Weapon modifier

Description
Weapon modifiers are inherent effects which - as opposed to weapon upgrades - cannot be salvaged.

Combat weapons may have up to one modifier, while caster weapons and offhand weapons may have up to two modifiers. Some weapons will have no modifiers, instead having one or more weapon upgrades. In addition to the modifiers listed here, blue weapons can also have the "precious" modifier, improving its merchant sale price, and the "highly salvageable" modifier, increasing salvage yields from that item.

Note that some crafter, collector, and quest reward items can come with strange or otherwise unattainable modifiers, such as the Fiery Flame Spitter. This article lists only those available on dropped items, or on typical collector, PvP, and green items.

Available Modifiers
Note: modifiers not available on PvP weapons are denoted with an asterisk (*).

Combat Weapons
Axes, Bows, Hammers, Swords, Daggers, Scythes, and Spears may have at most one modifier. 1Energy -5 weapons are used by casters to "hide" energy. It is effective against energy denial in PvP and can also save energy when using energy-draining spells such as Rebirth. 2Unconditional Damage +xx% weapons were previously created through the abuse of an exploit. Also, it is rumored that some weapons that dropped during the first few weeks of gameplay "lost" their negative modifier (such as -5 energy or -10 armor while attacking) and thus became unconditional. 3Energy +5 modifiers can only occur on rare weapons that are available in Cantha.

Caster Weapons
Blue and purple staves and wands may have at most one modifier, and gold staves and wands may have at most two modifiers. 1Halves Casting Time (HCT) and Halves Skill Recharge (HSR) modifiers from multiple equipped weapons stack. Two 20% HCT items result in a 32% chance to HCT, plus a 4% chance to Quarter Casting Time. Skill recharge reduction is capped at 50% from multiple sources, so two 20% HSR simply result in a 36% chance to HSR. 2A wand can only have one energy +x modifier.

Shields and Focus Items
Blue and purple shields and focus items may have at most one modifier, and gold shields and focus items may have at most two modifiers. 1While these bonuses state "attacks", they actually are effective against all sources of damage. 2The damage type can be from either physical or elemental damage; that is, it can be Cold, Earth, Fire, Lightning, Blunt, Piercing, or Slashing damage. 3Focus items will only have a +1 modifier for caster attributes as listed below. Shields can have +1 for caster attributes as well as Strength and Tactics. In addition, Shields with +1 are not available on PvP items. 4Shields can have two "Received physical damage" modifiers of the following conditions: while in a stance, while enchanted, and while hexed. The two modifiers will stack if both conditions are met. If a shield has "Received physical damage -x (Chance: 10-20%)", it cannot have another "Received physical damage" modifier. 5Before the March 02, 2006 update, there were shield modifiers that gave -1-3 damage (Chance: 2-10%). They were replaced by the current modifiers that give -3-5 damage (Chance:10-20%).

Possible Attributes, Species, and Conditions
Attributes The following attributes have been noted for "Halves skill recharge," "Halves casting time," and " +1 (10-20% chance)": 1Tactics and strength are only available on warrior shields with " +1 (Chance:10-20%)" modifiers. 2The only items with Soul Reaping modifiers are Ornhelm Brightaxe's Grim Cesta, Rylan_Paval's Grim Cesta, and Kkraz's Indulgence. 3The only items with Energy Storage modifiers are Mag Ironwall's Earth Scroll and Kraviec the Cursed's Earth Scroll.
 * Warrior - Strength1, Tactics1
 * Monk - Divine Favor, Healing Prayers, Protection Prayers, Smiting Prayers
 * Necromancer - Soul Reaping2, Blood Magic, Curses, Death Magic
 * Mesmer - Domination Magic, Illusion Magic, Inspiration Magic
 * Elementalist - Energy Storage3, Air Magic, Earth Magic, Fire Magic, Water Magic
 * Ritualist, Spawning Power, Channeling Magic, Communing, Restoration Magic

Species There are "Armor +?-10 vs " modifiers available for Charr, Demons, Dragons, Dwarves, giants, Ogres, plants, skeletons, Tengu, trolls, and undead. Every "Armor +4-10 vs " has a corresponding species slaying upgrade.

Conditions All conditions except for Burning have been noted to have a "Reduces  duration on you by 20%".