WeaponIllustrative anatomy
Ceremonial Spear
Illustrative only. A two-handed martial weapon with an attribute requirement.
Example values
| Type | spear |
|---|---|
| Hands | two-handed |
| Damage | 14-27 |
| Requires | Tidal Resolve 9 |
| Rarity | uncommon |
| Modifier slots | prefix, suffix, inscription |
This 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.
Relations
Wielded by
Orrian CantorThis profession does not exist. It illustrates how a caster support page will be laid out: cast-time economics, a stacking resource, and the party-facing effects that make the profession worth a slot. The franchise has carried a divine-support line since the Monk in the original Guild Wars, and Guild Wars 3's setting puts the six gods in the world rather than in memory, so something in this role is a safe structural bet even though this particular one is invented.Orrian Cantor
Illustrative anatomyIllustrative only. A support profession channelling the six gods through sung invocations.
TidewardenThis profession does not exist. It is drawn here to show how a profession page will read once Guild Wars 3 has professions: a primary attribute, an armour class, a resource mechanic, the weapons it can hold, and the skills that hang off it. The shape follows what both predecessors actually ship. Guild Wars gives professions a primary attribute only they can raise, and Guild Wars 2 gives each a unique mechanic. Guild Wars 3 will almost certainly do some version of both.Tidewarden
Illustrative anatomyIllustrative only. A frontline profession built around holding ground near water.