World versus World
Storm castles and conquer territories in World versus World! Enter the Mists through Eternal Battlegrounds asura gates in major cities, or by clicking the castle icon in the top left corner of your screen. Press [B] to see your WvW progress.
— Level 60 and level 80 rewards.
World vs. World (also known as WvW) is a game mode combining Player versus Player and Player versus Environment elements. Players from three different worlds (which can involve 6+ servers) battle against each other. It features open-world combat on five large maps with up to several dozen players per map. In World versus World, players can besiege objectives such as Keeps and Towers with siege weapons, and battle over resource camps, as well as complete other PvE-type content to win World Experience for themselves.
Players joining WvW will have their level and attributes dynamically adjusted to level 80. However, their equipment stats will remain locked to their equipment level, so entering at a low level is not recommended. Although equipment can be obtained within WvW, WvW does not reward normal experience, only World Experience that increases a player's World Rank. Character levels may instead be gained by using Tomes of Knowledge, obtained from rank increase rewards and WvW reward tracks. Each character on an account utilizes their own pool of World Ability Points and subsequently purchased WvW traits, but World Experience and World Rank gained on one character are account-wide.
- 1 Getting there
- 2 Rewards
- 3 Mechanics
- 3.1 Interface
- 3.2 Communication
- 3.3 Combat
- 3.4 Supply
- 3.5 Objectives and Territories
- 3.6 Movement
- 3.7 Score
- 3.8 Guild Claiming and Tactics
- 3.9 Map-specific mechanics
- 3.10 Map-based differences
- 4 Match-making and Server Linking
- 5 Roles
- 6 Common Terms and Abbreviations
- 7 Jumping puzzles
- 8 WvW bonus events
- 9 Tournament system
- 10 Trivia
- 11 References
- World vs. World panel (default )and select which WvW map to enter.
- Free-to-play accounts will gain access to this panel account-wide once one character reaches level 60.
- Paid accounts may access this panel at level 31.
- Asura gates located at Lion's Arch Mist Portals lead to each WvW map. Each WvW map has asura gates to travel to other WvW maps.
- Waypoints can be used to travel between WvW maps if the player is already in a WvW map.
- You may leave the Mists through the World vs World UI window, through a Lion's Arch Asura Portal, or through relogging/swapping characters.
- You may also leave by using teleportation Gizmos such as the Royal Terrace Pass.
- You will be forcibly kicked to the character selection screen if your character is idle for 15 minutes.
- You will always be returned the map you were in before entering WvW. You cannot be returned to a Player instanced map, such as story missions or home instances.
The various maps can hold a limited number of players. If this cap is reached, the map will gain a queue. Players can swap maps while in a queue without losing their place, but swapping characters will drop them from the queue. Edge of the Mists technically has no queue, as a new map will open as required.
Player limits are based on the server resources being used. The limit number is split equally among all three worlds.
World versus World has a reward system that outputs rewards both passively over time, and through active gameplay. The passive reward system utilizes a similar structure to the system in Verdant Brink, with some alterations. It is an effective hybrid between the Reward Track system utilized in sPvP and the Participation tracker in Verdant Brink. For active rewards, defeating enemy players and NPCs drops gear and loot bags,
- Primary article: WvW Reward Track#Increasing Participation
Maintaining Participation allows the player to gain progress towards their chosen WvW Reward Track and to gain Pips towards their Skirmish reward track. These two tracks are the primary reward sources in WvW.
Loot Based/Active Rewards
Players may gain the following as rewards primarily through active gameplay, but also through reward tracks, though to a lesser extent:
- Loot bags from killing enemy players or NPCs
- World Experience (WXP)
- WvW Rank titles and Achievement titles
- Guild Commendations and Guild Favor (while a Guild Mission is active)
Event Rewards (at level 80, gold contribution reward)
There is no reward for capturing Alpine Borderland's Ruins (except for Dailies).
- Players may earn a variety of unique WvW-exclusive armor and weapon skins, including a Legendary armor WvW equivalent and the Legendary WvW Backpiece, Warbringer
- Triumphant armor (Tier 1 Exotic WvW Armor, obtained via the Triumphant Armor Reward Track)
- Triumphant Hero's armor (Tier 2 Ascended WvW Armor)
- Mistforged Triumphant Hero's armor (Tier 3 Ascended WvW Armor, Mystic Forge Component)
- The Legendary version of the Mistforged Triumphant Hero's armor obtained via the Mystic Forge
- Obsidian weapons (Both Exotic and Ascended variants, the Exotic version must be purchased before the ascended version becomes available.)
- Hero's weapons (Rare, obtained via the Hero Weapon Reward Track.)
- Mistforged Hero's weapons (Both Exotic and Ascended variants, requires acquisition of related Exotic version prior to purchase.)
- Non-game-mode specific ascended stat-resettable trinkets.
- WvW Specific stat-infusions
The image to the right illustrates the score interface used in Borderlands and Eternal Battlegrounds, located at the top of your screen when inside those locations. Edge of the Mists uses a different interface.
-  Click this arrow at the top of your screen to open the Skirmish Details window.
-  The current war score of all 3 teams, cumulative throughout all Borderlands and Eternal Battlegrounds.
-  Potential points that may be added to the war score of your team when the current tick timer expires.
-  Current Tick Timer: the time remaining until those points are applied.
-  Amount of supplies you are holding.
-  Amount of time left in current Skirmish
-  Mouseover window with breakdown of potential points for all 3 teams
- Your team is indicated by the background color of both  and 
Opening your World vs World window (default) will reveal 4 tabs:
- Mist War
- Swap borderlands, queue for filled maps, view the current skirmish timers and scoring.
- Match Overview
- Detailed overview of the current match scoring. May be further limited by Skirmish Details or Match History tabs at the top of the window.
- Visual representation of Current Match Rewards for Skirmish reward track progress.
- Reward Tracks
- View and select locked and unlocked reward tracks to determine which rewards to receive. If the reward track is repeatable, players can click the infinity symbol next to a track name to loop it endlessly.
- Rank and Abilities
- View your current WvW Rank, Rank name, future title progression rank
- View and upgrade various WvW specific abilities, such as Build Master or Flame Ram Mastery
For Information on Objective UI options, see Objective upgrades.
- Primary article: Chat panel
WvW relies heavily on /Squad chat, /Map chat, and /Team chat. Enemy players cannot read the opposing teams' /Say, /Map, or /Team chats. Many servers and guilds utilize community Voice chats in addition to in-game text-chats. Locating a voice server address is generally as easy as asking Map or Team chat once within a Borderland.
- There is a chat menu option to display what borderland a player is on.
- Party chat may be used while within a squad to broadcast only to the sub-group and not to the entire squad.
- See Common Terms and Abbreviations for more information.
- Primary article: Combat
WvW is first and foremost, a Player vs. Player game-mode. You are rewarded with both loot and Points-Per-Kill (PPK) for killing enemy players.
Killing an enemy player in WvW will result in gaining world experience, loot, and Points-Per-Kill (PPK). Loot often includes Badges of Honor, but is otherwise randomly generated. The defeated player does not actually lose anything through being defeated, but may still take durability damage as with any other death. The only areas safe from combat are Spawn Points.
The names of players from other worlds are not shown. Instead, they appear as "<world> <rank title>". For example, a player from the Darkhaven world at World Experience Rank 3 will be "Darkhaven Invader". Guild tags are still shown, appended to their name.
Enemy players cannot see your name or anything you type in any chat, with the exception of whisper or guild chat. Emotes still log a description in emote chat, though the description will read as "Silver Invader laughs with Bronze Soldier", eliminating any names. "RP" chat (/e chat) will not appear to enemy players.
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.
- Permanent Waypoints
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 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 several paths out of each spawn location. It is difficult for an enemy team to camp a spawn directly, as players and most NPCs in the spawn area are invulnerable and the multiple exits are at times impossible to block. Waypointing to a permanent waypoint will automatically repair your armor.
- Objective Waypoints
Other waypoints can be added to some objectives through objective upgrades and the Emergency Waypoint Tactic. These waypoints provide quicker access across the map. A waypoint cannot be used if the objective it is housed in is under attack, with the exception of Emergency Waypoints. Emergency Waypoints are visible across different maps.
Players in WvW may only revive downed or defeated players from their own team. Reviving a defeated player requires the reviver to be out of combat; the same mechanism is valid for any NPCs. If a player enters combat while reviving a defeated player or NPC, they may continue the revive channel. If the revive channel is broken, the reviver will be unable to restart reviving the player or NPC until they are once again out of combat.
Unlike in PvE, only one player may rally off a single kill. Rallying prioritizes the nearest downed player with damage qualification, and players cannot rally by killing basic creatures.
A defeated player will have a 5 minute timer applied to them. When the time runs out, the player will be automatically revived at their team's spawn point for that map.
- Primary article: Supply
Supply is a special resource in WvW, used for the following:
- Constructing Siege Weapons.
- Repairing the gates and walls of Towers, Keeps, and Stonemist Castle.
- Using Siege Disablers and special traps, purchased at the Traps and Tricks vendor.
Supply is therefore the basic resource around which WvW revolves.
Supply does not show up in your inventory, but the number of currently held supply is shown on the WvW interface.
- Primary article: Siege weapon
Siege Weapons are environmental weapons that can be built to accomplish a particular purpose.
Player damage is severely limited against doors, and reduced to zero against walls, therefore, siege weapons such as Flame Rams and Catapults 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. Counter-Siege weapons such as Ballistas and Shield Generators are also used to mitigate or destroy enemy siege.
Traps and Tricks
Much like siege weapons, Traps (placed on the ground; marks the enemy team or removes their supply) and Tricks (thrown directly at the enemy; marks the enemy or disables their siege weapons) are gizmos which can be deployed by spending war supply. They can either be purchased from the Traps and Tricks vendor, or received as rewards for WvW participation.
Objectives and Territories
- Primary article: Objective
There are four different types of major objectives: Camps, Towers, Keeps, and one Castle. These locations can be captured and held for War Score points. 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|
- Primary article: Objective upgrade
Held objectives immediately begin progressing towards automatic upgrade tiers that improve that objective's defensive capabilities. These upgrades are obtained by Supply Dolyaks successfully reaching the objective and by total continuous claimed time passed.
- Primary article: Territory
Once an objective has been captured by a team, the area surrounding it will gain a border of that team's representative color. While within that border, players from the capturing team will be able to Glide (provided they have the first rank in War Gliding Mastery). Completing the Bloodlust in the Borderlands event by capturing three ruins in a Borderlands map will capture the territory for all five ruin sections. If lost to another team, three more ruins must be captured and held to retake all five sections.
Gliding in WvW is unlocked separately from PvE, through spending World Ability Points for the War Gliding Mastery. It requires purchase of Heart of Thorns to unlock. Gliding is possible only in territories controlled by one's own world.
- Primary article: Warclaw
The Warclaw is a mount announced by ArenaNet in February 2019 and released on March 5th of the same year. Use requires purchase of the Path of Fire expansion and completion of a WvW-based unlocking chain. It features several abilities to help players move faster, take down gates, or engage in battle, and several skills to supplement, but not replace, other typical WvW activities.
Matches are 1 week long, split into 2-hour time slices called Skirmishes. During a skirmish, worlds will earn War Score based on how many objectives are held, with War Score being used to determine the winner of each skirmish. When each 2-hour skirmish ends, the War Score is reset, but the actual state of the map and objectives remains unchanged.
Skirmishes award Victory Points based on placement (1st — 5 Victory Points, 2nd — 4 Victory Points, 3rd — 3 Victory Points). After 84 Skirmishes (one week with 12 skirmishes/day), Victory Points are used to determine first, second and third place.
All objectives controlled by each world provide an amount of points based on the tier of each objective (see table below). Every 5 minutes ("tick"), the points gained from objectives are added to the War Score of each world (PPT = Points Per Tick). Additionally, capping an enemy's objective will also add points to the War Score, based on the tier of the objective (see table below).
|Points per tick/capture||Base Points||Secured||Reinforced||Fortified|
Killing a hostile dolyak is worth one point, while escorting a friendly delivering dolyak provides one point at each destination.
Guild Claiming and Tactics
- Primary article: Objective upgrade
On capturing an objective, an option to claim the objective for your guild will appear. Generally the guild with the highest number of people within the objective on capping will be able to claim the objective first, followed by the 2nd largest, and so on. Claiming an objective allows guilds to activate unique effects known as Improvements, which are passive, and Tactics, which must be actively used, through the use of War Chest Schematics.
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. They then begin attacking, capturing, and reinforcing nearby supply camps.
Monuments are present in each Borderlands: nine shrines in the Desert Borderlands, and five ruins in the center of both Desert and Alpine Borderlands. Shrines grant stacking bonuses to nearby keeps, and provide a Blessing of Elements to players who capture or interact with the shrine. Ruins grant team-wide bonuses to the team that holds them.
- Primary article: Borderlands Bloodlust
The ruin monuments in each of the Borderlands maps are used to gain the Borderlands Bloodlust effect, which grants players under the effect various bonuses.
- Green, Blue, and Red Keeps on Eternal Battlegrounds differ from one another in terms of Offensive and Defensive capability.
- Green is easily defensible with its extensive moat.
- Blue is fairly neutral, containing both moderate terrain hazards and more easily siege-able walls.
- Red has multiple points where Trebuchets can hit enemy objectives, making it a good offensive keep.
- The Garrison in each borderlands is very close to the spawn of the home team, giving them a significant advantage when defending.
- Other teams' spawns are closer to the lesser Keep objectives, in comparison.
Match-making and Server Linking
In 2017, Anet implemented a 1-up, 1-down system, where a match's 1st place team (with the most world score) would go up a tier, 2nd place would stay in their current tier, and 3rd place would go down a tier. In the next match, the server that moved up is designated the Red team, the server that stayed is the Blue team, and the server that went down a tier is designated Green team. Leaderboards for WvW rankings are updated online for both North America and Europe.
- Your team's "Home Borderland" is denoted by a little House icon in the WvW Map Selection panel next to your server's (or host server's) name. (i.e. If your server is Fort Aspenwood, your Home Borderland is Fort Aspenwood Borderland.)
Previous Matchmaking System
Before 2017, Worlds in WvW were typically matched based on a modified Glicko rating, so that high-ranked worlds would battle other high-ranked worlds, and low-ranked worlds would battle other low-ranked worlds. This attempted to ensure that every world had a fair chance of winning matches despite differing levels of player participation or skill. First place gained 5 points, second place 4 points, and third place 3 points.
- See also: World#Currently linked worlds
In April 2016, Anet implemented Server Linking to combat low-population servers in WvW.  Lower population servers are "linked" with higher population ("host") servers, allowing them to play together. In the case of EU servers, the server's primary language is not necessarily a factor in how they are matched. A host server may have more than one link. Servers are normally relinked on the last Friday of every second month.
Weekly WvW reset
- See also: Server reset#Weekly reset
At Weekly Reset, the Scoring window from the WvW UI will pop-up and show the final calculated scores for all teams in the match. With the current matchmaking system, this score determines your team's placement for the next week. After a short while, players will receive a warning in yellow text saying that reset has begun and that they will be kicked out of WvW while the new match-ups are being calculated. Approximately 5-10 minutes later, players will be able to enter WvW again. (Generally, matches are fully reset roughly 3 minutes after the hour, though exceptions may occur.)
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 one or more Commander Tags . This allows friendly players who are not part of the zerg to know the current position of the zerg. The number of players in a zerg may vary, but is usually between 20-40 players. A small "zerg" (10 players or less) is typically called a group, a normal zerg (20+ players) a zerg, and a large zerg (40+ players) a blob, with a large blob (50-60+ players) generally referred to as a map queue, though these terms are generalized, and individual servers may have varying definitions and terms depending on the tier they are used to fighting in.
Zergs don't require strict role definitions for individual players, however most players tend to fall under a standard RPG archetype:
- Front-line / Tank
- Crowd Control/Utility
These roles will have overlap as determined by class abilities and traits.
- Zerg combat
Combat among zergs can be divided into open field fighting and sieging. Open field fights, as indicated by their name, generally occur away from walls and even away from objectives, with little to no siege gameplay involved. Sieging, in contrast, involves an attacking zerg dropping blueprints and building siege to take an objective. This can be as simple as creating a couple of Flame Rams, or as complicated as dropping Trebuchets, Shield Generators, and Ballistas all at once. Similarly, defending zergs may drop their own siege, such as a multitude of arrow carts, counter-trebuchets, and shield generators. These states of being are fluid, and zergs tend to flow between them as needed.
- Tips for Zerging
- Many commanders utilize Voice Communication programs such Discord or Teamspeak to easily and quickly send orders and receive scouting information. If it is not supplied, ask your squad (/squad) or your team (/team) if they can send you the associated link to their program of choice. Communication is important to successfully fighting other organized groups.
- Join your zerg's squad, either through asking for an invitation or manually adding yourself to an open one. This can easily be done by right clicking on a commander tag on the map and selecting "Join squad". If you are not in a squad, you are far less likely to receive any party buffs, healing, or support, as these skills target party members first.
- Play a class and use traits and gear that will benefit the zerg. Servers, guilds, and community websites will all provide examples of preferred builds to bring. If you're unsure of what to use, ask team chat. A zerg of players with synergistic builds will do far better than one without.
See Common Terms and Abbreviations for more information.
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 (or tapping) - Attacking an enemy keep sufficiently that it (and its waypoint, if any) becomes contested
- Providing intel about enemy zerg size and position
- Creating diversions for enemy zergs
Roamers generally require high survivability and escapability.
Scouts are those individuals who tend to look out for or babysit one or more objectives, focusing on broadcasting enemy movements and aiding in the defense of key objectives. Scouting an objective may vary from Keeps, Towers, Camps, or even enemy zergs, but the responsibilities of a scout may include:
- Stay and keep lookout for a specified objective even if there are fights happening in the same map
- Upgrading an objective and providing defence
- Calling for assistance if needed against an enemy zerg
- Slowing enemies from taking the objective via Siege Disablers and the use of defensive siege
- Keeping the siege refreshed in the objective
- Provide precise intel on numbers and siege placement if the objective is tagged or is being attacked
- In many cases, scouts may also help run dolyaks to the objective in order to upgrade and resupply
Successful scout reports should be abbreviated while still conveying relevant information. A good call out will have enemy numbers, server or guild group, nearest relevant objective, possible siege status, and other relevant information. Scouts should also keep in mind whether it's best to use Team chat (/T) or Map chat (/M) when making a call out.
- [# of players] [server/guild group] @ [objective+objective upgrade status] [siege status], [wall/gate %], [additional info]
- Mag blob @ t3 hills outer, sgate FABL, with 3 rams, gate 50%
- 20 [Guild] @ NWC (North West Camp), heading north towards Blue Tag.
- 5 SBI @ Garri. Outer wall down, inner wall @ 80%. No tag on map.
Players who are staying behind and taking care of supporting front line in any way they can.
- Escorting pack dolyaks with supply (Giving them Swiftness and so on).
- Capturing Sentries.
- Capturing camps in the homeland.
- Helping allies to join you. (events such as this one).
- Defending against Roamers and Scouts.
- Repairing walls and gates with supplies from camps instead of the keep or Stonemist castle.
Most people prefer to focus on attack, but without supply and support from your home land, any attack will eventually fail.
Keep in mind that some servers will have their own abbreviations for certain terms. See below for common terms.
Common Terms and Abbreviations
The following is a list of common terms and abbreviations that many, if not all servers use.
- Useful Scouting/Roamer terminology
- [X]BL - where [X] denotes initials or color of the primary server. (Fort Aspenwood Borderlands becomes FABL, Green Borderlands becomes GBL)
- Garri, Garrison - The northern-most Keep on Alpine or Desert Borderlands.
- Hills - Eastern Keep on Alpine Borderlands
- Bay - Western Keep on Alpine Borderlands
- Air-keep (AK) - Eastern Keep on Desert Borderlands. (May also be called Hills while on map.)
- Fire-keep (FK) - Western Keep on Desert Borderlands. (May also be called Bay while on map.)
- [Cardinal Direction] Objective - Shorthand use of NSWE to denote camps or towers. (Names of objectives change slightly depending on the color of the Borderland, e.g. Bluebriar tower is situated in the same relative area as Redbriar and Parched Outpost. To concisely name a Borderlands objective without having to memorize tower names across all borderlands, cardinal direction is used. In this case, all three aforementioned objectives are referred to as "southwest tower", or simply "SWT".)
- "NWC" signifies North West Camp.
- "SET" signifies South East Tower.
- South and North Camps are usually referred to as "S camp", "SC", "N camp", or "NC" respectively.
- EWP - Emergency Waypoint
- RI - Righteous Indignation
- Pug/PUG - Pick Up Group, slang for player(s) not involved with a guild or organized group
- Pick (Pick Squad) - A squad leader might designate 2-4 players in a zerg as "Pick". Their job is to focus high-priority targets and quickly take them down. (For example, sniping the enemy Commander)
- Roaming group/roamers - 1-5 people
- Havoc - small group of 5-10 people whose purpose is to assist by splitting forces out from the main enemy zerg, either by attacking alternate objectives or harassing stragglers in the zerg.
- Zerg - anywhere between 15-30 people, depending on the tier your server is used to.
- Blob/map-queue - 30-50 players, depending on the tier your server is used to.
- Ram, Cata, Balli, Treb - Flame Ram, Catapult, Ballista, Trebuchet.
- Tap - Hitting an objective solely to cause it to become Contested. No siege is placed and those attacking the objective are only trying to hinder using the associated waypoints or cause confusion.
- OJs - Orange Swords will appear on the map to mark when 25 players have engaged in combat. Nicknamed OJs (oh-jays) for their orange color.
- AJ - When an enemy group engages (generally) behind another two groups that are already fighting. Short for AssJam.
- Useful Zerging terminology (usually spoken by the commander)
- "Blast"- Commander tells to use Blast finisher skills on certain fields.
- "Bomb" - Commander tells players to place high damage skills in a certain area.
- "Bubble" or "Bad bubble" or "Winds" - Commander either tells allied Spellbreakers to use their elite skill, Winds of Disenchantment, which appears as a large orange bubble or to avoid a bad one, which appear as a brown bubble. Some organized groups may assign multiple bubbles, as done with Stab1/Stab2 (see below).
- "Bunker" or "Brick Wall" - Commander tells players to bunker. The Squad/Party hold their ground and place AoE in front of them and let the enemy run into it.
- "Cleanse" - Commander calls for abilities that cleanse conditions.
- "Corrupts/Strip" - Commander calls for classes with boon corruption or removal skills to focus them in a certain area. (Usually Necromancers.)
- "Empower" - Commander calls for guardians to use Empower, generating Might.
- "Hard CC" - Commander calls for crowd control skills to be used.
- "Lines/Rings/Statics" - Commander calls for "line" type skills like Line of Warding, Unsteady Ground, Ring of Warding, or Static Field.
- "Pump Boons" - Commander calls for classes that share boons, such as Mesmers and Elementalists, to begin using boon distribution skills.
- "Purges" - Commander calls for players to use Condition Clearing skills on allies, most notably, Purging Flames.
- "Resistance" - Commander calls for classes that give Resistance, such as Firebrands, Heralds, and Mesmers to share it with allies.
- "Shades" - Commander calls for Scourges to use Shade skills.
- "Soft CC" - Commander calls for soft crowd control skills to be used. (Condition based CC)
- "Stab1/Stab2" - Commander calls for 1 person per party to use stability. In an organized group, stability 1 and stability 2 will be assigned to certain party members, typically guardians.
- "Tomes/Tome 1, 2, or 3/Justice, Resolve, or Courage" - Commander calls for Firebrands to use their Tome of Justice, Tome of Resolve, or Tome of Courage abilities.
- "Water" - Commander calls for a Water field to be placed on the ground. The player that places it might say "small/large water on tag" depending on the type of water field that was dropped.
- "Wells" - Commander calls for Necromancers to use their Well skills. (Typically Well of Suffering or Well of Corruption)
The various WvW maps allow access to three jumping puzzles: Obsidian Sanctum, Emerald Sanctum, and Sapphire Sanctum (with Emerald and Sapphire collectively known as Mistwrought Vault). At the end of each of the puzzles is a chest that rewards some equipment, siege blueprints, and badges of honor, as well as the associated achievement from completing it. They may be difficult to complete as they are shared across the competing worlds, and players might encounter hostile players while trying to navigate the puzzle.
- Primary article: Mistwrought Vault
Mistwrought Vault is a jumping puzzle in the north-west of every Alpine Borderlands map. This puzzle can be completed once per day on either Alpine maps (Blue or Green Borderlands). Completing one does not deny rewards for the other. This jumping puzzle is not present in the Desert Borderlands.
- Primary article: Obsidian Sanctum
Obsidian Sanctum is a jumping puzzle which can be accessed via the WvW menu, or through a door in any of the keeps in Eternal Battlegrounds. It is a separate instance from any of the other WvW maps, though players will continue to receive rewards each tick if they had sufficient participation before entering.
WvW bonus events
Occasionally, there is a Special event with unique effects or mechanics taking place in World versus World.
December 16, 2014 to
January 13 (UTC-7)
|Sneak Attack||Temporarily removed white swords that normally appear on objectives, such as towers or keeps in WvW, to encourage players to be more sneaky, as well as encourage players to defend valuable structures.|
Every player kill in WvW awarded a point towards their home world's war score, and every kill using a finisher would earn another extra point.
Mist War Summons - Earn increased rewards in WvW during special events!
+15% WXP (WvW only)
+15% Experience from Kills (WvW only)
+50% Magic Find (WvW only)
11:00 AM, July 17 to
11:00 AM, July 24 (UTC-7)
|Golem Rush||Siege golems cost no supply to construct.|
Siege golems move at 100% increased movement speed.
Siege golems deal 100% additional damage against players and other siege golems.
Each kill on an enemy player will grant your team one point toward your realm’s total score.
Mist War Summons - Earn increased rewards in WvW during special events!
+15% WXP (WvW only)
+15% Experience from Kills (WvW only)
+50% Magic Find (WvW only)
11:00 AM, June 8 to
11:00 AM, June 15 (UTC-7)
11:00 AM, April 26 to
11:00 AM, May 3 (UTC-7)
|No Downed State||Call of War - Earn increased rewards in WvW during events! |
+25% WvW Reward Track Progress
+50% Magic Find (WvW Only)
No Downed State - If you die, you will skip the downed state and go directly to being defeated.
11:00 AM, Sept 28 to
11:00 AM, October 5 (UTC-7)
|Enhanced Bloodlust||Call of War - Earn increased rewards in WvW during events! |
+25% WvW Reward Track Progress
+50% Magic Find (WvW Only)
Enhanced Minor Borderlands Bloodlust - Everyone in your realm gains a 5% bonus to power, precision, toughness, vitality, condition damage, healing power, and ferocity for holding 3 ruins in any Borderland. This bonus goes up if you capture 3 ruins in a second Borderland. Invaders killed by finishers reward your realm with War Score.
Enhanced Major Borderlands Bloodlust - Everyone in your realm gains a 15% bonus to power, precision, toughness, vitality, condition damage, healing power, and ferocity for holding 3 ruins in any Borderland. This bonus goes up if you capture 3 ruins in a third Borderland. Invaders killed by finishers reward your realm with War Score.
Enhanced Superior Borderlands Bloodlust - Everyone in your realm gains a 30% bonus to power, precision, toughness, vitality, condition damage, healing power, and ferocity for holding 3 ruins in any Borderland. Invaders killed by finishers reward your realm with War Score.
6:00pm, July 5, to
6:00 PM, July 12 (UTC-7)
|WvW Core Swap||A defeated player drops an orb that be picked up to gain access to skills of the based on the profession of the fallen player.|
Call of War - Earn increased rewards in WvW during events!
+25% WvW Reward Track Progress
+50% Magic Find (WvW Only)
Previously, tournaments (known at the time as a season) were held for World versus World. Worlds fought other worlds over the course of multiple weeks to earn points; 1st place gave 5 points, 2nd place gave 3 points, and 3rd place gave 1 point. At the end of the tournament, players in each world would receive rewards for their world's ranking based on points earned. Throughout the tournaments, players could earn individual rewards through limited time achievements and achievement rewards.
Players who participated in tournaments received WvW Tournament Claim Tickets to trade for other rewards from the Battle Historian. These rewards included Hero's weapons, Mistforged Hero's weapons, Mini Dolyak, ascended accessories, and more.
- World vs. World Season 1 (October 16 - December 6, 2013)
- WvW Spring Tournament 2014 (March 28 - May 30, 2014)
- WvW Fall Tournament 2014 (September 12 - October 10, 2014)
- 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, due to the Legendary Castle Lord being 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.
- Between April 17th, 2013 and February 23rd, 2016, switching between NA, EU, and AUS servers removed your WvW ranking.
- Before April 11th, 2013, WvW matches reset at Saturday 00:00 UTC.
- The inspiration for World versus World came from Dark Age of Camelot's realm vs. realm battles.
- WvW and World vs World are the terms used by both players and by ArenaNet to refer to what is technically World vs World vs World. In game, NPCs refer to it as the Mist War or Battle for the Mists.
- Map completion used to include waypoints, point of interests and vistas in WvW maps.
- ^ https://forum-en.gw2archive.eu/forum/game/wuv/Willing-to-share-WvW-details/page/1#post1190009
- ^ 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
- ^ Massivelyop.com Guild Wars 2 begins testing WvW world linking today