Weapon
From Guild Wars Wiki
A weapon is a piece of equipment that can be equipped in a character's primary weapon or off-hand inventory slots. Weapons are visible in your character's hands when the player is outside of a town or outpost (for example in an explorable area or mission).
In Guild Wars, shields and focus items are considered weapons, although they are technically not armaments.
Contents |
[edit] Weapon types
| Weapon type | One-handed | Two-handed |
|---|---|---|
| Martial weapons | ||
| Melee | Axe Sword | Daggers Hammer Scythe |
| Ranged | Spear | Bow |
| Spellcasting weapons | ||
| Ranged | Wand | Staff |
| Off-hand items | ||
| Off-hand | Focus item Shield | |
[edit] Melee weapon comparison
| Profession | Weapon | Hands | Damage range | Attack interval | Standard damage type | Other properties |
|---|---|---|---|---|---|---|
| Axe | One | 6-28 | 1.33 seconds | Slashing1 | ||
| Hammer | Two | 19-35 | 1.75 seconds | Blunt1 | ||
| Sword | One | 15-22 | 1.33 seconds | Slashing2 | ||
| Daggers | Two | 7-17 | 1.33 seconds3 | Piercing or Slashing4 | 2% double strike chance per rank of Dagger Mastery | |
| Scythe | Two | 9-41 | 1.50 seconds | Slashing | Hits up to 2 additional foes adjacent to target |
- 1 Some axes and hammers do piercing damage.
- 2 The Jitte deals blunt damage.
- 3 Excluding double strikes.
- 4 Daggers of Purity deal blunt damage.
[edit] Ranged weapon comparison
| Profession | Weapon | Hands | Damage range1 | Attack interval (seconds) | Range2 | Flight time3 (seconds) | Arc size | Standard damage type | Other properties | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Martial weapons | ||||||||||||||
| | Flatbow | Two | 15-28 | 2.0 | 1.35 | 0.88 | High | Piercing | ||||||
| Hornbow | Two | 15-28 | 2.7 | 1.20 | 0.59 | Medium | Piercing | 10% armor penetration | ||||||
| Longbow | Two | 15-28 | 2.4 | 1.35 | 0.59 | Medium | Piercing | |||||||
| Recurve Bow | Two | 15-28 | 2.4 | 1.20 | 0.40 | Low | Piercing | |||||||
| Shortbow | Two | 15-28 | 2.0 | 1.00 | 0.59 | Medium | Piercing | |||||||
| | Spear | One | 14-27 | 1.5 | 1.00 | 0.60 | Medium4 | Piercing | ||||||
| Spellcasting weapons | ||||||||||||||
| Staff | Two | 11-22 | 1.75 | 1.20 | 0.56 | Medium4 | by attribute | +5...10 energy, 10...20% HSR, Extremely low critical hit rate | |||||
| Wand | One | 11-22 | 1.75 | 1.20 | 0.56 | Medium4 | by attribute | Extremely low critical hit rate | ||||||
- 1Projectile weapons inflict more damage when fired at lower foes and less damage when fired at higher foes.
- 2Range is approximate, and is measured in aggro circle / danger zone radii.
- 3Flight time is at shortbow range.
- 4Is slightly higher than the other medium arcs.
[edit] Weapon DPS comparison
All values assume a level 20 attacker with an uncustomized white weapon, no IAS or damage buffs, an armor rating 60 target, and that axe, sword and dagger attack intervals are exactly 1 1/3 seconds. All values are rounded to the nearest hundredth.
| Weapon type | Non-critical DPS Mean @Rank 12 | Non-critical DPS Mean @Rank 16 | Critical DPS Mean @Rank 12 | Critical DPS Mean @Rank 16 |
|---|---|---|---|---|
| Axe | 12.75 | 14.66 | 29.70 | 34.15 |
| Bow, Flat or Short | 10.75 | 12.36 | 19.80 | 22.77 |
| Bow, Horn 1 | 8.84 | 10.16 | 16.27 | 18.71 |
| Bow, Long or Recurve | 8.96 | 10.30 | 16.50 | 18.97 |
| Daggers | 11.34 | 13.87 | 22.72 | 27.79 |
| Hammer | 15.43 | 17.74 | 28.28 | 32.53 |
| Scythe 2 [verification requested] | 14.29 | 16.43 | 33.13 | 38.10 |
| Spear | 13.67 | 15.72 | 25.46 | 29.27 |
| Staff / Wand 3 | 9.43 | 9.43 | 17.78 | 17.78 |
| Sword | 13.88 | 15.96 | 23.33 | 26.83 |
- Armor penetration produces better relative damage against heavily armored targets, see Hornbow for a more in-depth analysis.
- Per target.
- Staves and wands have an extremely low base critical hit rate; their damage scales with attacker level, not weapon attribute.
[edit] Linked attribute
Most weapons have an attribute requirement for their damage. If the character's rank does not meet the requirement, then the damage will be reduced substantially, depending on how the weapon was acquired:
- For unique weapons or those acquired through quests, from collectors, or from crafters: damage is reduced to that of equivalent starter weapons.
- Example: Droknar's Sword will deal 2-3 damage if the wielder's Swordsmanship is less than 9.
- Example: focus items (including those created using the /bonus command) will add only +3 energy.
- For weapons dropped by monsters, found in chests or acquired through the /bonus command: damage is reduced by half.
- Example: A found max damage (6-28) Axe will deal 3-14 base damage unless the requirement is met.
- Example: Focus items providing +7 to +12 energy will add only +6 if the requirement is not met. Focus items providing +3 to +6 energy (if they have a requirement) will add only +3 if the requirement is not met.
- Example: A shield with 16 armor rating will only give 8 armor rating if the requirement is not met.
- Note: Any other weapon mods will still have their stated effect. For example, weapons of Fortitude will give the same health boost regardless of any requirements. This also applies to inherent weapon mods unless specifically noted.
[edit] See also
- Category:Weapons
- Inherent modifier
- Inscription
- List of weapon upgrades
- Perfect (maxed weapons)
- PvP reward (weapon skins for PvP characters)
- Upgrade component
- Weaponsmith

