World versus World
- This article is about the game mechanic. For the achievements category, see World vs World (achievements).
World versus World (also known as WvW) is a Player versus Player game mode where players from three different servers, or worlds, battle in the Mists. It features open-world combat on five large maps with up to several hundreds of players per map. In World versus World, players can besiege structures such as Keeps and Towers with siege weapons, and battle over resources, to win rewards for their world and World Experience for themselves.
 Getting there
There are two ways to get into WvW:
- Open the World vs. World panel (default ), then at the top select which world you wish to enter.
- Asura gates in Vigil Keep in Gendarran Fields lead to each WvW map.
WvW is designed to accommodate players that would not normally participate in PvP. For instance, the high player limit means that a new player can get involved without immediately feeling pressured to contribute. In addition, objectives are available for a variety of group sizes, so players don't need to be members of dedicated guilds in order to be productive. There are also PvE objectives in the world such as skill challenges, events and jumping puzzles.
Player limits are based on the server resources being used. If too many players try to log onto a map, additional players will be placed in a queue (and can continue playing on other maps, including other WvW maps). The limit number is split equally among all three worlds.
WvW is accessible to characters immediately after the tutorial instance and players joining WvW will have their level and attributes dynamically adjusted to level 80. Skills, traits, experience and equipment can be obtained within WvW, so character progression can be done without ever needing to switch to PvE. Each character on an account has separate progress via World Experience, which can be used to unlock beneficial WvW-specific traits.
Players may leave or join WvW at any time with only a few restrictions:
- Players who are idle for a certain amount of time will be automatically removed from WvW, but can rejoin at any time.
- Players who attempt to join a map that is full can queue for a space while joining one of the other maps in the meantime.
 War score
WvW matches take place across four maps each containing four different types of structures. Every 15 minutes, the structures controlled by each world are totalled and added to that world's cumulative score. The aim of WvW is to achieve a higher war score than the opposing worlds by the end of a week of battle. The following table shows the types of structures, their distribution on the maps, and how many points each of them is worth.
| Resource camps
| Stonemist Castle|
|Green Borderlands (1st)||6||4||3||0|
|Blue Borderlands (2nd)||6||4||3||0|
|Red Borderlands (3rd)||6||4||3||0|
For example, if a world owns six resource camps (30 points), eight towers (80 points) and four keeps (100 points), 210 points will be added to their war score every 15 minutes. At the beginning of each one-week battle, many of these objectives are neutral and must be captured.capture points marked by a flag. These are guarded by solitary Veteran Guards called sentries. Immediately when the point is captured the war score of the claiming world is increased by one. 
When a world holds the bloodlust buff, finishing an opponent will increase the world score by 1.
Depending on the type of objective, there are a number of obstacles that must be overcome before it can be captured. The following table lists the defenses that each objective type possesses:
|Resource camp||Tower||Keep||Stonemist Castle|
To capture a structure the Lord has to be defeated. The Lord is at the center of the structure, in case of Towers and Keeps, inside the walls. In these cases, the only way to attack the Lord is to bring down the walls or gates first. Mesmers can portal players past walls, but there has to be a breach for the mesmer to enter in the first place. After defeating the Lord of the structure, a capture circle will appear. Alive or downed enemy players (that are not invulnerable nor invisible) or NPCs inside the capture circle prevent capping.
Structures can be upgraded to make them even harder to capture.
 Siege weapons
- Primary article: Siege weapon
Siege weapons are environmental weapons that can be built to accomplish a particular purpose. For instance, arrow carts and cannons are very effective against clustered enemies, ballista at destroying enemy siege equipment, and trebuchets for breaking down doors and walls.
Player damage is severely limited against doors, and zero against walls. Therefore siege weapons are an integral part of capturing a walled objective. With the exception of the siege golem, all siege weapons are stationary and cannot be moved.
To create a siege weapon, a player must create a build site by using a blueprint at the desired location. The weapon is constructed after it receives enough supply from players. Operation of the weapon is on a first-come/first-served basis. However, the player who placed the blueprint has priority, even if someone else is already using the weapon -- they can remove other players from any siege weapon except for golems.
Certain siege weapons can be acquired through structure upgrades. These siege weapons do not require blueprints.
 Spawn points
Spawn points are waypoints on each of the battlegrounds. There are two types of spawn points; those which provide permanent access and those within objectives.
Each World versus World map includes three permanent waypoints, one for each team, to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by other worlds and are housed in structures protected by Legendary Defenders. Each spawn point includes a set of NPCs where players may repair their armor, sell loot or buy blueprints. There are also several paths out of a spawn location. It is impossible to camp a spawn, as every NPC and player in the spawn point area is invulnerable.
Other waypoints are within objectives and can be added through structure upgrades. These waypoints are to provide fast travel, thus allowing easier access across the map. A waypoint cannot be used if the objective it is housed in is under attack.
 Enemy players
Killing an enemy player in WvW will result in experience and loot. Loot often includes Badges of Honor but is otherwise randomly generated; the defeated player does not actually lose anything through being defeated, but they still take durability damage as with any other death. Killing other players also contributes to a player's monthly achievement goals. As a result, combat will usually occur when attacking or defending an objective.
The names of players from other worlds are not shown. Instead, they appear as "<world> <rank>". For instance, a player from the Darkhaven world at World Experience Rank 3 will be "Darkhaven Invader". Guild tags are still shown, appended to their name.
Supply is a special resource in WvW used for the following:
- Constructing siege weapons.
- Repairing the doors and walls of towers, keeps and Stonemist Castle.
- Purchasing structure upgrades from a Quartermaster.
Each tower, keep and castle has a stockpile of supply that is replenished by supply caravans delivering from resource camps. Stockpiled supply can be collected by players, each of whom may carry a maximum of 10 units (15 through Art of War). Supplies do not show up in your inventory, but you can see the number of supplies you carry at the top of your screen in WvW.
A stockpile of supply will allow defenders to keep their doors and walls repaired or to build defensive siege weapons. Similarly, attackers need supply to construct their offensive siege weapons. Supply is therefore the basic resource around which WvW revolves.
 Guild claiming
Whenever an objective is captured, any guild may claim it. A claimed objective will display its guild's banner and benefit from any Art of War upgrades. Guilds can claim only one objective per map. A guild cannot claim an objective while the respective guild claiming NPC is under the effects of Righteous Indignation, unless this guild formed the majority of players taking over this objective.
- Guild Fortified Power Increase — Power Increased by 40
- Guild Fortified Precision Increase — Precision Increased by 40
- Guild Fortified Toughness Increase — Toughness Increased by 40
- Guild Fortified Vitality Increase — Vitality Increased by 40
- Guild Fortified Fortitude — Maximum health increased by 10%
- Guild Fortified Healing Increase — Healing skills are more[sic] 10% more effective.
- Guild Fortified Quickness — Movement speed increased by 5%
- Guild Fortified Transporter — Allies Supply Capacity Increased by 5
- Guild Fortified Salvage — Rare loot chance increased by 10%
- Guild Fortified Training — Experience from kills increased by 10%
When a team owns no defensible objectives (Tower, Keep, Castle) on a map for a full tick, it will be offered a breakout event. The events are started by champion-grade charr NPCs with the surnames of Siegecrusher or Siegerazer located near the spawn point. After ten players gather near them, everyone will receive 10 supply and they will then proceed to the nearest tower. Once there, a pair of capture zones appear. If the attacking team can hold these for a short duration, the NPC places partially-built arrow carts, ballistae, and catapults in the area, each with a protective bubble that protects them and allies inside from damage for two minutes. Once the gate is down, the NPC will join in the charge to capture the tower. A supply dolyak also joins the event, and should it survive until the tower is captured, it will add 100 supply to the tower.
Starting a breakout event towards a structure that is already owned (e.g. when the players take the structure first, without using the breakout event), causes the NPC to walk towards the tower. Once there, no capture zones will appear, the NPC will simply add supply to the already owned tower.
 Map-specific mechanics
 Eternal Battlegrounds' mercenaries
Three groups of NPC mercenaries are present in the Eternal Battlegrounds:
Helping out the mercenaries by completing a dynamic event to earn their loyalty will result in them joining your world's side. E.g. saving Orgath Uplands from hostile harpies will result in Ogres joining your cause; thus, attacking, capturing, and reinforcing nearby supply camps.
 Borderlands' Ruins of Power
- Primary article: Ruins of Power
Around the center of each Borderlands map lies five Ruins of Power. Any world that can capture and hold three of the five ruins for two minutes will earn one rank of Borderlands Bloodlust. However, these capture points will slowly decapture if left unguarded.
- Bauer's Estate
- Orchard Overlook
- Battle's Hollow
- Carver's Ascent
- Temple of Lost Prayers
Killing players and guards will award you with World Experience and possibly a bag of loot, spawned at your location. These bags contain random items including Badges of Honor. In addition, gaining ranks of World Experience rewards a chest containing Badges, coin, and an item. Specific rewards may be obtained by exchanging Badges of Honor to NPCs located in the WvW maps.
Power of the Mists is awarded to players in PvE and WvW based on the war score of their home world. It includes bonuses to health, gathering and crafting among others. A player will receive the bonuses of their home world even when guesting on other worlds.
|Event Type||Exp Bar||Coin||Experience||Karma|
|Event Type||Exp Bar||Coin||Experience||WXP||Karma|
|EB Dredge||5.3%||1 96||13,336||150||340|
|EB Ogres||5.3%||1 96||13,336||150||340|
|EB Hyleks||5.3%||1 96||13,336||150||340|
 Matching of worlds
Worlds in WvW are matched up based on their ranking using a modified Glicko rating, so that high-ranked worlds will battle other high-ranked worlds, and low-ranked worlds will battle other low-ranked worlds. This attempts to ensure that every world has a fair chance of winning matches despite differing levels of player participation or skill.
 Jumping puzzles
Each map contains a jumping puzzle; the Mistwrought Vault in the north-west of each borderlands, and the Obsidian Sanctum in the eternal battlegrounds, accessible from the WvW menu. The Mistwrought Vault is achievable each day on each of the maps. Completing one does not deny rewards for the other two. At the end of each of the four puzzles is a chest that rewards some equipment, siege blueprints and badges of honour, as well as the associated achievement from completing it. They are also notably difficult to complete because they are shared across the competing worlds, forcing players to encounter hostile players while trying to navigate the puzzle.
WvW battles generally fall into a spectrum between one-on-one combat and zergs.
- Primary article: Zerg
In most WvW, there is some form of zerg where large numbers of players congregate to capture objectives. Zergs are usually led by 1 or more commanders. This allows friendly players who are not part of the zerg to know the current position of the zerg.
The role of an individual player in a zerg is not clearly defined; however, they tend to follow standard RPG archetypes:
- Front-line / Tank
The combat among zergs can also be divided into open field and wall fighting, where the latter describes the situation of one team fighting from the top of the walls of a tower, keep or castle. Front-line role occurs in open area combat. It is usually filled by tank professions such as Guardian or Warrior. They can push the line or flank the enemy zerg in an open area fight. In the case of wall fighting, front-line role is at a minimal.
- Primary article: Roamer
Roamers are usually individuals or very small groups that go behind enemy lines to achieve objectives that would normally be impractical or impossible for a zerg. They include:
- Killing or deterring enemy stragglers and reinforcements
- Defending and destroying supply caravans
- Capturing enemy camps
- Tagging - Attacking an enemy keep such that its Waypoint becomes contested
- Providing intel about enemy zerg size and position
- Creating diversion for enemy zerg
Roamers generally require high survivability and escapability.
 Weekly WvW reset
The North American WvW matchups reset every Friday at 5:00 PM PST, which is 01:00 UTC Saturday, and the European matchup reset at 18:00 UTC.
At reset players will see a dialog that shows the end score and it states at which position your server is. After a short while they will receive a warning in yellow text that states reset is in motion and they will be sent to Lion's Arch. Approximately 15-20 minutes later, players will be able to enter WvW again.
- The amount of points awarded for holding Stonemist Castle was reduced from 50 to 35 points in the September 14th, 2012 update. This was done because Stonemist became easier to capture, because the Legendary Castle Lord was moved to the lower floor (the initial placement of the Castle Lord on the second floor resulted in abuse of Arrow Carts, firing from other floors into the lord room).
- Orbs of Power were removed in the November 1st, 2012 update.
- Before April 17th, 2013, WvW matches reset on Saturdays at 00:00 UTC.
- The inspiration for World versus World came from Dark Age of Camelot's realm vs. realm battles.
- World versus World is referred to as the Mist War and Battle for the Mists by in-game NPCs.
- ^ https://forum-en.guildwars2.com/forum/pvp/wuvwuv/Arenanet-willing-to-share-WvW-details
- ^ What’s New in the Final Guild Wars 2 Beta Weekend Event, ArenaNet blog
- ^ IncGamers’ Guild Wars 2 Interview - Part 2, IncGamers
- ^ Mike Ferguson, I’m a Guild Wars 2 Developer. AMA about the next Beta Weekend. Reddit
- ^ Mike Ferguson on Guild Wars 2 World vs. World ArenaNet Blog