Damage type is a game mechanic for weapons and attacks. Each weapon has a default damage type determined by its weapon skin (or, rarely, assigned directly to the weapon), and this type can be overridden by attacks from weapon skills that use that weapon. Bundles also generally override equipped weapons. Damage types are currently purely cosmetic effects and have no impact on actual combat mechanics.
With the release of Heart of Thorns, weapons with non-physical damage types are now displayed on the weapon itself.
There are five damage types (not to be confused with the three damage types listed at Damage):
- Physical: Most weapons have a base damage type of Physical. This includes weapon skins that appear to incorporate elemental types but do not list a damage type, like Mjölnir, Cobalt, or Jormag's Breath.
- Fire: Creatures that die to a fire attack will collapse in a flaming heap. This damage type is unrelated to Burning. Fire is the default type for the Fiery Dragon Sword, Rodgort, The Predator, Incinerator, Luminous weapon skins, and Forged weapon skins.
- Ice: Creatures that die to an ice attack will go pale and stiff before collapsing. Ice is the default type for Frostfang, Astralaria and Wintergreen weapons.
- Lightning: Creatures that die to a Lightning attack will stiffen and tremble before collapsing. Lightning is the default type for Bolt, Meteorlogicus, and Soul Conductor.
- Choking: Creatures that die to a Choking attack will go through a choking animation (usually clutching at their throats, or stiffening like ice damage above). The Cure, Heart of Thorns exotic weapons and Forged weapons have this as default (on the exotic weapon itself, not the skin), and it is prevalent in Necromancer skills.
- In the original Guild Wars, damage types affect game play, increasing or decreasing damage dealt to targets depending on the armor rating to the damage type.