Weapons
How weapon pages will work.
Ceremonial SpearThis weapon does not exist. It shows the weapon page shape both predecessors need: a damage range rather than a single number, an attribute requirement that gates the full damage, and slots for the modifiers players actually shop for. The modifier slots are the important part of the layout. In the original Guild Wars a weapon's identity is mostly its prefix, suffix, and inscription, and any real database has to make those first-class rather than footnotes.Ceremonial Spear
Illustrative anatomyIllustrative only. A two-handed martial weapon with an attribute requirement.
Pilgrim's EdgeThis weapon does not exist. It illustrates the high-requirement, high-rarity end of a weapon table, where the interesting question on the page is what the requirement costs a build rather than what the weapon does.Pilgrim's Edge
Illustrative anatomyIllustrative only. A one-handed sword at the top rarity tier.
Reliquary DaggerThis weapon does not exist. It illustrates a fast weapon: a wide, low damage band where attack speed rather than the numbers on the page decides whether it is good.Reliquary Dagger
Illustrative anatomyIllustrative only. A fast one-handed weapon with a low damage band.
Warding FocusThis item does not exist. It illustrates the off-hand case: no damage range at all, so the page has to lead with what it actually gives instead of rendering an empty damage row.Warding Focus
Illustrative anatomyIllustrative only. An off-hand item that adds attributes rather than damage.