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Old May 03, 2011, 07:29 AM // 07:29   #1
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Default Hello - New to GW & Have Questions

Hello everyone,

I just started playing GW about 3 weeks ago & I have a few questions. First off, how exactly do I enchant my items? I am currently in pre-searing. When I salvage magic items it says "item unlocked - rune (x)" or something to that effect but no rune appears in my inventory.

Someone told me I need a charr salvage kit that drops off the bosses in the Northlands. With that I use it on a magical item & that creates a rune?

Ok, heres a example

In my inventory I have a magical bow that has +20% armor pen & +6 armor. If I were to use the charr kit on it would I get a rune with one of those enhancements?

Sorry for the silly questions. Just trying to figure how this all works. Thank you for your time
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Old May 03, 2011, 07:37 AM // 07:37   #2
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Ok, about unlocking:

When something unlocks it becomes available for your PvP characters to use. In the case of unlocking skills, they also become available for your heroes (customisable AI companions, not your characters) and become more widely available at skill trainers (I'll save you the specifics here). Unlocking something is not the same as acquiring it for use by your character.

About runes: They are applied to armor. You can get them from Rune Traders, other players, or armor that drops from monsters. You'll need to use an Expert Salvage Kit (or better (A Charr Kit is just a differently named Expert Salvage Kit)). You can only have one rune on each piece of armor.

About weapon mods: You can obtain these in the same way as runes. They are not called runes though; they'll relate to what weapon they're for. For example, possible bow upgrades include a bow string and bow grip. Once again, you can only have one of each on a bow. To specifically answer your question, if you find a bow with 'Sundering' at the start of the weapon mod, then it'll have a Sundering string on it (providing armor penetration). You can remove this and apply it to other bows using an Expert/Charr Salvage Kit.

Also, there are two wikis that are good sources of information.
Official Wiki: http://wiki.guildwars.com/wiki/Main_Page
Non-official (I prefer this one): http://www.guildwiki.org/Main_Page
Avoid any wikis with 'wikia' in the URL.

http://www.guildwiki.org/Upgrade_component
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Old May 03, 2011, 08:12 AM // 08:12   #3
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Thanks for posting Marty, really appreciate it
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Old May 03, 2011, 08:37 AM // 08:37   #4
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hi Benny and welcome to the game.

Marty covered it all but just to point out that pre is a tutorial area, and some things are not available there as they are in the rest of the game. runes and weapon mods will be much more available and useful once you exit pre.
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Old May 03, 2011, 10:04 AM // 10:04   #5
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The Charr salvage kits are an extremely rare drop and very expensive to buy from players.
Its money you could put to better use when your out of the tutorial area.

Might be worth hanging on to some armour remnants with useful runes then salvaging them once you get cheaper salvage kits that can extract the runes.
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Old May 03, 2011, 10:36 AM // 10:36   #6
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Generally I will just say that the Pre searing is only a very small part of the game. You can choose to stay there for a longer time but unless you want to spend a lot of time of the Legendary Defender of Ascalon title but I advise you to move on to the next part of the game. There you can buy expert salvage kit from the merchants and experiment with them for a quite low price. The charr salvage kits in Pre searing are very expensive for a new player with limited funds. As soon as you get to the more advanced parts of the game you will get countless of items with upgrades that you can salvage off and use on your armor and your weapons. Many are low value but can still give you some advantage. My advice is, do not spend too much on upgrades before you get near the endgame and get maxed out armor and weapons.

Last edited by Raven Wing; May 03, 2011 at 11:19 AM // 11:19..
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Old May 03, 2011, 10:48 AM // 10:48   #7
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One more thing about salvaging. There are several types of salvage kits, all of the ones available to you outside of the Eye of the North expansion have a high chance of destroying the item you are salvaging. http://wiki.guildwars.com/wiki/Salvaging

This means that if you remove a mod from a weapon (such as a bow string from a bow), you will most likely end up with the mod, but no bow. The same thing happens with removing runes from armor pieces. I mention this so that you don't unknowingly destroy something you wish to keep. Another method for changing mods or runes is to just apply a new one which will overwrite the old one.

Welcome to our community.

Last edited by Darcy; May 03, 2011 at 10:50 AM // 10:50.. Reason: provided link
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Old May 03, 2011, 04:51 PM // 16:51   #8
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Gremlin touched on this, but it bears repeating: Charr salvage kits are for players who have the time, patience, and desire to get their character to max level in the tutorial area. It's a difficult task, because once you leave, you can never go back, and methods for gaining XP there are limited after a certain point. In short, it's not something you should be worried about now, and certainly not something you should spend money on.

Salvage kits and Expert salvage kits will be available to you almost immediately after you exit the tutorial area. Salvage kits destroy the item and give you materials, expert kits can be used to either destroy an item for materials OR salvage a particular rune, insignia, inscription, or weapon modifier off of an item. Doing this might also destroy the item.
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Old May 03, 2011, 05:53 PM // 17:53   #9
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Expensive is purely relative. What you need to consider do the benefits outweigh the cost?
If you plan on staying in pre searing for some time then I would suggest runes and insignias. However, if you want to get through as quick as possible and sear to post then I would not.
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Old May 03, 2011, 07:48 PM // 19:48   #10
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I will also mention something that took me a while to catch on to when I was new. Say you kill something and it drops a weapon. You look at the weapon and it has some mods. Now here's the trick: you can only salvage prefix or suffix mods. If the weapon is called a Sword and it has a prefix (eg. Sundering Sword) or a suffix (eg. Sword of Warding) (or both) than you can take those off with a superior salvage kit.

But some of the mods are so called "inherent", meaning they're fixed to the weapon, neither prefix nor suffix. You can't take that mod out of the weapon. And unlike suffix/prefix mods, which get overwritten when applied over an existing one, inherent mods never get overwritten. They're basically always there.
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