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Old May 12, 2005, 03:41 AM // 03:41   #1
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Default Which upgrade gets booted?

Alright, I have a gold axe with 3 modifiers on it. Here's the stats:

Cruel Piercing Axe of Axe Mastery
Piercing Dmg: 6-26 (req. 9 axe)
Damage +18% (When hexed)
Lengthens Deep Wounds duration on foe
Axe Mastery +1 (15% chance while using skills)

Now, I also have an upgrade I want to put on it. As follows:

Zealous Axe Haft
Energy gain on hit: 1
Energy regeneration: -1

When I go to put the Zealous Axe Haft on my axe, it tells me that a previous upgrade will be replaced. That's fine, depending on which upgrade is getting booted. How in the nine hells am I supposed to tell which one is going to get replaced? Anyone know?

Also, can replacing one of these upgrades change the status of the weapon from gold to purple/blue?

Thanks
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Old May 12, 2005, 04:16 AM // 04:16   #2
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as far as I know the color will never change, I've been changing components on my Butterfly Sword for a while now and it's still purple, and I doubt every single change I've made to it has kept it at the same level of rarity.

as for your first and more important question, the deep wound duration will be the one removed. Axe hafts deal with the prefix and a grips change the suffix.
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Old May 12, 2005, 04:18 AM // 04:18   #3
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the "Cruel" part of it will change. Because "Zealous" and "Cruel" are both suffixes to the name. So rather than a Cruel Axe, it will become a Zealous Axe. Color doesn't change, and the percentage vs blah blah isn't even a modifyer item, so thats there for good. If you put a different haft or whatever on it, it would change from of Axe Mastery to of ___.
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Old May 12, 2005, 04:52 AM // 04:52   #4
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Prefix Modifiers (Axe Hafts)
---------------------------------
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)
---------------------------------
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).

Last edited by Warlord Teriel; May 12, 2005 at 04:54 AM // 04:54..
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Old May 12, 2005, 07:22 AM // 07:22   #5
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Wow, awsome list Warlord Teriel, does anyone have a full list of what is available on all items?
That would be something worth printing off
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Old May 12, 2005, 07:50 AM // 07:50   #6
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Don't suppose you have a similar list for swords?

[EDIT] Just found a list here

http://www.gwonline.net/page.php?p=125

Last edited by Ahad; May 12, 2005 at 08:03 AM // 08:03..
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Old May 12, 2005, 02:51 PM // 14:51   #7
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Default Complete Upgrade List

This needs to be BUMPED and if anyone has the COMPLETE list, for staffs, swords, hammers, etc... I WOULD LOVE TO SEE IT!

EDIT - Here is complete list from the wonderful website posted above.
http://www.gwonline.net/page.php?p=125



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.

Quick Item Category Selection


Weapons
Axes
Prefixes (Axe Hafts)
Suffixes (Axe Grips)
Additional
Bows
Prefixes (Bow Strings)
Suffixes (Bow Grips)
Additional
Hammers
Prefixes (Hammer Hafts)
Suffixes (Hammer Grips)
Additional
Staves
Prefixes (Staff Head)
Suffixes (Staff Wrapping)
Additional
Swords
Prefixes (Sword Hilt)
Suffixes (Sword Pommel)
Additional
Wands/Rods
Other
Foci
Shields
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 / disease / poison / weakness

Last edited by RMThompson; May 12, 2005 at 02:57 PM // 14:57..
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Old May 15, 2005, 01:22 AM // 01:22   #8
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With weapons that spawn with a prefix, like Fiery Dragon Sword, Icy Flamberge etc, do they still get replaced when a hilt is applied? I'm guessing yes.. but I can dream
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