Armorsmithing is a profession in Guild Wars 2, which allows the craftsmen to make armor, bags and runes. Boxes and runes are useful to everyone, but the Heavy Armor that is crafted by an Armorsmith can only be worn by Guardians and Warriors.
This differentiates it from Jewelery, which is useful to all classes, though of course an Armorsmith can still sell the Heavy Armor even if they themselves cannot wear it. In this section we are going to cover how to craft equipment boxes and the first few pieces of armor, and in the advanced version we will cover the rest of the armor as well as runes.
First, as they are usable by everyone, are boxes. There are three types of box; a basic box, a reinforced safe box and a padded equipment box. Each offers an additional few slots to your inventory, but some have special conditions. The basic box just adds inventory slots, but equipment boxes will fill with weapons and armor before they fill any other box, and finally items in a safe box will never appear in the sell-to-vendor list, and will also not move when an inventory is sorted.
Boxes can be made from bronze, iron or steel, with each giving more inventory slots than the last. Bronze gives 8, Iron gives 10 and Steel gives 12. A basic, 8 slot Bronze box can be made with 10 Bronze Ingots, and adding 3 Tiny Scales will make it an equipment box, whereas adding 3 Piles of Glittering Dust instead of the scales gives a Reinforced Safe Box.
An Iron box is crafted with 10 Iron Ingots, like the Bronze one, but also requires a Minor Rune of Holding due to its weight. This time, adding 3 Piles of Shimmering Dust will make a Reinforced Safe Box.
Finally, a 12 Slot Steel Box can be made from 10 Steel Ingots and a Rune of Holding. It is likely that there are more steel boxes in the same vein as the others, but this is all of the information that is currently verified. What is important is the principle: 10 Ingots of the metal + A rune if heavy, and then scales make equipment boxes (think of them as padding) and dust makes reinforced boxes.
As for armor, it is made up of several types of components, all of which can come in varying metals, some of which are stronger but require a higher skill level, as expected. The components are Boot Panels, Chest Panels, Glove Panels, Helmet Casings, Leggings Panels, and Pauldron Casing (This is for the shoulders).
In addition, the inside of the armor must be lined or padded with materials such as wool and jute, which can produce linings for each specific part (for example, the Jute Chest Padding). Finally, they must also carry an insignia of the material used to line them.
Let’s take for example a basic Coat, in this case the Chain Coat. To craft this, you need a Bronze Chain Chest Panel, Jute Chest Padding and a Jute Insignia. The Bronze Chain Chest Panel consists of 4 Bronze Ingots. Paddings and Linings are created by combining Bolts and Spools of Thread of the same material, in this case the Chest Padding is made from 3 Bolts of Jute and 2 Spools of Jute Thread.
Insignias allow you a bit of creativity. They are crafted by combining a Bolt of the material and 3 of a Fine Craft Material (such as Bones, Claws, Scales, Totems, Piles of Dust, Venom sacs etc.) For example, combining a Bolt of Jute with 3 Vials of Weak Blood gives a “Mighty Jute” Insignia, which grants +10 Power. Higher tier Craft Materials give stronger effects, and thus make the item of Armor more valuable.
In addition, Insignias can be upgraded by using 5 of the Craft Material, as well as 5 Spools of Thread. This creates an Embroidered Insignia, and is naturally endowed with stronger effects. It is also important to note that the power of effect is generally in proportion with the size of the piece of Armor, for example, the insignia for a Coat and for a pair of Boots may be the same, but the Coat offers a larger bonus.
These all combine to give you a basic, Bronze Chain Coat. To make a Helm is much the same, but instead of a Bronze Chain Chest Panel, you use a Bronze Helmet Casing, and instead of Jute Chest Padding, you use Jute Helmet Lining, and again you add a Jute Insignia.
So, the formula is a piece of Paneling or Casing of a certain metal, combined with a Piece of Lining or Padding of a certain material, and finally adorned with an Insignia made of the same material. The metal components are Boots Panels, Chest Panels, Glove Panels, Leggins Panels, Helmet Casings and Pauldron Casings. They all come in Bronze, Iron and Steel.
They types of Lining and Padding are Boot Lining, Glove Lining, Helmet Lining, Legging Lining, Pauldron Lining and Chest Padding. These all come in Jute, Cotton and Wool, and the type of material used must match the type used for the Insignia.
Each type of Metal (Bronze, Iron or Steel) forms a different type of Armor (Chain for Bronze, Scale for Iron and Splint for Steel) and can only be lined and padded with a corresponding material (Jute for Bronze, Wool for Iron and Cotton for Steel). Splint Armor is stronger than Scale Armor, which is in turn stronger than Chain Armor, and naturally, Splint requires a higher skill level than Scale, which in turn requires a higher skill level than Chain.
That covers the basics of Armorsmithing. In the next part we will go into further detail about refinement, and also look into Runes, which are as of now a relatively unknown aspect of Armorsmithing.
Guild Wars 2 Armorsmithing Guide – Runes and Refinement
As we mentioned in our previous piece on Armorsmithing (link), there are three metals used for crafting Armor; Bronze, Steel and Iron. Iron Ingots are crafted simply from combining two Iron Ores, but the other two metals are allows, and so require a mixture. For Bronze, you must combine 10 Copper Ore and one Lump of Tin. For Steel, you need 2 Iron Ore and a Lump of Coal. As stated, Steel makes Splint Armor, which is the strongest, so this is worth remembering.
The other aspect of Armorsmithing that we only touched on was Insignias. As we said, you need to combine three of a Fine Craft Material with a Bolt of the appropriate lining/padding to form an Insignia. Insignias carry bonuses, so can be thought of as enchanting your Armor, and choosing what to focus your energies on. There are 6different Fine Crafting Materials to choose from that can be used to make insignias; Bones, Claws, Scales, Totems, Venom Sacs and Vials of Blood.
These all come in 6 tiers, for example a Bone Chip is a Tier 1 Bone, whereas Bone itself is the Tier 3 form (all materials quoted above are taken from their Tier 3 form). The final form of the bone, Tier 6, is the Ancient Bone, which carries a much stronger boost than the Bone, is currently not known to be craftable to form an Insignia.
As it stands, all that is known is that Jute is used to craft with Tier 1, Wool with Tier 2 and Cotton with Tier 3, and that these correspond to the metals accordingly (Tier 1 with Bronze, 2 with Iron and 3 with Steel).
The bonuses change with each type of lining/padding, for example with Jute;
Material & Boosts:
- Tiny Venom Sac: +Condition damage
- Vials of Weak: +Blood Power
- Bone Chips: +Vitality
- Tiny Totems: +Healing Power
- Tiny Claws: +Precision
- Tiny Scales: +Toughness
With Wool, each material boosts two attributes, and it is important to note that Tier 3 Blood is used. This is an exception to the rule of Jute=1, Wool=2, Cotton=3.
Material & Boosts:
- Small Venom Sac Condition damage + Precision
- Vials of Blood Power + Precision
- Bone Shards Vitality + Power
- Small Totems Healing Power + Power
- Small Claws Power + Magic Find
- Small Scales Toughness + Vitality
In general, the boosts stay the same and simply add another, wit the exception of Claws.
Unfortunately, not much is known about the Cotton Insignias as of yet, but the trend appears to be that they are merely stronger versions of their Wool counterparts.
Finally, the only other aspect of Armorsmithing we haven’t discussed thus far is Runes. Runes act almost like another Insignia, and they can be attached to a piece of Armor the way a Jewel can be Attached to an Amulet. The interesting thing is that if more than one piece of Armor you are wearing is carrying the same Rune, the effects accumulate, to a maximum of 6.
Take for example the Rune of Vampirism. If you have it on one piece of Armor, you get +25 Power. If you have it on two pieces, you get a 5% chance to cause your next attack to Steal Life when hit, with a cooldown of 15 seconds. If you have three, the Power boost goes to +50. If you have four, your next attack after using a heal skill causes Steal Life. If you have five, the Power boost reaches a whopping +90, and finally, if all six of your Armor pieces bear the Rune of Vampirism, you turn to mist when you get below 10% Health with the ability having a 90 second cooldown.
As you can see, the cumulative effects of Runes get very powerful very quickly, and as there are dozens of different Runes, you’re bound to find one to suit your playstyle. From the Rune of the Pirate, to the Rune of the Air, to the Rune of the Undead, there’s something for everyone, and many of them offer a very interesting bonus if you have 6 Armor pieces with the Rune. These include a 5% chance of summoning a Golem, a 5% chance of summoning a Wolf, and creating a Death Nova when you g o down.
So, in the end it’s clear the Armorsmithing is a viable profession, and almost everyone can get something out of it. It’s a must for Guardians and Warriors, and something worth looking into for other players for the added inventory space and for the prospect of the high-value items later on in the profession, with the Runes having the potential to be particularly coveted. All in all, Armorsmithing is a very deep profession, and is certainly one of the more interesting ones on offer in Guild Wars 2.