« Ackadia's Guide to Guild Wars… Weapon and offhand modifiers »
Prefix Modifiers
Barbed Lengthens bleeding duration on foe by 33%
Crippling Lengthens crippled duration on foe by 33%
Cruel Lengthens deep wound duration on foe by 33%
Defensive Armor +4 or +5
Ebon Converts damage to earth damage
Fiery Converts damage to fire damage
Furious Double Adrenaline on hit - chance [2..10]%
Hale Health +[20..30]
Heavy Lengthens weakness duration on foe by 33%
Icy Converts damage to cold damage
Insightful Energy +[1..5]
Poisoner's Lengthens poison duration on foe by 33%.
Shocking Converts damage to lightning damage.
Sundering Armor penetration +20% - chance [10..20]%
Vampiric Life stealing: [1..5] life per hit, Health regeneration: -1
… [1..3] for swords, axes, daggers
… [1..5] for hammers and bows
Zealous Energy gain on hit: 1, Energy Regeneration: -1
Suffix Modifiers
Of Defense Armor +4 or +5
Of Shelter Armor +[4..7] (vs. physical attacks)
Of Warding Armor +[4..7] (vs. elemental attacks)
Of Enchanting Enchantments last [10..20]% longer
Of Fortitude Health +[20..30]
Of [Skill] +1 [Skill] ( [10..20]% chance while using skill)
Of [race]slaying Damage +[10..20]% (vs. [race])
… of Deathbane (Undead)
… of Demonslaying (new with Factions)
… of Dwarfslaying
… of Giantslaying
… of Pruning (Plants)
… of Skeletonslaying
… of Tenguslaying
… of Trollslaying
Additional Modifiers to weapons, shields and focus items (inherent, not upgrades)
Armor +4 or +5 while: attacking / casting / enchanted / health is above 50%
Armor +[4..8] while: health is below 50% / hexed
Armor +4 or +5 vs. elemental attacks
Armor +4 or +5 vs. physical attacks
Armor +[4..8] vs.: Charr / Dwarves / Giants / Plants / Skeletons / Tengu / Trolls / Undead
Now [5..10] or better ?
Armor +[4..8] vs. 'any damage type' attacks
Now also [5..10] or better, I presume!
Armor +5, but Health -20 / Energy -5
Damage +[10..15]%, but: Armor -10 while attacking / -1 Health regeneration / -1 Energy regeneration / Energy -5
Damage +[10..15]% while: enchanted / health is above 50% / in a stance
Damage +[10..15]% vs. hexed foes
Damage +[10..20]% while: health is below 50% / hexed
Damage +15%
This is unconditonal, all this time. May be in the [10..20] range, but it's so rare it's hard to say.
Health +[20..30]
Health +[15..45] while: enchanted / hexed / in stance
Improves skill recharge by 20% - chance: [5..10]%
Improves skill recharge using [attribute] skills by 20% - chance [10..20]%
Improves casting speed by 20% - chance: [5..10]%
Improves casting speed using 'any attribute name' skills by 20% - chance [10..20]%
Quick recovery from [Condition] - (reduces duration of the named condition by 33%)
… bleeding / blind / crippled / dazed / deep wound / disease / poison / weakness
Received damage -[1..2] while: enchanted / in a stance
Received damage -[1..3] while: hexed
Received damage -[1..5] chance: 20%
+1-5 energy while: enchanted / health is above 50% / health is below 50% / hexed
+10-15 energy, Energy regeneration -1
+5 energy
This is unconditonal, all this time. May be in the [1..5] range, but it's so rare it's hard to say.
+1 'any attribute name' [10..20]% chance while using skills.





