Weapon upgrade

Weapon Upgrades are a type of upgrade that improve the characteristics of the weapon they are equipped to. A weapon has an upgrade on it if it has a prefix and/or suffix added to the weapon's name. For instance, if a "Fiery" hilt were applied to a scimitar, it would be called a "Fiery Scimitar". If a pommel "of Charrslaying" were then applied, it would be called a "Fiery Scimitar of Charrslaying". A weapon can contain a maximum of 2 upgrades: one "prefix" and one "suffix". Weapons that do not have any upgrades on them are often called "clean".

Obtaining Upgrades
Weapon upgrades may be extracted from weapons that contain them by using an Expert Salvage Kit. As with extracting runes from armor, salvage attempts are not always successful. If a weapon has two upgrades (a prefix and a suffix), the salvage attempt will only be able to recover one of them, determined randomly. Prefixed and/or suffixed weapons obtained from Quests and/or Collectors cannot be salvaged to get their upgrades.

Upgrade items can sometimes be recovered from that contain them.

Applying Upgrades
Simply double-click the upgrade, and then click on a compatible weapon to equip it (you could not add a staff upgrade component to a hammer). A weapon can only have one upgrade of each type (commonly referred to as prefix/blade/head upgrades and suffix/hilt/wrapping upgrades).

List of Upgrades

 * Prefix Modifiers

Modifier Name 	Modifier Effect Barbed 	Lengthens bleeding duration on foe by 33%. Crippling 	Lengthens crippled duration on foe by 33%. Cruel 	Lengthens deep wound duration on foe by 33%. Defensive Adds Armor. Hale     Health +20-30. Heavy 	Lengthens weakness duration on foe by 33%. Poisoner's 	Lengthens poison duration on foe by 33%. Ebon 	Converts damage to earth damage. Fiery 	Converts damage to fire damage. Icy 	Converts damage to cold damage. Shocking 	Converts damage to lightning damage. Furious 	Double Adrenaline on hit (Chance: 2-10%) Insightful        +Energy. Sundering Armor penetration +10% (Chance: 5-10%) Vampiric 	Life stealing: 1-3 life per hit, Health regeneration: -1 Zealous 	Energy gain on hit: 1, Energy Regeneration: -1


 * Suffix Modifiers

Modifier Name 	Modifier Effect Of Defense 	Armor +4-5 Of Shelter 	Armor +4-7 (vs. physical attacks) Of Warding 	Armor +4-7 (vs. elemental attacks) Of Charrslaying 	Damage +10-20% (vs. Charr) Of Deathbane 	Damage +10-20% (vs. Undead) Of Dwarfslaying 	Damage +10-20% (vs. Dwarves) Of Giantslaying 	Damage +10-20% (vs. Giants) Of Pruning 	Damage +10-20% (vs. Plants) Of Skeletonslaying 	Damage +10-20% (vs. Skeletons) Of Tenguslaying 	Damage +10-20% (vs. Tengu) Of Trollslaying 	Damage +10-20% (vs. Trolls) Of Enchanting 	Enchantments last 10-20% longer. Of Fortitude 	Health +20-30. Of Axe Mastery 	+1 Axe Mastery (10-20% chance while using skills).


 * Additional Modifiers

Modifier Name 	Modifier Effect N/A 	Damage +10-15%, Armor -10 while attacking / -1 Health regeneration / -1 Energy regeneration / Energy -5. N/A 	Damage +10-15% while: enchanted / health is above 50% / in a stance. N/A 	Damage +10-15% vs. hexed foes. N/A 	Damage +10-20% while: health is below 50% / hexed.