute pattern as non-ascended.
|Sum of all bonuses over all slots|