Guides/Starting out
Attributes and prefixes: how to read Berserker on a helmet
The nine attributes, what each does in numbers, and how to read names like Viper’s or Trailblazer’s. The minimum you need before your first gear purchase.
On this page
Gear in Guild Wars 2 has no “power level”. Every piece carries a prefix, a set of attributes instead. A Berserker’s Helm and a Viper’s Helm can share a rarity and a price and still play nothing alike.
This is what to understand before your first trip to the trading post, because buying the wrong thing is easy.
The nine attributes
Power raises direct strike damage.
Precision raises critical chance. At 80 the base is 5%, and every 21 Precision above 1000 adds another 1%.
Toughness raises armour, which means less incoming strike damage.
Vitality raises health. Each point gives 10 health.
Ferocity raises critical damage. The base is 150%, and every 15 Ferocity adds 1%.
Condition Damage raises damage from conditions: burning, poison, bleeding.
Expertise raises condition duration, 15 for each 1%.
Concentration raises boon duration, also 15 per 1%.
Healing Power raises all healing you do, your own included.
Agony Resistance sits apart. It matters in high-level fractals and nowhere else.
The exact conversion rates
Every stat page on every fansite explains what the attributes do. Very few print the divisors, and the divisors are where the decisions live.
- Precision: 21 points above 1,000 buy 1% critical chance. You start at level 80 with a base of 5%.
- Ferocity: 15 points buy 1% critical damage, on top of a base of 150%.
- Vitality: 1 point is 10 health, flat, no threshold.
- Expertise: 15 points buy 1% condition duration, from a base of 0%.
- Concentration: 15 points buy 1% boon duration, also from 0%.
- Toughness feeds armour, which is your gear’s defence plus your toughness added together.
Notice what those numbers have in common. Four of the six run at fifteen to one, which makes rough mental arithmetic possible: a piece of gear with 100 concentration on it is about seven percent boon duration, no calculator needed.
Precision is the odd one out, and the above 1,000 part is the trap. The first thousand precision buys you nothing at all. That is why swapping a single ring on a low-precision character feels like it does nothing, and why crit builds want commitment rather than a sprinkle.
Two schools of damage
🔴 The thing that matters most to a newcomer: the game runs two independent damage systems.
Power hits immediately. Condition Damage hits over time.
They barely mix. Power gear on a condition build means half the damage in both directions. Decide how you want to hit first, then buy.
How to read a prefix
Every prefix has a major attribute, shown as the large number, and one to three minor ones, all sharing a smaller value.
The common ones:
| Prefix | Major | Minor |
|---|---|---|
| Berserker’s | Power | Precision, Ferocity |
| Assassin’s | Precision | Power, Ferocity |
| Marauder’s | Power | Precision, Vitality, Ferocity |
| Soldier’s | Power | Toughness, Vitality |
| Viper’s | Power | Condition Damage, Precision, Expertise |
| Grieving | Power | Condition Damage, Precision, Ferocity |
| Rabid | Condition Damage | Precision, Toughness |
| Dire | Condition Damage | Toughness, Vitality |
| Trailblazer’s | Toughness | Condition Damage, Vitality, Expertise |
| Ritualist’s | Vitality | Condition Damage, Concentration, Expertise |
| Harrier’s | Power | Healing Power, Concentration |
| Minstrel’s | Toughness | Healing Power, Vitality, Concentration |
| Magi’s | Healing Power | Precision, Vitality |
| Cleric’s | Healing Power | Power, Toughness |
| Diviner’s | Power | Concentration, Precision, Ferocity |
| Celestial | all nine equally | none |
Why boon duration is the stat nobody explains
Fifteen concentration for one percent looks unremarkable next to raw damage numbers, and for a solo character it mostly is.
Put the same character in a group of five and the maths inverts. Every boon you hand out lasts longer, on everyone, at the same time. A support build with high concentration is not adding one player’s worth of value, it is adding a fraction to four other people’s damage, healing and survival at once.
This is the stat that separates a character who is present in a squad from one who is wanted in it, and it does not show up anywhere on your damage meter.
If you have ever wondered why an experienced player in an open-world meta seems to do nothing while everything around them goes better, look at their concentration. That is usually the whole answer.
What a newcomer should buy
Berserker’s is the standard for strike damage. Cheap, legible, works everywhere.
Marauder’s is Berserker’s with Vitality traded for part of the damage. If you die often, take it and feel no shame about it.
Viper’s is the standard for condition damage.
Celestial gives a little of everything. It sounds like a compromise and it is, but for the open world and solo play it is the most convenient set you can own: one kit covers any build.
Trailblazer’s is the sturdiest condition set. It kills slowly and it kills even when you play carelessly.
Practical advice
Buy nothing before 80. Gear changes every couple of levels, and money spent earlier burns.
At 80, buy a full set of exotic in one prefix (what to do at 80). Exotic costs a fraction of ascended, and the attribute gap is around 5%.
Check prices piece by piece before buying a set in one click. Parts of the same set can differ in price by an order of magnitude.
Questions people ask
What does Berserker mean on a piece of gear?
It is a prefix: Power as the major attribute plus Precision and Ferocity as minors. It is the standard set for strike damage and works everywhere.
Can I mix power and condition damage gear?
You can, and you should not. They are two independent damage systems, so mixing them halves your output in both directions. Pick one and build into it.
Which prefix is best for the open world?
Celestial, if you want one set that never needs changing. It gives a little of everything, which is weak on paper and very convenient in practice.
When should I buy my first proper gear?
At level 80, and not before. Gear is replaced every few levels on the way up, so anything you buy earlier is money burned.