Guild Wars
Guild Wars is a series of competitive roleplays in line (CORPG) without subscription developed by ArenaNet and published by NCsoft, which the first chapter, Guild Wars Prophecies , left in France the April 28th 2005. A second episode, Guild Wars Factions , left universally the April 28th 2006. The third episode, Guild Wars Nightfall , left the October 27th 2006. Each of the first three chapter is a Stand-alone, which can be played only or in combination of the other products Guild Wars. The fourth chapter of the series, Guild Wars Eye off the North, is a Addon requiring to have one of the first chapters; its exit took place the August 31st 2007.
Abbreviation GW is commonly allowed to indicate the series in its entirety or only the first chapter, while GWF indicates the second episode. Abbreviation NF is used to indicate the third chapter. GWEN, EotN are used for the fourth.
Chapters of the series
- Guild Wars Prophecies, left on April 28th, 2005, the first chapter of the series. Allows to explore the continent of Tyrie, invaded by Charrs.
- Guild Wars Factions, left on April 28th, 2006, the second chapter of the series. Allows to explore the continent of Cantha, victim of a strange plague.
- Guild Wars Nightfall, left on October 27th, 2006, the third chapter of the series. Allows to explore the continent of Elona, where the twilight and a god bet appear.
- Guild Wars Eye off the North, left on August 31st, 2007. Contrary to the other plays of the series, this one is a PvE extension requiring to have one of the other chapters and only the characters level 20 of the preceding campaigns will be able to enter there. It will make it possible to explore the North of Tyrie as well as a network of underground tunnels.
Extensions
- the Furnace of the Lamentations, left with the autumn 2005. It is about a free extension for Guild Wars Prophecies.
- the Antagonistic Islands, this extension left beginning 2006 concentrates the contents PvP in an accessible place since all the chapters. In Prophecies, the old access to the world tournament was converted into charts PvE.
- the Field of the Anguish, which leaves on December 1st 2006 adds zones of exploration elites to Guild Wars Nightfall.
- Eye off the North, left on August 31st 2007, added new armours, competences, hero, keeps, etc It is also this chapter which puts a term at Guild Wars to leave room to the second opus about 2008-2009 (release of a beta release in 2008 then play in 2009).
- a Misson Pack announced for November 2007. This pack, obtained free after having carried out a certain amount of purchase in the online shop of the play or on the PlayNC service, will contain 4 historical missions of the universe of Guild Wars:
- the escape of Gwen after the Furnace which destroyed Ascalon in Tyrie .
- the seizure of power by the Servite secretly helped of the Mursaats in Kryte in Tyrie .
- the Tengu wars on Cantha .
- the battle of the fortress of Jahai between the dead-alive armies of Palawa Joko and the forces of Turai Ossa on Elona .
- Guild Wars also has several musical extensions thanks to a partnership with Jeremy Soule, the type-setter of the musics of the play.
See also: musical Extensions of Guild Wars
History
Important dates in the evolution of the play:- April 28th, 2005: official exit of Guild Wars.
- Be 2005: the accesses of the arenas of the Cromlech de Denravi , of the Oasis of Amnoun and the Îles of Fire are closed and these arenas are henceforth accessible by chance via the arenas from the Arch of the Lion .
- September 2005: exit of the Furnace of the Lamentations .
- At the end of October 2005: installation of decorations of Halloween.
- At the end of December 2005: installation of decorations and the searches of Hivernel (Christmas). Luminous cracks start to appear on the walls of the Tombeaux of the Kings Primitifs .
- At the beginning of January 2006: The name of the second chapter is revealed: it will be Guild Wars Factions. The first chapter is retroactively famous Guild Wars Prophecies .
- January 13rd, 2006: mercenaries Zaishen make their appearance in Tyrie .
- January 19th, 2006: first public test of pre-exit of Factions; this test is exclusively PvP and it is opened with all. The interface of connection of the play is modified. The Tombeaux of the Kings Primitifs are corrupted and become a PvE zone. The PvP combat and the halls of guild are transferred on the Antagonistic Islands and the accesses of the arenas of the Arch of the Lion and of the Forging mill of Droknar from now on are closed.
- March 17th, 2006: second test of pre-exit of Factions, this test is PvP and PvE making it possible to test ten charts of Cantha and it is accessible to all the players from Guild Wars and on invitation. Ambassadors Let us luxate and Kurzicks temporarily makes their appearance in the Halls of guild.
- At the beginning of April 2006: refugees Let us luxate and Kurzicks makes temporarily their appearance in Kryte and offers some searches to introduce the concept and the gameplay of Factions to the players of Guild Wars.
- April 27th, 2006: installation of the rewarding titles players having achieved various goals. the Day of Tengu , an pre-event of exit of Factions takes place on the island of Shing Jea with Cantha accessible to any player having a key of pre-order.
- April 28th, 2006: official exit of Guild Wars Factions . The oldest characters being one year old see themselves rewarded, concerned, of a gift of birthday representing a monster or a PnJ of the play in miniature. Carencia 4 days for the use of Canthéens characters and 10 days for the use of the 2 slots additional characters are granted to the players having a key of précommande but not having received their play yet.
- At the beginning of May 2006: to excuse delay of publication of the editions Collector de Factions, delay which prevented certain players from exploring Cantha during 5 to 10 days, a miniature of the dragon Kuunavang is offered, concerned, with all the owners of this edition.
- May 27th, 2006: following the requests of the players, the co-operative missions of the beginning of each chapter from now on are opened to the characters coming from other continents.
- June 30th, 2006: the Festival of the Dragon , an event specific to Factions. the Monastery of Shing Jea and the Center of Kaineng are decorated with Lampion S and large a Kermesse takes place with the back of the monastery. During this time, the Island of Shing Jea undergone an invasion of the Forces of the Chaos which previously invaded the Tombs of the Kings Primitifs in Tyrie , which gives place to searches and minimized to discover the origin of the disorders and to close again the dimensional gates thus open. Moreover, the players can collect in various ways of the Sphères of the Jade Winds which they can exchange at the end of the festival against a Masque of Dragon . An extension of the trunk of storage for all the owners of Factions is also announced; this extension will make it possible to store more materials intended for manufacture of weapons and armours.
- July 18th, 2006: announces Guild Wars Nightfall, the third chapter.
- July 28th, 2006: first public test of pre-exit of Nightfall; this test is exclusively PvP and it is opened to the owners of Prophecies and Factions. Integration of the online shop to allow the purchase of additional sites of characters.
- September 15th, 2006: left the box of pre-order of Guild Wars Nightfall, offering to its owner, two exclusive weapons for the two new professions (the Dervish and the Paragon), as well as an additional site for the creation of a character. To be able to benefit from these advantages, Guild Wars Nightfall must be recorded on the same account before December 31st, 2006.
- September 22nd, 2006: second public test of Nightfall; this test, opened with all, is more directed PvE and proposes all the starting island of the new countryside.
- October 20th, 2006: a Fun fair similar to that of the Festival of the Dragon is installed on Shing Jea for an event again specific to Factions.
- October 24th, 2006: setting on sale on line of the editions PvP de Guild Wars. These editions make it possible to create only PvP characters. The totality of competences of the chapter corresponding to the edition is resolved.
- October 25th, 2006: in preparation of the exit of Nightfall, setting to availability for all the chapters of certain evolutions of this third extension (safeguard of the bars of competences, controls mercenaries,…). The miter of storage of materials, an improvement of the trunk of storage, is also available for all whereas it until was reserved that to the owners of Factions there.
- October 27th, 2006: official exit of Guild Wars Nightfall .
- October 27th, 2006 - November 3rd, 2006: celebrates of Halloween, in particular with the Arch of the Lion (Tyrie) and with Kamadan (Elona).
- December 21st, 2006 - January 11th, 2007: celebrates of Hivernel with the Arch of the Lion , Ascalon and Droknar (Tyrie) as has Kamadan (Elona).
- February 16th, 2007 - February 19th, 2007: celebrates New year canthien (the Chinese New year) with the Arch of the Lion (Tyrie), Kamadan (Elona) and with the Monastère Shing Jea (Cantha). The large one of the event however takes place on Cantha (in Factions thus).
- March 5th, 2007: Announces (nonofficial, but nevertheless confirmed by Gaile Gray) of the fourth and final chapter of Guild Wars named Guild Wars Eye off the North, as well as Guild Wars 2, the continuation of the series.
- March 21st, 2007: announces officelle in the Joystick magazines and PC Gamer of the exit of GW: IN and design of GW2.
- April 4th, 2007: installation of very awaited the control of familiar and increase of storage space in addition to various other modifications (interface, exchange of template , balancing of competences,…).
- April 19th, 2007: installation of the difficult mode. It is now possible to remake the various zones as a combatant of the enemies much more powerful with more interesting profits. The update brings also new titles and new objects.
- July 6th, 2007 - July 9th, 2007 then August 10th, 2007 - August 12th, 2007: second Festival of the Dragon to the Monastery Shing Jea (Cantha). This edition takes the form of a historical and humorous reconstitution of the events of the festival 2006.
- August 24th, 2007 - August 27th, 2007: weekend of preview of Guild Wars Eye off the North. The players having acquired the pack précommande of Eye off the North can reach the grounds Norns and use the the Pantheon of the Important facts .
- August 31st, 2007: official exit of Guild Wars Eye off the North.
- during 2008 exit of beta test of Guild Wars 2
- during 2009 official exit of Guild Wars 2 in France
Environment
The environments of Guild Wars Prophecies, the first chapter, are fictitious and often change, passing from the desert, with the jungle, and the mountains; they are strongly inspired by great classic like the Fantasy. Those of Guild Wars Factions, the second episode, are mainly inspired by Japan and China; one will retain especially mountains and plains green and serene contrasting with a gigantic over-populated city. Lastly, Guild Wars Nighfall, the third episode, is inspired largely by Africa and Arabia, as well on the level of the adventure playgrounds as of the enemies. As for the last Eye off the North the screen makes it possible to revisit not-explored zones of the chart of Guild Wars Prophecies.
Geography
Each large continent of this world is covered by a quite specific chapter of the play:
Prophecies
The events of Prophecies proceed in Tyrie. It consists of six areas:
- the kingdom of Ascalon with for Rin capital:
- the teachware or Eden (nickname given by the players), an autumnal region. It is important to say that once one left this teachware, the character with whom one left it cannot go back there any more, thus an honorary title exists for those which manage to reach the maximum level in this zone: the Legendary title of Defender of Ascalon" (Ascalon being the principal city of this zone). it is a very hard title has to have because the maximum level being level 20, and the most powerful enemies being level 10, it is necessary to make death leveling to be able to gain experiment and thus last at the following and gone level very slow at level 20. the deaths leveling does not have consists has to make die its character a considerable number of times so that the enemies go up in level and thus then to kill them to have experience.
- after Furnace , this same kingdom two years devastated later, completely by the cataclysm caused by the Charrs .
- Cimefroides , assembly line located between Ascalon and Kryte . Is there the kingdom of the dwarves of Deldrimor with for capital the keep of Chief-Thunder even if the principal city remains the Forging mill of Droknar . Historically this area is divided between Northern Cimefroides and Southern
- the kingdom of Kryte with for capital the Arche of the Lion is ifesté deaths alive.
- the Jungle Maguuma in the West of Kryte with for capital the Cromlech of denravi and a zone with the very dense vegetation and the enemies are often inhabitants of the mystical drills the such trolls.
- islands of fire more in the South, the last place of residence of the Gods before their departure of the world and the hardest zone of Prophecie.
- a jagged peninsula (nonaccessible to the players) in the center of the chart is the place where was located old the Royaume of Orr destroys by a gigantic cataclysm
- the Désert of Crystal attached to the South in the Elonien continent. The place of an immense battle between the Gods in the antiquity, which still contains the remainders of various civilizations which sought to rise close to the Gods thereafter.
Factions
The continent of Factions is Cantha, located very far in the south from Tyrie. Its topic would be rather the Asia although a part is also of inspiration Gothic European. It consists of four great areas:
- the island of Shing Jea where a training center for the beginners is, the Monastery Shing-Jea .
- the city of Kaineng , capital of the Canthien empire, is an interlacing of palate and shantytowns. An important part of the city is occupied by the Palate of Raisu from where reign the current Emperor.
- the petrified forest of Echovald , field of Kurzicks with for capital the House Zu Heltzer . The forest died since the day of the Vents of Jade , 200 years before the beginning of the play, when Shiro Tagachi was killed after having assassinated the Emperor of the time.
- the Sea of Jade , field of Let us luxate with for capital Cavalon . It was an old inland sea inhabited by the pirates and who was transformed into a gigantic sea of Jade during the Vents of Jade .
There was also in Cantha an important presence Naga but they all were almost destroyed in the cataclysm which petrified the sea there is that a few centuries and the survivors since fell down in cruelty. One also finds of Tengu on this continent and at least two of the tribes recently made peace with the human ones. Hordes of Yeti meet with the accesses of the mountains. In the forest of Echovald there is an important presence guards of the trees, which were awaked by the catastrophe quoted previously. There is also a strong presence of human, gangs and triads such the Jade Am-fah or Brotherhood in the city of Kaineng while passing by the two enemy people, them Luxons and Kurzicks.
Nightfall
This chapter proceeds in Elona resembling curiously the Africa attached to Tyrie by North consists of four areas:
- the archipelago of Istan located at the west of the continent with for capital Kamadan, Jewel of Istan .
- the military Province of Kourna , an area strongly militarized under the control of Varesh Ossa .
- Vabbi , rich commercial province in north east of Kourna, controlled by princes Vabbians.
- the desert of Desolation , vast extended from sand and of suffers, that only the Death-alive, the demon S and the Guivre S can cross. It until its fall was controlled by Palawa Joko
- Enfin appears the Kingdom of the Torment , kind of dimension parallel where Abaddon is imprisoned, which tries to infiltrate in everyone known. This one is entirely populated demons, disciples of Dhuum or Menzies , as well as Titans, and admirers of Abaddon, the Margonites .
Goatskin bottles of the kinds of monster-plants and many varieties of insects (termite has blade), Elona is populated of Corsaire S, hekets (kinds of batrachians with human size) and of Harpie S (mainly in Vabbi and Istan). A certain number of Jinn S are also present at Vabbi, like in Desolation. This last place is mainly populated thealive ones, remainders of the army of Palawa Joko. Some Oubliés is also present in the north of Desolation like in the Kingdom of the Torment.
Eye off the North
This chapter marks a return to the continent of Tyrie and gives access to new non covered zones at the time of the original countryside of Prophecies . The chart of Tyrie was modified and increased mid-July 2007 to include a new surface in the North of the continent.- the Territories Charrs , directly in the North of Ascalon , are green and resemble the human kingdom of before the Fournaise .
- the Remote Cimefroides , in the North of the chart, of snow-covered high mountains which are the residence of the Norns .
- a large forest in the West of the Remote Cimefroides , a marsh in the West of the Cimefroides of the South and tropical jungles located at the South of the Jungle of Maguuma , form the Tarnished Côte , the field of the Asuras .
- a network of tunnels and underground keeps of aspect various.
Common PvP place
Between Tyrie and Cantha the Antagonistic Islands, a zone accessible to all are; it is about an archipelago which is the cradle of the Zaishen clan and point of disjunction the Large Temple of Balthazar, a place dedicated to the confrontations and competitions. The halls of guild are also in these islands.
Religion
See also: Gods of Tyrie
As astonishing as that can appear, and this in spite of the large variety of the companies and cultures, almost all the human kingdoms venerate the same Pantheon of gods.
5 gods are venerated: Balthazar, god of fire and the war. Lysed, goddess of the beauty and illusion. Grenth, god of died and the ice. Dwayna, goddess of the air and the cures. Melandru, goddess of the ground and nature.
Gameplay
Guild Wars is massively connected with the Roleplay on line multijoueurs (MMORPG), but is distinguished from its competitors by several aspects:-
the play supports the competition between players (PvP, Player versus Player ) with several arenas of various levels, the tournaments, of the confrontations between guilds where should be embanked the lord advserse (GvG, Guild versus Guild ) with classification (ladder) world, as well as a very great championship named the Rise of the Heroes where clash teams permanently (pertaining to the one of the 5 territories or GW is joué : America, Europe, Korea, Japan and Taiwan). At the conclusion of this tournament, the victory of the team offers the temporary access towards secret zones of the world ( in addition to-World or the Crack of Misfortune ) to all the players of the gaining continent, until another continent takes again the victory.
-
the system of searches creates a specific area to each person or once groups players - what is called a authority of level - in the authority they are then alone to carry out their search and will not be obstructed by other players. In this way, it is impossible to fail on a search having for goal to eliminate a enemy Boss because another team will have cut down it before the group or the player.
-
connection is done on a local waiter by continent (Asia, America, Europe) but it is possible to go towards international zones and thus to be able to cross any player of Guild Wars . Many plays massively multijoueurs do not allow this kind of operation.
The play privileges team work rather than the race on the levels of experiment, the number of those being reduced (20) and the difficulty of being corsant play very quickly. A solid and well organized strategy of group is vital to make a success of the various missions. Except the fact that it is easier to face a horde of enemies unchained with several, certain places are accessible only if one is in group. Indeed, it is necessary sometimes that a member actuates a lever to open a door while the others cross it and reach the gate making it possible to change zone. It as should be announced as since a member of the group crosses a gate and changes area, the other members will be automatically téléportés in the area in question. It is thus impossible to see its group scattered with the four corners of the world. The player also has a radar which posts the position of the players, of PNJ, but also of the monsters in order to better locate itself in the vast universe of Guild Wars.
This type of play at summer baptized CORPG (for Competitive Online Role Playing Game is literally competitive roleplay on line) by the developers even of the jeu : ArenaNet.
-
the play is based moreover on titles which one has according to the " exploits" that one can make, the titles can beings seen by the other players, they are posted under the name of the character downtown, certain titles confer no-claims bonus, for example the title of " carrier of lumiere" for Nightfall confers a no-claims bonus of armor and damage against a race of enemies, in Eye Of The North, the titles with no-claims bonus is very present, there are titles which give no-claims bonus of health, energy, armor or damage. One can post only one title at the same time. Certain cars are harder than others to have.
Characteristics
- Possibility of choosing a secondary profession in order to improve its competences and of diversifying its Gameplay
- System of guilds, to which the player can join, to make engagements between guilds, in tournaments. Moreover, since Factions, there exists also a system of alliance of guilds. In Factions an alliance can control a city of the one of the 2 factions (Kurzick or Luxon), if it has sufficient points of this faction. Alliance controlling one of the capitals with access to the one of the 2 zones elites of this chapter, the labyrinth of Urgoz (Kurzick) or the Abyss (Luxon).
- the play, once bought (at the price of approximately 30€ in 2007) does not require off any subscription contrary with World Warcraft or the majority of MMORPG for example. Once the purchase carried out and except expenses of connection Internet, it has there nothing any more to pay to be able to play. It however is envisaged optional extensions, all the six to nine months, that the players will be able to buy to profit from additional contents. The editor specifies that these paying extensions will not be obligatory to be able to play.
- Guild Wars uses a technology different from the other plays for its setting-with-day, technology closer to the streaming than of the usual direct remote loading. The play is indeed able to download its setting-day and its extensions to the flight while the player is exploring or to fight and this without consuming too much of band-width. A remote loading in progress is announced by a small icon in the shape of flash (possibly accompanied by a size in kilo or megabytes) in the corner higher right of the window of play. The player can also leave his play on the screen of starting without connecting itself to let the play download the update. If the player enters a modified zone without the contents being completely downloaded then the play makes it have patience and directly downloads the new relative data at this zone. It is in this manner that was also distributed the extension of the Fournaise of the Lamentations and even Guild Wars Factions well before its official exit on CD-ROM.
- the economy of the play is directly related to the activities of the players and the objects which they recover while facing of the monsters and resell thereafter. Thus the availability and the prices in the various salesmen vary according to the offer and of the request and their stock is not either unlimited. At the time of the exit of Factions for example, the salesmen of runes of Cantha were rather quickly with court of runes assassins and of ritualist because too many players had created characters of these classes and asked of such runes to personalize their parts of armours. This situation was rebalanced of itself thereafter.
Professions
Each player who wants to create a character must define his class (profession). The profession/principal class determines the aspect of the character, to which the player can modify some physical characteristics (sex, the shape of the face and the eyes, hair, color of the skin, cuts…). Each profession offers to player 4 or 5 different characteristics according to which it can develop his character, and a characteristic specific to its principal profession which improves the use of the others. Later in the play, the player with the possibility of choosing a secondary profession which makes him profit from competences of this one (out the specific characteristic). For example, a warrior - who can handle knives - choosing the secondary profession of elementalist, can control the elements, without however having the characteristic conservation of energy , characteristic specific of the elementalist who allows him to lay out of more than mana. Further in the play, as well in the original countryside as in Factions and Nightfall , the player sees himself making it possible to change secondary profession.
Certain combinations are thus more effective than others. For example, a warlike couple/monk allows tanker (to inflict damage with the enemy all while looking after itself) and to leave all alone in hostile zones to do a little Farming. On the contrary, a elementalist/monk can make an excellent monk thanks to the enormous quantity of mana that its primary class can bring to him, but does not have no-claims bonus of care brought by the Divine Faveur .
The color associated with the profession is especially useful in hunting for competences elites and the single objects. Indeed to obtain these high level competences it is necessary to use a Sceau of Capture to steal it on the corpse of a single monster (or Boss) of the suitable profession. Moreover more certain boss (only some in Prophecies, at certain located places, like the furnace of the lamentations or the UW2, the majority in Factions) are likely to drop or from dropper to their death a weapon, a shield or an object of x-ray with which they were equipped. These objects, whose name is registered in green, are particularly required for their single aspect or skin (from where their name) as their characteristics which are in general at the maximum level (except in the teachware of Factions or of Nightfall) that some qualify perfect . It is possible for the player to modify more common objects to obtain equivalent characteristics to obtain objects perfect . Each boss is nimbus of one will have color corresponding to his profession and which makes it possible to the players easily to determine at the same time the set of competences that it uses but also the weapons and equipment which it can possibly dropper.
Prophecies
There are of them 6 in Guild Wars Prophecies, the original play:-
the elementalists (El) have faculty to control the elements: fire, water, air (mainly of the fates of the lightning) and ground. They can thus start rains of fire, to slow down an enemy by freezing it, to strike an enemy by an earthquake or to plug an adversary by a dazzling flash. Their fates of zone enable them to inflict damage records in a very short amount of time. The elementalists are associated with the red color.
- Characteristic specific: Conservation of energy (increases the supplied energy)
- Other characteristics:
- Magic of fire
- Magic of water
- Magic of the air
- Magic of the ground
-
the envoûteurs (In) are the Masters of the illusions, of confusion and by the control of the spirits, they can decrease the capacities of their enemies and handle their perception. They can be very effective against the launchers of fates because they drain their energy and can also stop the incantations but also against the martial classes (warrior, etc) by using fates which inflict damage and conditions with enemies attacking. The envoûteurs are associated with the color violet.
- Characteristic specific: Fast incantation (decreases the time of incantation of the fates and seals launched)
- Other characteristics:
- Magic of domination
- Magic of the illusion
- Magic of the inspiration
-
the warlike (G) are Masters in the handling of the weapons of the sword type, axe (with a hand) or hammer (with two hands) and can carry heavy armours which their confer a protection definitely higher than that of the other classes. The damage which they inflict with the body with body is important. Their force gets in particular more penetration to them of armor. The warriors are associated with the color yellow-orange.
- Characteristic specific: Force (the penetration rate of armor increases)
- Other characteristics:
- Control of the sword
- Control of the axe
- Tactical Control of hammer
-
the monks (M) can specialize in the cure, protection or the punishments to look after their allies, to protect them or attack the adversaries by being unaware of the armours. The most widespread category is by far that of the healers - vital in the near total of the missions. In addition to looking after, the monks can ressusciter at will the dead allies. The monks are associated with the blue color clearly.
- Characteristic specific: Divine favor (a no-claims bonus of points of cure confers each time the player launches a fate of monk)
- Other characteristics:
- Prayers of punishment
- Prayers of cure
- Prayers of protection
-
the nécromants (NR), thanks to their knowledge of the curses, died and blood, are able to exploit the corpses of those which fell to the combat to make spout out an army of death-alive, create wells assigning the allies or the enemies, steal the life of the enemies, or weaken the attackers. They have also the capacity to recover mana when die of the creatures in the zone of combat. The nécromants are associated with the color dark green.
- Characteristic specific: Harvest of the hearts (profit of points of energy when a creature dies in the vicinity)
- Other characteristics:
- Magic of dead the
- Magic of blood
- Curses
-
the prowlers (R) are specialized in the handling of the arcs (which they can use to attract a remote enemy for example) and in the taming of animals (or " familiers"), which assists them at the time of the engagements while attacking with the body has body. It can also pose traps on the ground and call upon ritual nature which have a zone of effect affecting their environment of various ways, such as for example increasing the points of life of the creatures or reducing the duration of the enchantments. The prowlers are associated with the color clear green.
- Characteristic specific: Appraise (reduction in the cost in energy of all competences valve-grinding tool, and competences with the body with body except the fates)
- Other characteristics:
- Address with the shooting
- Taming
- Survival
The six classes will be always available in all the alternatives and extensions of Guild Wars but it is in Prophecies that they will have more competences, options and assets available.
Factions
The stand-alone Guild Wars Factions adds 2 new classes:-
the assassins (A), however far from being discrete, are more fragile than a warrior but inflict damage much more quickly than this one. An assassin can also move very quickly towards his enemies or his allies in order to surprise them or contrary to beating precipitately in retirement to look after itself. The assassins are associated with the color lilac.
- Characteristic specific: Critical attacks (the chance increases to carry critical blows and grants a certain number of points of energy to each successful critical blow)
- Other characteristics:
- Art of the shades
- létaux Art
- Control of the scraping-knife
-
the ritualistic (Rt) are the experts of the creation of spirits which can attack the enemies in the vicinity, look after or grant various no-claims bonus for the Ritualist and his allies. The ritualists have moreover fates of care, and a fate of resurrection. Using the magic of the drain, the ritualists can inflict extensive damage of the lightning. Another characteristic of this class are the ballot boxes (object that the ritualist holds in hand instead of his weapon) and the weapons spiritual (which confer no-claims bonus similar to the enchantments but contrary to those cannot be dissipated). The ritualists are associated with the turquoise color.
- Characteristic specific: Power of the invocation (increases the life of the spirits and the called upon creatures and the duration of the fates of deteriorations of weapons)
- Other characteristics:
- Communion
- Magic of the drain
- Magic of restoration
Nightfall
The stand-alone Guild Wars Nightfall adds two new classes:-
the dervishes (D) are crowned combatants. They simultaneously find their place in the middle of the combat by wounding several enemies (up to three) with their forgery. They have many enchantments which assign the enemies in the vicinity by wounding them. They also have some capacities of care and can temporarily take the appearance and the attributes of one of the five Gods. The dervishes are associated with the color gray-blue.
- Characteristic specific: Mysticism (recovery of poins of life and energy when an enchantment ends)
- Other characteristics:
- Prayers of the Earth
- Prayers of the wind
- Control of the forgery
-
the paragons (P) do not have their place in first line in spite of a very good armor, they have a role of support thanks to their lance similar to an arc but carried to only one hand and their verbal competences (cries and songs). They have capacities of care as well as a competence of resurrection and can give mana or increase the armor of their allies. The paragons are associated with the yellow color.
- Characteristic specific: Charisma (profit of energy for each affected ally by a cry or a song)
- Other characteristics:
- Command
- Motivation
- Control of the javelin
Support in different chapters
If the player has an amalgamated account, it can create a character of a specific class only in the suitable chapter but it can, thereafter, make travel its character on a continent covered by another chapter. For example one cannot create of assassin or of ritualist only on Cantha by having Factions but if there is a key of activation for Prophecies, nothing prevents from going to explore the Tyrie thereafter. Certain restrictions can apply however; for example it is thus not possible to find armours or competences of assassin or ritualists in Tyrie (in the zones of Prophecies; such armours are of effects available in the zones of Eye off the North).
Configuration
; Basic configuration
-
Windows Vista/XP/2000/ME/98
- Intel Pentium III 1 GHz or equivalent
- 128 Mo of random access memory (RAM)
- Reader CD-ROM (DVD-ROM)
- Graphics card of the type ATI Radeon 8500 or NVIDIA GeForce 3 (64 Mo of RAM)
- DirectX 8
- Chart its 16 bits
- 3 Go of open disk space
- Connection Internet 56K
; Configuration recommended
- Shop : this additional menu makes it possible to the holders of an account PlayNC to buy additional elements for their account Guild Wars. One can find there sites additional to create new characters or the possibility of buying each countryside in his complete form (in numerical distribution, i.e. without limps, nor disc or handbook) or in the form of edition PvP only (with all competences of all the professions of this chapter resolved for the characters PvP).
| Random links: | Laurent Schwartz | Platillo | Processing | Championship of Canada of soccer | Stone (unit) | Julien Rantier | Dinar_irakien |