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« Ackadia's Guide to Guild Wars… Weapon and offhand modifiers »

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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.