Stack

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[edit] Item stacks

A Stack refers to an group of identical items that can be stored as a single unit taking up one inventory space. Stackable items will form a stack as long as every item is identical (each item has the same name and appearance).

Stacks may hold up to 250 units of the stacked item. The total number of items in a stack is displayed as a small number over the item icon. Stacks can be created by dragging another item onto the existing stack, and separated by holding [SHIFT] while moving the stack.

[edit] Stackable Items

[edit] Effect stacking

[edit] Equipment

If an equipment bonus is labelled with "non-stacking", this means that it will overlap with other "non-stacking" effects rather than adding to them, it will still stack with other effects of the same type which are not labelled "non-stacking".

AL bonuses on body armor are local, as is prefix damage reduction. AL bonuses and damage reduction from shields and focus items are global and stacking, as is damage reduction from runes of absorption.

[edit] Skills

Multiple copies of the same skill will not stack with each other. However, the beneficial effect of Hex spells that provide a bonus to the caster, such as Life Siphon do stack, so 3 copies of life siphon on different monsters will give 3...9 pips of health regeneration. 3 copies of life siphon on the same monster will give no more than 3 pips of health regeneration to the caster and no more than 3 pips health degeneration to the target because the hex itself doesn't stack, only its side-effect. Hex stacks are commonly used to avoid having the important hex removed, for example a curses Necro may cast Faintheartedness first, then Reaper's Mark and finally Parasitic Bond. This normally means that Parasitic Bond and Reaper's Mark have to be removed before Faintheartedness can be.

Whenever a spirit is summoned with a Binding Ritual (or Anguished Was Lingwah), it will kill any allied spirit of the same type, and whenever a spirit is summoned with a Nature Ritual, it will kill any other spirits of the same type within range.

Additionally, some skills will not stack with other skills of the same type. A character can only be affected by one stance, one preparation, one glyph, one weapon spell and one form at a time, a new stance, preparation, glyph, weapon spell or form will overwrite the old one. Likewise, pets can only be affected by one Pet Attack buff at a time, if a new Pet Attack buff is applied before the pet expends the old one by attacking, the old buff will be overwritten. Because a character can only hold a single bundle at a time, a character cannot benefit from multiple Item Spells at the same time, casting a second Item Spell will cause the first urn to be dropped.

Armor bonuses from multiple skills will not stack with each other to provide an armor bonus in excess of +25, however the armor bonus from a single skill can exceed +25, and armor bonuses from skills will stack with armor bonuses from other sources.

[edit] Effects

When multiple effects grant the same bonus or penalty, they often stack, but only to a specific maximum value. This maximum only limits multiple effects stacking with one another, so an effect from a single source can exceed the maximum.

Property Positive Negative
Attack speed +33% -50%
Movement speed +33% -50%
Healing modification none -40%
Adrenaline modification +100%1 none
Recharge modification none -50%
Health or energy regeneration +101 -101
Activation modification +150% none
Armor (from multiple skills) +25 none
Armor (from other sources) none none
Attribute 20 (212) 0
Damage multipliers none none
Maximum Health none 1
  1. Unlike most stacking caps, which only apply to multiple effects, these caps apply to single effects.
  2. 21 can only be achieved with an "<Attribute> +1 (10...20% chance while using skills)" item bonus (such as the bonus from a "Master of My Domain" inscription or a Staff Wrapping of Mastery).
  • The maximum number of maintained enchantments is limited by your energy regeneration. Your maintained enchantments cannot bring your net energy regeneration below -10. Whenever maintained enchantments would bring your net energy regeneration below -10 (for example, a character with 4 pips of energy regeneration trying to maintain 15 Enchantments, or a character with 4 pips of Energy regeneration trying to maintain 8 Enchantments while under the effects of Nature's Renewal), any excess maintained Enchantment will be lost.
  • Percentile effect stack multiplicatively, non-percentile effects stack additively.
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