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Old May 23, 2005, 07:32 AM // 07:32   #1
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Default Best Item Mods, Runes Etc.

What are the best possible Staff handles, Bow strings, etc. I know superior skill/vigor runes are very nice.

Also what are some of the best mods that can only be found premade on weapons? I've head some talk of % chance for quick recharge/casting being a particularly good mod for wands/staves. What is the highest % possible? What are some good ones for shields/weapons? I'm only level 16, but in doing lvl18 Drakes I've run aquired a good number of purples and a few golds and I'm not sure what I should be keeping to sell to other players and what I should be using the Expert Salvage Kit on to extract various runes.
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Old May 23, 2005, 10:55 AM // 10:55   #2
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+30 health (fortitute)
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Old May 23, 2005, 11:22 AM // 11:22   #3
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I'm asking everywhere, but nobody answered. How do you upgrade your weapons/armor? Is this function available from the beginnig of the game?
Thank you
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Old May 23, 2005, 12:24 PM // 12:24   #4
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you have to find parts for that specific item.......e.g Staff wrappings , staff head.........yes you can upgrade whenever unless you have the item.........Staff can only be upgraded in 2 parts......Staff Wrapping and Staff Head
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Old May 23, 2005, 12:30 PM // 12:30   #5
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Quote:
Originally Posted by Ingvard
I'm asking everywhere, but nobody answered. How do you upgrade your weapons/armor? Is this function available from the beginnig of the game?
Thank you
I've responded to another post of your's Ingvard. You should also do a search for the rules since multi & cross-posting is against the boards rules. Make a post, ask your question and be patient. Also know the board gets more traffic during the week so week-ends might be a little slow getting a response.
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Old May 23, 2005, 01:07 PM // 13:07   #6
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Well, you can blame me for lack of patience, sorry for that. I've just seen my previous question to remain unanswered, so I asked again in a similar topic. Won't happen again...)

Last edited by Ingvard; May 23, 2005 at 01:11 PM // 13:11..
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Old May 23, 2005, 03:43 PM // 15:43   #7
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Quote:
Originally Posted by Arrow Whisper
I've responded to another post of your's Ingvard. You should also do a search for the rules since multi & cross-posting is against the boards rules. Make a post, ask your question and be patient. Also know the board gets more traffic during the week so week-ends might be a little slow getting a response.
So can you answer my questions? Ok +30 hp is good. Isn't +4 armor also good? Thats seems to be the highes bonus armor you can get. And what about other mods, like vampiric, increased damage while hp is above 50%/hexed/etc. And +1 to skill(% chance), what is the highest %.

And what is the max number of mods a gold, purple, normal can have, and how many can I apply to it to make it better.

I'd be happy if you could point me to somewhere these questions are answered. I've searched the forum several times.
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Old May 23, 2005, 04:04 PM // 16:04   #8
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Here is a link. Start reading.... http://www.gwonline.net/page.php?p=125

I have seen gold items with 2 mods and no Prefix/Suffix. So I would say 4 max mods + 20% customize for 5 total.



cut and paste from above link:_____________________________________________ _

The item system in Guild Wars allows for a wide variety in items. Each type of weapon (axes, bows, hammers, staves, swords, wands and rods) or off-hand item (foci and shields) has a slightly different list of modifiers that it can spawn with.

The modifiers for axes, bows, hammers, staves and swords are all broken into three separate pools, the "prefix pool", the "suffix pool", and the "additional pool". When one of these weapons spawns it can potentially, though it doesn't have to, spawn with a modifier from each of these pools (staves are an exception because they can spawn with two "additional pool" modifiers). If the weapon does not spawn with a "prefix pool" or "suffix pool" modifier they can be added through the use of upgrade components; if the item doesn't spawn with an "additional pool" modifier then it will never have one since you cannot add one through any upgrade components.

Since wands and rods, foci and shields don't have upgrade components used to enhance them their modifiers are all stuck in one pool. When a wand/rod, focus or shield drops it can potentially, but again doesn't have to, spawn with two modifiers from its pool. Due to the lack of upgrade components wands/rods, foci and shields are "as is" items and can never be modified after they drop.

Axes

Axes can have up to three different modifiers in addition to the damage they automatically deal. Each one of these modifiers is drawn from a different pool of modifiers, which are "prefixes", "suffixes" and "additional". If you are attempting to obtain upgrade components for your axe to get the specific mods you want, all "prefix" modifiers will appear exclusively on axe hafts and all "suffix" modifiers will appear exclusively on axe grips; there is no way to add a modifier from the "additional" pool to your axe, it must spawn with one of those modifiers when it drops to have one.


Prefix Modifiers (Axe Hafts)


Modifier Name Modifier Effect
Barbed Lengthens bleeding duration on foe.
Crippling Lengthens crippled duration on foe.
Cruel Lengthens deep wound duration on foe.
Heavy Lengthens weakness duration on foe.
Poisoner's Lengthens poison duration on foe.

Ebon Converts damage to earth damage.
Fiery Converts damage to fire damage.
Icy Converts damage to cold damage.
Shocking Converts damage to lightning damage.

Furious Double Adrenaline on hit (Chance: 1%-10%)
Sundering Armor penetration +10% (Chance: 1-10%)
Vampiric Life stealing: 1-5 life per hit, Health regeneration: -1
Zealous Energy gain on hit: 1, Energy Regeneration: -1


Suffix Modifiers (Axe Grips)


Modifier Name Modifier Effect
Of Defense Armor +4
Of Shelter Armor +4-7 (vs. physical attacks)
Of Warding Armor +4-7 (vs. elemental attacks)

Of Charrslaying Damage +1-20% (vs. Charr)
Of Deathbane Damage +1-20% (vs. Undead)
Of Dwarfslaying Damage +1-20% (vs. Dwarves)
Of Giantslaying Damage +1-20% (vs. Giants)
Of Pruning Damage +1-20% (vs. Plants)
Of Skeletonslaying Damage +1-20% (vs. Skeletons)
Of Tenguslaying Damage +1-20% (vs. Tengu)
Of Trollslaying Damage +1-20% (vs. Troll)

Of Enchanting Enchantments last 10-20% longer.
Of Fortitude Health +20-30.
Of Axe Mastery +1 Axe Mastery (1-20% chance while using skills).


Additional Modifiers


Modifier Name Modifier Effect
N/A Damage +1-20%, Armor -10 (while attacking) -OR- Energy -5.
N/A Damage +1-20% (while: enchanted / health is above 50% / health is below 50% / hexed / in a stance).
N/A Damage +1-20% (vs. hexed foes)


Bows

Bows can have up to three different modifiers in addition to the damage they automatically deal. Each one of these modifiers is drawn from a different pool of modifiers, which are "prefixes", "suffixes" and "additional". If you are attempting to obtain upgrade components for your bow to get the specific mods you want, all "prefix" modifiers will appear exclusively on bow strings and all "suffix" modifiers will appear exclusively on bow grips; there is no way to add a modifier from the "additional" pool to your bow, it must spawn with one of those modifiers when it drops to have one.


Prefix Modifiers (Bow Strings)


Modifier Name Modifier Effect
Poisoner's Lengthens poison duration on foe.

Ebon Converts damage to earth damage.
Fiery Converts damage to fire damage.
Icy Converts damage to cold damage.
Shocking Converts damage to lightning damage.

Sundering Armor penetration +10% (Chance: 1-10%)
Vampiric Life stealing: 1-5 life per hit, Health regeneration: -1
Zealous Energy gain on hit: 1, Energy Regeneration: -1


Suffix Modifiers (Bow Grips)


Modifier Name Modifier Effect
Of Defense Armor +4
Of Shelter Armor +4-7 (vs. physical attacks)
Of Warding Armor +4-7 (vs. elemental attacks)

Of Charrslaying Damage +1-20% (vs. Charr)
Of Deathbane Damage +1-20% (vs. Undead)
Of Dwarfslaying Damage +1-20% (vs. Dwarves)
Of Giantslaying Damage +1-20% (vs. Giants)
Of Pruning Damage +1-20% (vs. Plants)
Of Skeletonslaying Damage +1-20% (vs. Skeletons)
Of Tenguslaying Damage +1-20% (vs. Tengu)
Of Trollslaying Damage +1-20% (vs. Troll)

Of Enchanting Enchantments last 10-20% longer.
Of Fortitude Health +20-30.
Of Marksmanship +1 Marksmanship (1-20% chance while using skills).


Additional Modifiers


Modifier Name Modifier Effect
N/A Damage +1-20%, Armor -10 (while attacking) -OR- Energy -5.
N/A Damage +1-20% (while: enchanted / health is above 50% / health is below 50% / hexed / in a stance).
N/A Damage +1-20% (vs. hexed foes)


Hammers

Hammers can have up to three different modifiers in addition to the damage they automatically deal. Each one of these modifiers is drawn from a different pool of modifiers, which are "prefixes", "suffixes" and "additional". If you are attempting to obtain upgrade components for your hammer to get the specific mods you want, all "prefix" modifiers will appear exclusively on hammer hafts and all "suffix" modifiers will appear exclusively on hammer grips; there is no way to add a modifier from the "additional" pool to your hammer, it must spawn with one of those modifiers when it drops to have one.


Prefix Modifiers (Hammer Hafts)


Modifier Name Modifier Effect
Crippling Lengthens crippled duration on foe.
Cruel Lengthens deep wound duration on foe.
Heavy Lengthens weakness duration on foe.

Ebon Converts damage to earth damage.
Fiery Converts damage to fire damage.
Icy Converts damage to cold damage.
Shocking Converts damage to lightning damage.

Furious Double Adrenaline on hit (Chance: 1%-10%)
Sundering Armor penetration +10% (Chance: 1-10%)
Vampiric Life stealing: 1-5 life per hit, Health regeneration: -1
Zealous Energy gain on hit: 1, Energy Regeneration: -1


Suffix Modifiers (Hammer Grips)


Modifier Name Modifier Effect
Of Defense Armor +4
Of Shelter Armor +4-7 (vs. physical attacks)
Of Warding Armor +4-7 (vs. elemental attacks)

Of Charrslaying Damage +1-20% (vs. Charr)
Of Deathbane Damage +1-20% (vs. Undead)
Of Dwarfslaying Damage +1-20% (vs. Dwarves)
Of Giantslaying Damage +1-20% (vs. Giants)
Of Pruning Damage +1-20% (vs. Plants)
Of Skeletonslaying Damage +1-20% (vs. Skeletons)
Of Tenguslaying Damage +1-20% (vs. Tengu)
Of Trollslaying Damage +1-20% (vs. Troll)

Of Enchanting Enchantments last 10-20% longer.
Of Fortitude Health +20-30.
Of Hammer Mastery +1 Hammer Mastery (1-20% chance while using skills).


Additional Modifiers


Modifier Name Modifier Effect
N/A Damage +1-20%, Armor -10 (while attacking) -OR- Energy -5.
N/A Damage +1-20% (while: enchanted / health is above 50% / health is below 50% / hexed / in a stance).
N/A Damage +1-20% (vs. hexed foes)


Staves

Staves can have up to four different modifiers in addition to the damage they automatically deal and the innate +3-10 energy bonus they receive. Two of these modifiers are drawn from different pools and two are drawn from the same pool (the "additional" pool), which are "prefixes", "suffixes" and "additional"; note that you cannot get modifiers of the same type, so you cannot have a Hale Staff of Fortitude to add even more to your health or a Defensive Staff of Shelter to add even more armor. If you are attempting to obtain upgrade components for your staff to get the specific mods you want, all "prefix" modifiers will appear exclusively on staff heads and all "suffix" modifiers will appear exclusively on staff wrappings; there is no way to add modifiers from the "additional" pool to your staff, it must spawn with one (or two) of those modifiers when it drops to have them.


Prefix Modifiers (Staff Heads)


Modifier Name Modifier Effect
Defensive Armor +4-5.
Hale Health +10-30.
Insightful Energy +2-5.


Suffix Modifiers (Staff Wrappings)


Modifier Name Modifier Effect
Of Defense Armor +4
Of Shelter Armor +4-7 (vs. physical attacks)
Of Warding Armor +4-7 (vs. elemental attacks)

Of Charrslaying Damage +1-20% (vs. Charr)
Of Deathbane Damage +1-20% (vs. Undead)
Of Dwarfslaying Damage +1-20% (vs. Dwarves)
Of Giantslaying Damage +1-20% (vs. Giants)
Of Pruning Damage +1-20% (vs. Plants)
Of Skeletonslaying Damage +1-20% (vs. Skeletons)
Of Tenguslaying Damage +1-20% (vs. Tengu)
Of Trollslaying Damage +1-20% (vs. Troll)

Of Enchanting Enchantments last 10-20% longer.
Of Fortitude Health +20-30.
Of 'any skill name' +1 'attribute associated with skill name' (while using 'same skill name').


Additional Modifiers


Modifier Name Modifier Effect
N/A Improves skill recharge (Chance: 1-10%)
N/A Improves skill recharge using 'any attribute name' skills (Chance: 1-20%)

N/A Improves casting speed (Chance: 1-10%)
N/A Improves casting speed using 'any attribute name' skills (Chance: 1-20%)

N/A Quick recovery from: bleeding / blind / crippled / dazed / deep wound / disease / poison / weakness


Swords
Swords can have up to three different modifiers in addition to the damage they automatically deal. Each one of these modifiers is drawn from a different pool of modifiers, which are "prefixes", "suffixes" and "additional". If you are attempting to obtain upgrade components for your sword to get the specific mods you want, all "prefix" modifiers will appear exclusively on swords hilts and all "suffix" modifiers will appear exclusively on swords pommels; there is no way to add a modifier from the "additional" pool to your sword, it must spawn with one of those modifiers when it drops to have one.


Prefix Modifiers (Sword Hilts)


Modifier Name Modifier Effect
Barbed Lengthens bleeding duration on foe.
Crippling Lengthens crippled duration on foe.
Cruel Lengthens deep wound duration on foe.
Poisoner's Lengthens poison duration on foe.

Ebon Converts damage to earth damage.
Fiery Converts damage to fire damage.
Icy Converts damage to cold damage.
Shocking Converts damage to lightning damage.

Furious Double Adrenaline on hit (Chance: 1%-10%)
Sundering Armor penetration +10% (Chance: 1-10%)
Vampiric Life stealing: 1-5 life per hit, Health regeneration: -1
Zealous Energy gain on hit: 1, Energy Regeneration: -1


Suffix Modifiers (Sword Pommels)


Modifier Name Modifier Effect
Of Defense Armor +4
Of Shelter Armor +4-7 (vs. physical attacks)
Of Warding Armor +4-7 (vs. elemental attacks)

Of Charrslaying Damage +1-20% (vs. Charr)
Of Deathbane Damage +1-20% (vs. Undead)
Of Dwarfslaying Damage +1-20% (vs. Dwarves)
Of Giantslaying Damage +1-20% (vs. Giants)
Of Pruning Damage +1-20% (vs. Plants)
Of Skeletonslaying Damage +1-20% (vs. Skeletons)
Of Tenguslaying Damage +1-20% (vs. Tengu)
Of Trollslaying Damage +1-20% (vs. Troll)

Of Enchanting Enchantments last 10-20% longer.
Of Fortitude Health +20-30.
Of Swordsmanship +1 Swordsmanship (1-20% chance while using skills).


Additional Modifiers


Modifier Name Modifier Effect
N/A Damage +1-20%, Armor -10 (while attacking) -OR- Energy -5.
N/A Damage +1-20% (while: enchanted / health is above 50% / health is below 50% / hexed / in a stance).
N/A Damage +1-20% (vs. hexed foes)


Wands/Rods

Wands and rods can have up to two different modifiers in addition to the damage they automatically deal. Since there are no upgrade components for wands and rods there is only one pool of modifiers; both modifiers are chosen from this pool, however the same type of modifier cannot be drawn for both modifiers (i.e. you can't have two modifiers that affect your recharge time).


Modifiers


Modifier Name Modifier Effect
N/A Improves skill recharge (Chance: 1-10%)
N/A Improves skill recharge using 'any attribute name' skills (Chance: 1-20%)

N/A Improves casting speed (Chance: 1-10%)
N/A Improves casting speed using 'any attribute name' skills (Chance: 1-20%)

N/A +1-5 energy (while: enchanted / health is above 50% / health is below 50% / hexed)
N/A +13-15 energy, Energy regeneration -1


Foci

Foci can have up to two different modifiers in addition to the innate +3-12 energy bonus they receive. Since there are no upgrade components for foci there is only one pool of modifiers; both modifiers are chosen from this pool, however the same type of modifier cannot be drawn for both modifiers (i.e. you can't have two modifiers that affect your recharge time).


Modifiers


Modifier Name Modifier Effect
N/A Armor +4-8 (while: attacking / casting / enchanted / health is above 50% / health is below 50% / hexed).
N/A Armor +4-8 (vs. elemental attacks).
N/A Armor +4-8 (vs. physical attacks).
N/A Armor +4-8 (vs.: Charr / Dwarves / Giants / Plants / Skeletons / Tengu / Trolls / Undead).
N/A Armor +4-8 (vs. 'any damage type' attacks).
N/A Armor +4-5, Health -20 -OR- Energy -5.

N/A Improves skill recharge (Chance: 1-10%).
N/A Improves skill recharge using 'any attribute name' skills (Chance: 1-20%).

N/A Improves casting speed (Chance: 1-10%).
N/A Improves casting speed using 'any attribute name' skills (Chance: 1-20%).

N/A Health +20-30.
N/A Health +15-45 (while: enchanted / hexed).

N/A +1 'any attribute name' (1-20% chance while using skills).
N/A +13-15 energy, Energy regeneration -1.


Shields

Shields can have up to two different modifiers in addition to the innate 6-16 armor they provide. Since there are no upgrade components for shields there is only one pool of modifiers; both modifiers are chosen from this pool, however the same type of modifier cannot be drawn for both modifiers (i.e. you can't have two modifiers that affect your health). The one exception to this rule is that the "received damage -x" mod CAN appear twice on an item, although with different conditions (i.e. received damage -3 (while hexed) and received damage -3 (while enchanted)).


Modifiers


Modifier Name Modifier Effect
N/A Armor +4-8 (vs.: Charr / Dwarves / Giants / Plants / Skeletons / Tengu / Trolls / Undead).
N/A Armor +4-8 (vs. 'any damage type' attacks).

N/A Health +20-30.
N/A Health +15-45 (while: enchanted / hexed / in a stance).

N/A Received damage -1-3 (while: enchanted / hexed / in a stance).
N/A Received damage -1-3 (Chance: 1-10%).

N/A +1 'any attribute name' (1-20% chance while using skills).
N/A Quick recovery from: bleeding / blind / crippled / dazed / deep wound /
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Old May 23, 2005, 05:16 PM // 17:16   #9
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Wow, Thank You!
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Old May 23, 2005, 06:12 PM // 18:12   #10
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Thanks for all the info. I have one more question though:

If one has placed both a prefix and a suffix on a weapon or piece of armor, will the advanced salvage kit give you back BOTH items?

I want to know if I can should use these upgrades on less than optimal weapons or wait until I have a very good weapon to use them on.

Thanks lotsa,

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Old May 23, 2005, 07:33 PM // 19:33   #11
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I have only ever got back one item. And it's usually the Prefix.
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Old May 23, 2005, 07:33 PM // 19:33   #12
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no, you have a chance to get only one, you could get nothing too.
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