Games PC GUILD WARS PROPHECIES User Manual

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© 2005 ArenaNet, Inc. All rights reserved. NC so f t, t h e i nt e rlo c k i ng N C l o g o , Arena Net, Guild Wars, and a ll associated NCsoft and A renaNet logos a nd de signs are trademarks or reg istered trademarks of NC sof t C o r p or a ti on. Copy r i g h t © NCsoft Corporation. All rights reserved.
All other trademarks are the property of
their respective owners.
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6 The Nolani Academy
33 The Mouvelian Calendar
36 The Human Kingdoms
36 The Kingdom of Ascalon 38 The Kingdom of Orr 41 The Kingdom of Kryta
46 The Old Gods
46 Dwayna 46 Balthazar 47 Grenth 47 Lyssa 48 Melandru
50 The Guild Wars Personalities
50 King Adelbern 51 Prince Rurik 52 King Jalis Ironhammer 53 Devona 54 Cynn 55 Aidan 56 Mhenlo
58 Enemy Armies
58 The Charr 59 The Stone Summit 61 The Undead
64 Regions and Landscapes
64 The Ruins of Ascalon 65 The Shiverpeak Mountains
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66 Kryta 67 Maguuma Jungle 68 The Crystal Desert 69 The Ring of Fire Island Chain 70 The Underworld
74 Creatures of Tyria: an Introduction
74 Hostiles 74 Devourers 74 Gargoyles 75 Grawls 75 Elementals 75 Drakes 76 Tengu 76 Skales 76 Trolls 77 Other Creatures
80 A Hero’s Life
81 A Hero’s Career Path 82 The Six Professions 86 Warrior 88 Ranger 90 Monk 92 Elementalist 94 Mesmer 96 Necromancer 98 Customize Your Appearance
101 Playing Guild Wars
101 Explore Your World 105 In Town 107 Buy and Sell
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112 Combat: Basic Training
112 Come Equipped 113 The Skill Bar 114 Your Hero’s Status 118 Fighting Creatures 118 Player vs. Player 119 Weapons and Armor
122 Skills
122 Skill Basics 124 An Insider’s Guide to Skills
132 Guilds 136 Missions and Quests
136 Missions 138 Quests 138 Don’t Go it Alone
140 Tournament Play
140 Common Factors 140 Other Factors 141 Tournament Battles
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The following texts have only recently been unearthed and reveal but the barest hint of what adventurers will encounter in Tyria.
Book I: The Lore of Guild Wars contains a brief summary of Tyrian history, along with an overview of the human kingdoms and a few of humanity’s known enemies. These manuscripts tell the story of the origins of magic, of the Searing and the Cataclysm, and other key events that brought our world to the state in which you find it today.
Book II: The Challenge i ntroduces adventu rers to the basics of life as a hero in Tyria. Here you’ll learn about the Guild Wars professions and their attributes and skills, and how they work together to create a unique gameplay experience for each hero you create.
These manuscripts are incomplete at best, but scribes are busy compiling additional information, which will be made available through other avenues. See the enclosed Quick Reference card for more information.
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evona stepped out of the swirling circle of light into a small, roofless room and drew her sword.
She didn’t know exactly where she was, only that it was somewhere in the ruins of Nolani. It didn’t matter. Anywhere was better than being trapped inside the Academy at Drascir with the Charr pounding down the rotting wooden door.
Prince Rurik had been the first through the porta l. He stood hu nched over something now on the other side of the room. The F laming Scepter mage s t hey had rescued crouched there as well. Just as they were le av i ng Drasci r, the g roup h ad s t umbled upon t he fabled horn Stormcaller. Devona had of course heard of the legendary weapon, but until she had seen it with her own eyes, she had assumed—as most people did—that it was only a myth.
Erol, the first of the mages they had rescued from the Charr, had seemed fairly certain the horn was the answer to all of Ascalon’s problems. Devona wasn’t so sure, and she was in good company: the prince had registered his reservations as well. How could a horn hold the key to restoring a ruined kingdom to its former glory? Well, no matter what role the horn played in the kingdom’s future, it didn’t hurt to have another weapon in the war against the beasts from the north.
The portal behind Devona flared as Cynn, Aidan, and Mhenlo stepped out.
“So this is what Nolani looks like now,” said Cynn, materializing out of the swirling miasma. She kicked at the reddish dirt with the toe of her boot, uncovering
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part of the ornate marble flooring buried in rubble. “An improvement, if you ask me.”
Aidan chuckled, nocking an arrow to his bow and
scanning the area. “Still hold prejudices, do we?”
“In the best of times, Nolani was a third-rate city,” replied the Elementalist, still pushing the dirt around. “Now it’s as good as any other place: just as ruined as the next city.”
Mhenlo stepped around Cynn, letting his hand brush across her hip as he did. “This building was a holy place,” said the Monk. He crossed the small room and approached a battered statue of Dwayna.
“It was an academy,” corrected Prince Rurik. “The sister academy to the one we left in Drascir,” He had finished examining the horn and now approached the group.
“Don’t venture too far,” Devona warned Mhenlo. “We don’t yet know who inhabits this place.”
Mhenlo nodded as he bent down and picked up a broken piece of marble carved in the shape of a feathered wing. Lifting it from the ground, he tried to place it back on the statue of the goddess. It fit where it was supposed to, but it wouldn’t stay put.
Mhenlo held it in its place, admiring the temporarily
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whole goddess. Then, after a moment, he respectfully placed the wing on the ground at Dwayna’s feet.
“My friends, the Wall is not far. We can get to Rin within the hour.” Prince Rurik turned and headed out of the small room. “Come. We need to bring the horn to my father, the king.”
Devona and the others followed the prince out to a larger courtyard. It was much like the last academy. Though the outside walls seemed to be mostly intact, the roof was gone, and the windows smashed. A pair of defensive magical obelisks sat perched atop the front wall. Devona assumed they were erected during the Guild Wars. Academies were among the most popular targets for raiding guilds. Depriving a foreign nation of its most promising young heroes was a good way to avoid having to fight them when they were fully ready for battle.
The doors of the gate were still shut, but from this vantage point Devona could see the silhouette of the
Great Norther n Wall through the academy’s r uined façade. The arches on the upper level caught the morning light as they rose proudly into the sky as if to say, “We will never fall.”
“Home,” said the Warrior.
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Aidan placed his hand on her shoulder. “We’l l be there soon.”
Prince Rurik continued down a set of smashed stairs to the base of the big wooden front gates. “Is there a switch up there?” he called back.
The mage Erol was the first to reply. “Yes, my lord. It’s up here, just on the rampart. I’ll get it.”
“Very good,” replied Rurik.
Devona, Cynn, Aidan, and Mhenlo headed down the ramp to the prince, and the rescued mages followed. Directly ahead of them, in the very place it landed after smashing through the academy roof, lay the remnants of a huge, jagged magical crystal. Devona had seen this sort of debris all over Ascalon. There were several crystals like this one still in the commons just south of the Wall. The sight of them always sent a chill down the Warrior’s spine. They reminded her of the Searing, of the carnage that battle brought and the people who had died in it.
She shook her head, trying to clear the images so she could focus on the task at hand.
It was still early morning, and in the shadow of the front gate it was quite dark. Cynn ran her hand along the metal frame of the gate. “Might as well have been made of parchment,” she said.
Erol leaned over the rampart edge just above where the group was standing. “I am ready, my prince.”
“As are we.” Rurik waved his hand.
Erol’s face disappeared from view, and the neglected mechanisms that operated the gate began to move. The decrepit metal and wood gave several loud creaks and complaints, but the gates swung wide.
Before the academy, the scene was mostly what Devona
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expected. Dust and bits of debris covered the ground. Burnt trunks reached toward the sky like so many skeletal fingers, the haunting remnants of what was once a lush, tree-lined garden.
But as the gates swung fully open, Devona was granted another view.
“Charr warband,” shouted Mhenlo. “Close the gates!”
The plaza before the academy was crawling with Charr—furry upright beasts with huge fangs and even bigger claws. In the center of their camp, built out of tree limbs and straw, sat a towering, three-legged, flaming effigy—a tribute to their fiery gods.
When the gate opened, every one of the furry beasts stopped what they were doing and charged the now­exposed academy.
Cynn was closest to the gate. Closing her eyes and crossing her arms, she rose into the air, incanting the words to a spell.
The Charr were fast, and they reached the open gate in a flash. Devona broke into a run, sprinting to shield the Elementalist from the bestial onslaught. Bringing her sword up in a powerful arc, the Warrior caught the first Charr Axe Fiend in the breastplate, knocking it backward and leaving a huge gash in its chest.
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Devona stepped in front of Cynn and into the gap left by the falling Charr, reversing her blade and slashing the other way. She struck steel, connecting with another Charr blade meant for her head. She cried out as she bashed the attack aside. Running the length of her sword up the Charr’s axe, she thrust the tip of her Rin Blade between the seams of the creature’s armor, puncturing fur and flesh and jabbing through to where—at least on a human— there should be a lung. The beast howled and squirmed as it struggled to free itself from Devona’s sword.
Another Axe Fiend charged into view, coming up behind Devona. The Warrior struggled to pull her blade free of her victim, but the creature convulsed and slumped toward the wound, closing its flesh down tight around the stuck weapon. The new attacker raised its axe, and Devona spun away, leaving only one hand on her Rin Blade.
Despite her quick move, the creature’s axe came down on her arm. Devona hissed and braced for the impact. Her skin flushed with the blue-white glow of divine magic, and the Charr’s weapon seemed to bounce off her flesh.
“Nice catch, Mhenlo,” said Devona through gritted teeth.
A pair of arrows whizzed past Devona’s ear, catching the Axe Fiend in the shou lder, knocking it back and pinning the furious creature to the wooden beam of the open gate.
Clea r of immediate threats, Devona lifted her boot and placed it on t he wounded Charr still attached to her blade.
“Get . . . off,” she shouted as she kicked with all of her might. Her Rin Blade came free with a sickening rip, and she whipped it to one side, clearing the steel of the Charr’s black blood.
At that moment, Cynn lifted her head and extended her
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arms, shouting the last word of her spell. The sky above lit up, and huge cones of sputtering flame rained down all around. Those Charr within a few steps of the gate were pummeled with magical balls of fire. Their fur caught quickly, and their flesh began to bubble. The beasts let out nerve-rattling squeals, and many fell dead where they stood.
Those who hadn’t been caught i n the f la ming ra in stopped in their tracks, waiting for t he conflagration to subside.
The gates began to close again, pushing the bodies of dead Charr out of the academy entrance as they did.
“Devona, get back!” shouted Mhenlo.
The Warrior retreated to within the relative safety of the closing gates just as Cynn’s spell subsided. When the flames stopped falling, the Charr rushed the door again.
Most of them were caught outside, left to pummel their weapons against the heavy wooden door. But one made the dash, squeezing through the gate just before it closed.
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The beast eyed each of the Ascalons, grunted once, then turned toward a Flaming Scepter mage. With a bounding leap, it jumped on the weak, unarmored man.
The mage screamed as the Charr dug into his flesh.
“No!” Devona closed on the beast, slashing down on it from behind. Her blade hit the creature in the neck, severing the monster’s head from its shoulders with just a single blow, and it slumped to the ground.
Mhenlo rushed to push the creature’s carcass from on top of the mage’s body. The man was barely conscious. He had been badly mauled by the Charr. His face was slashed, and he coughed blood. Dropping to his knees beside the man, the Monk laid his hands on the mage’s wounds. With a quick word, a flood of blue-white energy crossed over from the Monk to the wounded man.
From outside, the sounds of Charr at the gate echoed into the desolate courtyard.
“Great,” said Cynn, “we went from being trapped inside one academy to being trapped inside another.”
“At least this one has thicker walls,” said Aidan.
“There is another passage—” Prince Rurik pointed to the east, in the same direction as the huge magical crystal in the middle of the academy “—that leads out and around to the Wall.”
“Then what are we waiting for?” said Cynn, starting off to the east. “Let’s get that little bugle of yours to the king and be done with this.”
Mhen l o looked up fro m his ministra t ions to the wounded mage. “Cynn, please. You aren’t helping.”
“I don’t think it is wise to take the mages outside of the academy unless we are sure the way is clear,” interjected
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Aidan. “They are weak from their long imprisonment and are ill-prepared to fight. Outside the gate we cannot guarantee their safety. At least here they are not in immediate danger.”
“Agreed,” said Prince Rurik. “What do you propose, Aidan?”
The Ranger leaned on his bow. “Let us four venture out and ambush the Charr from behind,” he said indicating Cynn, Devona, Mhenlo and himself with a wave of his hand. “Once we’ve cleared the beasts from the gate, then we can take the mages home.”
Prince Rurik’s face grew grim. “What you propose is ver y risky. It’s not something I would ask of you.” He looked down at the wounded mage then around at each of the other Ascalons with him. He nodded. “But if you think you can succeed, then I give you my blessing.”
“’Bout time,” said Cynn. “Come on, let’s go.”
Devona made eye contact with Aidan. She shook her head in disgust, but the Ranger just smiled and chuckled. The Elementalist’s antics always seemed to amuse him as much as they irritated Devona.
Mhenlo finished tending to the fallen Flaming Scepter mage then stood and joined the group as they marched up and out the back passage to the academy.
“We will man the defensive obelisks while you are away,” the prince shouted after them as he helped the downed mage get back to his feet. “We will watch for you. Once the way is clear, we will open the gates and join you in the trek back to the Wall.” He stood up straight and, in his best military style, Prince Rurik, the heir to the throne of Ascalon, saluted the Warrior, the Monk, the Elementalist, and the Ranger.
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s the prince had said, a door in the eastern corner led out of the academy. Unlike the one at the front, this one was already open.
“Guess this place isn’t as safe as you thought,” quipped Cynn.
“Then we should move swiftly, to make sure no harm comes to the good prince,” replied Aidan. “Without us, he has little help if the Charr get in.”
Devona led the way through the door and up a winding, rocky path out the back of the academy to the northeast.
Several hundred yards up the path, Aidan grabbed Devona by the shoulder and stopped her, placing a finger to his lips. “Shhh.” With a nod and a flick of his eyes, he indicated the hanging rocks overhead.
Devona craned her neck, listening. She could just make out a slight sound . . . a scraping, like someone dragging something.
She looked at Aidan. “Charr?” she whispered.
Aid an shook hi s head . “Dev ourers.” The Ranger dropped to his knee and laid a pile of arrows out on the ground. Pulling a small vial from a pouch at his belt, he poured a few drops of a viscous green liquid on their tips, then he nocked one to his bow and, returning the others to his quiver, headed up the path.
The others fell into step behind him. Cresting the rise, Devona could see the double stinger tail, hooked claws, and thick carapace of a Plague Devourer.
“Only one,” said Cynn. “Walk in the park.”
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Aidan sighted down the shaft of his poisoned arrow and let it fly. It struck the creature, puncturing its chitinous hide with a crunching pop. Though it was on target, the arrow didn’t kill the beast, and it turned toward the group, its tails waving in the air.
Devona raised her sword over her head and charged in . A s sh e ca me, the gr ou n d a rou nd t he Pl a g ue Devourer began to shift and move. Small rocks tumbled away, and a pair of Carrion Devourers emerged from the baked earth.
“That’s more like it,” shouted Cynn.
That brought a smile to Devona’s lips, and she gripped her sword tighter, advancing on the newly arrived vermin and swinging her blade downward onto one creature’s head. The Carrion Devourer staggered backward under the blow.
The Plague Devourer’s tails stopped waving, and it pointed them at the Warrior, casting something on her just before it fell dead from Aidan’s poisoned arrow.
Devona’s knees grew weak, and her legs struggled to keep her upright. Her sword grew heavy in h er hands, and as she swung at the creature again, her Rin Blade rebounded off th e cr e at ure ’s s h el l, hardly making a dent. The Plague Devourer’s hex ha d sap pe d he r strength.
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The Carrion Devourers closed on the Warrior, battering her from both sides. Devona’s armor took some of the impact, but the creatures’ mighty pinchers slashed her across the forearm and down one leg. Devona pushed herself to move more quickly, tr ying to parry the attacks of both creatures despite the hex that weakened her.
She wasn’t fast enough. A pincher raked across Devona’s shoulder, puncturing her armor and dropping her to her knees. Something hit her hard in the chest, knocking her to the ground.
Devona opened her eyes. A devourer sat perched atop her, its beady eyes peering down. The creature’s mass flattened her lungs, and breathing was almost impossible.
Great, she thought, squashed by a bug. Not the most heroic way to go.
Devo n a’s vi sion cloud e d, an d her ears rang as consciousness began to slip away. The sound of Cynn’s voice came to her distantly; the Elementalist spoke the words of an incantation Devona recognized, and a surge of adrenaline brought her fully back to consciousness. The ground around her lit up with flames. Spreading out in a wave, the magical fire washed over the downed Warrior, roasting the two devourers inside their shells, turning them into crispy little curled up balls.
Devona shoved the dead devourer off of her then slumped back against the ground. She looked up at the Elementalist. “Well done.”
Cynn shrugged. “Naturally.”
“May the goddess Dwayna protect you,” said Mhenlo.
Devona could feel her strength returning as the Monk lifted the Plague Devourer’s hex.
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“When you are ready,” said Aidan, watching the path, “we should move on. We’re not far from the front of the academy.”
Devona took a few deep breaths as she regained all that she had lost, then got to her feet and again headed down the path.
The group traveled for some time, until Devona heard what she thought was the sound of a crackling fire.
“Must be their effigy,” she said.
Aidan nodded his agreement.
The ground was torn and shifted here. Near the edge of the path the ear th fell away, dropping dow n be lo w wh ere Devona could easily see. Moving closer to the edge, the Warrior climbed up on a large boulder and peered over. The other three followed suit.
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In the valley below them stood the plaza and the flaming effigy they had seen in the middle of the Charr camp. The beasts were attacking the academy, shooting arrows over the wall and smashing their weapons against the wooden gate.
Devona could just make out the Flaming Scepter mages up on the wall, powering the defensive obelisks. Jags of lightning shot down from the wall, catching the nearest Charr and turning it into a burnt, smoldering pile. From the looks of things, others too had fallen prey to the magical defenses. Their dead bodies lay on the ground at the base of the wall, fur standing straight up.
As they watched, a large, mean-looking Charr barked something in their guttural language. A group of six Charr lifted the trunk of a fallen tree from the ground and proceeded to charge the gate with it.
“That must be their leader,” said Aidan, pointing to the order-barking Charr.
“Then that’s the one we should take out first,” said Cynn, standing up from her hiding place.
“Cynn, wait,” said Mhenlo.
But it was too late.
The Elementalist shouted and threw her hands out before her. A fireball launched from the tips of her fingers, arcing out and smashing into the big Charr.
The Charr leader looked up at the ridge, then pointed. A volley of flaming arrows followed.
“Now you’ve done it,” said Aidan. Standing up, he launched two arrows into the midst of the group, then dropped back into a crouch.
The Charr’s volley went soaring over. Devona could hear the flames flicker as they passed by her head.
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A large crash sounded from below, and everyone lifted their heads to see. The Charr were using the tree trunk as a battering ram.
“That gate won’t last long,” said Aidan.
Devona stood up and backed away from the edge. “Then we’d best get down there.”
As one, the four heroes dashed down the path into the middle of the Charr camp.
“Attack the Axe Fiend!” shouted Devona, and she charged in, ahead of the others.
“That which is taken shall be returned. That which hath been broken shall be mended. That which hath displeased me shall be struck down at the hands of mine army.” Mhenlo’s words grew softer as the Warrior ran, but the effects of his magic were far reaching, and she could feel her body tingle with divine power.
The first of Cynn’s fire spells impacted the creature’s chest a step before Devona slashed the beast across its arm.
The Charr let out a howl then raked its axe across the Warrior’s face, cutting a deep wound into her flesh. But
as quickly as the wound was made, her skin knitted
itself together again.
“ G o t t a l o v e t h e Monk,” she gr unted, raising her sword up ov e r he r he a d an d b r i ng i ng i t d o wn with the force of her entire body. Her Rin Blade cut deep, and the creature spouted blood.
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A pair of fier y ar rows smashed into the Axe Fiend’s
face, and he went down.
“Who’s ne x t ? ” sho u t ed De v o na, her adren a l ine
pumping.
Arrows rained down on her as a pair of Charr Stalkers perched on a small hill ahead answered her inquiry. One glanced off the chainmail protecting her belly. Another clanged off her armored shin.
In three huge steps the Warrior closed on the two Charr Stalkers. Spinning as she neared them, Devona gained momentum, then slashed at the closest. Her sword cut through the Charr’s bow and dug into the beast’s gullet. The creature’s insides spilled out, and it dropped to the ground, writhing and howling in pain.
The second Charr Stalker nocked an arrow to its bow and let it fly. At this close range, the head of the arrow punched through Devona’s armor, cutting into the front of her leg and exiting out the back. Devona shrieked in pain and frustration, limping on the freshly wounded limb. Turning her blade around, she shoved the tip into the creature’s face, lodging it in its mouth. Holding the hilt with both hands, she drove the sharpened point straight up into the Charr’s skull and out the back of his head.
Yanking her weapon back, she let the Charr’s lifeless corpse fall to the ground beside his companion.
“The gate!” Mhenlo shouted. “They’ve breached the gate!”
Devona looked up. The academy gate was smashed in, and the Charr warband leader was climbing over it.
“To the prince!” she shouted, and took off toward the gate with the others close behind.
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Running with all of her might, Devona drove herself into a frenzy. Her Rin Blade danced left and right. Where a Charr stepped in front of her, it fell. They came at her from all sides, and she took wound after wound, but each time, Mhenlo was there to patch her up.
Arrows flew and fire rained down. The group of four took on three times their number in Charr. They fought like cornered lynxes, the hope of their nation hanging in the balance.
As Devona neared the gate she could hear the roar of a Charr mixed with the shouts of the prince.
“You are a pox on Ascalon,” yelled Rurik. “And I am the cure.”
Flashes of light issued over the walls. Spells went off every few seconds, lighting up the ruined plaza with an eerie magical glow.
Cutting down the last Charr in her way, Devona leaped through the smashed gate and hur ried up into the courtyard.
On the academy wall, Prince Rurik stood bravely in front of Erol and the other mages. His flaming sword held the Charr leader at bay, but as a group the prince and the Flaming Scepter mages were retreating and running out of room fast.
The fight to the gate had taken a lot out of Devona, but she pressed on, climbing up the ruined steps in pursuit of the Charr warband leader. Right behind her, Devona could hear the others climbing through the gate.
Four on one, she thought. I like those odds.
An arrow hit the big Charr in the back of the leg, causing the warband leader to turn around.
“You lookin’ for me, fuzzy?” shouted Devona, coming up behind the creature.
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Aidan’s well-placed shot had hobbled the beast. It tried to follow the prince and the mages as they dashed along the wall, but its movement was slowed, and Devona moved in closer. The Charr growled at her as she stalked around it, staying just outside its reach.
“Hey,” shouted Cynn, “catch.”
A huge ball of fire slammed into the Charr’s side. The resulting splash of magic consumed the creature, and Devona shielded her eyes from the blinding flash.
The creature came stumbling out of the blast, its furry hide ablaze. That ought to do it, she thought. But instead of burning to a crisp, the warband leader seemed to draw strength from the flames. It looked like some sort of demon, flaming and cackling as it came on. It raised its huge axe in the air, bringing it down on the Warrior with both hands.
Devona set her feet and stood her ground. As the flaming Charr advanced, the Warrior raised her blade and lunged forward, shouting “For Ascalon!”
Their blades passed in midair. The creature’s axe cleaved into her armor. The Warrior’s sword caught the growling beast just below the neck. The tip slipped past its crude metal chest plate and into soft flesh.
Devona lost her grip on her Rin Blade as she staggered back, her shoulder wounded heavily from the beast’s pounding.
The Charr warband leader dropped its axe, clawing at its throat. It let out a strangled cry—a hoarse gurgling like the last breath of a drowning dog. Another arrow struck the beast, and it lost its balance. Falling to one side, it caught itself on the edge of the academy wall.
The creature struggled for a moment longer as the flames slowly went out. Then, its chest heaved once,
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and its body went slack. The Charr’s huge head flopped backward, causing it to topple over, twisting as it fell over the edge of the academy into the ruined plaza below.
Cynn was the first to reach Devona’s side.
“You all right?”
Devona smiled. “Yeah, nothing a little of Mhenlo’s divinity can’t fix.”
The two women walked down the battered stairs to the courtyard where the prince and the mages stood talking to the Ranger and the Monk.
“The way is clear, my lord,” said Aidan, bowing before the prince.
Rurik grabbed the Ranger by the shoulder and lifted him to his feet. “Come, my friends,” he said, strapping the legendary horn Stormcaller to his back. “We are almost home.”
As a group, they headed out of the Nolani Academy toward the Great Northern Wall.
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Book I: Chapter 1
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t was almost three thousand years ago that a race of serpents stepped out of the Rift onto the soil
of Tyria. Unlike ordinary serpents, these moved upright, used language, and adhered to an elaborate culture. They had been summoned by the old gods, brought to this world to be the custodians. Their task: shepherd the other creatures of the land through this time of transition, while the gods continued to create the world around them.
From the Tarnished Coast in the west to the Bay of Sirens (now called the Sea of Sorrows) in the south, from the far eastern reaches of the Crystal Desert to the Giants’ Basin on the northern coast of Kryta, Tyria flourished under the protection of these mystical creatures. The serpents were the protectors of the land, the keepers of knowledge, the teachers of all things, and during their time the world was in balance.
But then a new race of creatures was birthed upon the
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History of Tyria
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world. They were neither serpent nor beast. They were neither plant nor stone. These creatures had no chitinous hide to protect themselves. They had no claws to tear flesh. They arrived naked a nd defenseless, except for one thing: their desire for control.
This ne w race of creatures w a s none other than us huma ns, and in no t ime we began to take over. Cities bloomed across the continent. Walls were erected, and weapons forged. Those things that we humans lacked, we simply built. We didn’t need tough hides nor rending claws when we could make metal armor and sharpened spears. We discovered fire, wrote books of our own, pa s sed k nowledge to one a nother t hrough song and verse. Soon humans had everything we required, and it was then that we began to prey upon the other creatures. We hunted animals for sport, chased the druids from the jungle, and took up residence in lands that did not belong to us. We became the masters of this world. We took all of the privilege and none of the responsibility.
In less than a centur y, the serpents who had protected
and nurtured Tyria were no longer needed. The balance
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they had achieved had been undone, and there was no way to bring it back. Seeing that the world had changed, and preferring not to fight a war over control of the continent, the serpents retreated from the world of men. They left the coasts and the jungles. They abandoned their settlements in the highlands and in the mountains. Leaving the newcomers be, the serpents went to live in the only place where we humans did not—or could not: the Crystal Desert.
The serpents never returned to the world of men, and slowly, their influence faded. To humans, they were just a part of the past, spoken about only in legends and myths. Eventually their memory all but passed from human consciousness. But they were not gone, only forgotten.
Despite the serpents’ retreat, the gods never halted their work creating the world, and with the benevolence of indulgent parents, they decided to create magic. It was to be a gift to all the intelligent creatures—meant to ease a life of toil and make survival a less arduous task. When they had finished creating their gift, they presented it to the humans and the Charr, the Tengu and the dwarves, the minotaurs and the imps, and all the races of the land.
But the gods had not counted upon one thing—greed.
Wars broke out immediately as the magical races fought for dominance. So much destruction was wrought that humans found themselves at the edge of extinction. When all seemed lost, it was King Doric, the leader of the united human tribes himself, who made the long trek to Arah, the city of the gods, on the Orrian peninsula. He gained an audience with the creators and begged them to help, to stop the wars and bring peace to the land once again.
The gods heard his pleas, and they intervened.
The forging of the world was complete. As their final act, the gods gathered back their gift of magic from all the races and trapped it inside a tall stone. They smashed the stone into five parts—four equal but opposing stones of magic, and one keystone. Without the keystone, the other four couldn’t be reassembled.
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History of Tyria
29
Each of the first four stones was the embodiment of a specific school of magic: preservation, destruction, aggression, and denial. Magic would still exist in the wo rld, but the de vastati ng powe r of all fou r types together would never again be at the command of one single creature. Those who accepted the gift would have to cooperate if they intended to use it to its fullest.
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Book I: Chapter 1
The gods told King Doric that since he had asked for peace, he and his descendants must car r y the burden of protecting the stones. As an additional precaution, they used a drop of King Doric’s blood to seal each of the stones.
Then the stones were dropped, one by one, into the volcano off the southern shore of the Kingdom of Kryta, and the gods left this world forever, confident that they had balanced out their gift and circumvented greed.
Thi ngs were good fo r a tim e. No one ra ce gained dominance over any other, and the world was once again at peace.
Over the next hundred years, the human kingdoms prospered. Powerful groups grew up within each nation. These were known as guilds. It was these groups, these guilds, that held the real power in Tyria. Though there were kings and organizations that made the laws and regulated the land, it was the guilds that enforced these laws—or didn’t—as they saw fit. As these guilds grew, their influence began to overlap.
As is ever the case with peace, it once again came to an end when the volcano er upted, spitting out the five stones and scattering them across Tyria. The magic they embodied seeped out into the lands around them. Though the Bloodstones, as they are called, have never been reunited, the power that they possess was enough to re-ignite the desire for power in the hearts of men.
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History of Tyria
The struggle for power commenced, and again war broke out. This time, though, the humans were not united. The guilds of the three most-influential kingdoms on the continent battled each other for supremacy. The kings of Ascalon, Kryta, and Orr were not powerful enough to stop the conflict, for the armies of the guilds were even more powerful than those of their own home nations.
The Guild Wars raged for decades, fueled by the desire for power and the influence of the Bloodstones. Never did the peace accords last long. Never did the negotiations take root. The conflict claimed the lives of many hundreds of thousands. It uprooted families, made neighbors into enemies, and soured the relations between the human nations—perhaps irrevocably.
Though the battles continued, each with a winner and loser, no one nation ever gained enough power to fully dominate the other two. Slowly, over the course of years, the wealth of each nation diminished. Their people grew wear y, and their armies grew weaker as the constant fighting took its toll.
Eventually, as all things do, the wars did come to an end. But it was not the words of the silver-tongued peace negotiators or even the rough hand of a conquering hero that ended the Guild Wars. The resolution was instead brought about by an even greater war—a war brought by the Charr. In unprecedented numbers, the beasts from the north swept down through all three human kingdoms. Ascalon, Orr, and Kryta, embroiled in conflict with one another for more than fifty years, dropped their grudges and turned their attentions to defending their borders against the new threat.
Each kingdom dealt with the invasion in a different way. Ascalon stood their ground, having no place else to turn. Though their forces were depleted, they managed to rally behind the Great Northern Wall. But their defense was short lived. In a magical battle that would eventually be looked upon as the turning point for Ascalon (now referred to as the Searing), the Charr brought down
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Book I: Chapter 1
fire and brimstone, destroying ever ything on the open plain for hundreds of miles. Their magic scorched the ground and the human cities as they swept through the Wall and moved on to Orr. The sur viving humans of Ascalon have since retaken the wall and have held it against periodic attacks, but there is little left of this once-prosperous empire.
Orr was another stor y. To stop the invading army, the King of Orr’s personal advisor and sage turned to the powers of dark magic. Venturing into the vaults far below the marble streets of Arah, he unrolled a forbidden scroll and read the words he found printed there. The resulting explosion sank the entire peninsula and sent enough dirt into the air to blot out the sun for a hundred days. Though the Charr never reached the hallowed streets of Arah, nearly every citizen of Orr was killed that day.
Unable to keep the Charr out, and lacking magic powerful enough to push them back, Kryta turned to a man named Saul D’Alessio and his promises of unseen gods coming to aid in the war. Whether it was luck or truly the invisible hands of some new gods, Kryta managed to push back the Charr invasion, banishing the northern beasts back from whence they came.
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History of Tyria
The dust from this conflict is beginning to settle. Perhaps in this next age we will glean knowledge from our past mistakes. Perhaps we have learned when it is time to put away our hatred and simply work together. Or perhaps we will do what all nations in the history of the world have done—look blindly away from our past, and proceed to unleash a new and more terrible plague upon our land.
Let us hope this is not the case. Let us hope that we have learned our lesson.
Excerpt from The History of Tyria, Volume 1
— Thadeus Lamount, Historian
The Mouvelian calendar (named after Grand Patriarch Mouvel, the first high priest of the Church of Dwayna) begins counting years from the moment the gods left Tyria. This event is known as the Exodus. Years before this date are labeled BE (Before the Exodus). Years after this date are AE (After the Exodus). Years prior to the year 1 AE count down, getting smaller as they get closer to the time of the Exodus (just as they do in the Gregorian calendar).
There are 4 seasons and 360 days in the Mouvelian year:
Season Alignment Days
Season of the Zephyr Air 1-90
Season of the Phoenix Flame 91-180
Season of the Scion Water 181-270
Season of the Colossus Earth 271-36 0
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Book I: Chapter 1
Timeline
The calendar starts at year 1 AE, the first year after the Exodus.
1072 AE Present day
1071 AE Bay of Sirens is renamed Sea of Sorrows
1070 AE Guild Wars end
1070 AE Charr invade human kingdoms
1013 AE Guild Wars begin
898 AE Great Northern Wall is erected
851 AE Lord Odran enters the Rift
358 AE Kryta becomes an independent nation
300 AE Kryta becomes a colony
221 AE Cantha begins trading with Tyria
174 AE Serpents leave the world of men
2 AE Orr becomes an independent nation
1 BE Gods give magic to races of Tyria
100 BE
205 BE Humans appear on Tyrian continent
1769 BE Serpents arrive in Tyria
10,000 BE
High-planes human set tlements become known as Ascalon
Last sign of Giganticus Lupicus (the great giants) walking on Tyrian continent (best guess)
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Book I: Chapter
Once, Ascalon was a beautiful, fertile land of rolling green countryside and magnificent cities. Her people were viewed as a bit grim by their neighbors, but this was perhaps to be expected, given their never-ending wa r against the Cha r r. I ndeed, it wa s their unfailing vigilance, their Great Northern Wall, and the blood they shed each year to defend it that had protected not only Ascalon, but also Kryta and Orr through the ages.
Then came the invasion, and with it, the Searing.
Anyone alive today will remember the day the lands of Ascalon were blasted and torn with mag ic fire. Whole cities and guilds were destroyed in the Searing, and the might of Ascalon was shattered. Now the Great Northern Wall lies broken, and the Charr have overrun much of the kingdom, defiling it with their unholy shrines, killing those who stand in their way.
The survival of Ascalon hinges on but a single remaining corner of the fallen kingdom—the capital city of Rin. In the final years of the last Guild War, the people of Rin looked to a soldier named Adelbern, a simple man
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The Human Kingdoms
of humble orig i n s, who ra llied t he p eople w it h his courage and cunning and steeled them not only against the guilds of Orr and Kryta but also against the terrors of the Charr.
The sudden destruction of most of the kingdom during the Searing has taken much of the fight out of the man now known as King Adelbern. He has become stubborn and set in his ways, afraid of losing what little he has left. But in his son Rurik, the people see a leader with the courage to perhaps help them reclaim their fallen kingdom.
The sur v ivors of A scalon live in a st ate of con sta nt warfare, using hit-and-run tactics and the remnants of the Great Wall to prevent any significant advances by the Charr into their territory. King Adelbern has circled the wagons, so to speak, content to simply defend what Ascalon has left a nd live to fight another day. Prince Rurik, on the other hand, is far more da ring t han his father thinks is wise, and has even suggested that the time may be coming to l aunch an offensive a g a inst the Charr.
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Book I: Chapter
Already the rumbling of the winds of change can be heard in the streets. People are frightened. They wonder what will become of them. Some even wonder aloud if Adelbern has lost what it takes to steer Ascalon back from the brink. They wish to see the prince step up and take command of the kingdom. Perhaps under his guidance, the people of Ascalon will live on to see another golden age.
Situated on a peninsula south of Ascalon and west of the Crystal Desert, Orr was a vibrant, proud, and prosperous nation. Its citizens were the favored of the gods, living in the shadows of Arah, the deserted city once inhabited by t h e likes of M e l a ndr u, D w a yna, and Balthazar. Deeply spiritual, the Orrians looked after the buildings and structures left behind when the gods left Tyria, caring for them in the hopes that one day, the divine beings who created magic and bestowed it upon the world would return.
The Orrians were a peaceful people, hoping only to do their duty toward their gods and content to be rewarded in either this life or the next. When the g uilds bega n feuding, Orr as a nation tried to stay out of the conflict. This was not the sort of struggle that entire kingdoms got involved in. But when the strife overflowed into armed conflict, and guilds from the other human nations began fighting in the streets of Arah, Orr rose to defend itself and the city of the gods.
Soon after Orr mobilized its armies, Kryta and Ascalon did as well, and what had started as a dispute between localized groups became an all-out war. The Guild Wars raged for nearly fift y years. During that time, none of the three human empires was able to assert dominance over either of the other two. While Ascalon, Orr, and
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The Human Kingdoms
Kryta were busy fighting with each other, they became blind to the threat from the nor t h —the Charr. The northern beasts swept in, taking Ascalon in a spectacular magical battle.
At first, Orr was saved from much of the fighting. The guilds with allegiances to Ascalon and K ryta withdrew, heading back to defend t heir homes. Orr regrouped, granted a moment to prepare simply because they were
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Book I: Chapter
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farther south. The Charr had to make their way through Ascalon before they could reach the gates of Arah. But eventually Ascalon fell, and the Charr arrived in Orr.
Hopes were high that t he Char r would be defeated quickly. The Orrian army was the equal of any in Tyria, and the invaders had already fought a long battle against the Ascalons. But those hopes were dashed in less than twelve hours.
The invaders reached the gates of Arah without breaking stride. The Orrians failed to protect their charge. With defeat at the doorstep and the kingdom nearly in ruins, one man turned to a forbidden magic. The king’s own personal advisor i n the matters of t he arcane took it upon himself to destroy the invaders, no matter the cost. Unrolling one of the Lost Scrolls, kept inside a warded vault deep within the catacombs below Arah, he spoke the words of a litany that spelled the end of the Kingdom of Orr forever.
There are few who survived that day, now known as the Cataclysm. While the Charr were never allowed to step foot in Arah, few count what the king’s advisor did on that day as a victory. The resulting explosion felled the invading army where it stood, but so too did it sink the entire peninsula, leavi n g on l y a scatter ing of sm a ll islands in its place. The beautiful city of Arah was consumed. What ’s left above water now lies in a pile of ruins, blackened by the Cataclysm and years of ne g l ec t . Al l that r e m a ins i n t he wreckage of Orr a re t he wandering dead—those souls unable to rest in the shadow of this great disaster.
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The Human Kingdoms
T h e r e are t w o t y p e s of h u m a n s i n K r yt a : tho se who wor ship the mysterious Unseen Ones and those who d o not. The wor s h ippers have bec o me kn own a s t h e White Mantle because of the long white sleeveless robes many of them wear.
It is t he res p on s ib i lity of the Wh ite Mantle to oversee the other humans and i mpose upon them the rules and laws of the Unseen Ones. Those i nside t he orga nization receive special privileges (more food, better clothing, access to books) simply for abiding by the rules of the Unseen Ones and carrying out the orders handed down by the White Mantle h igh priest. To the K r ytans t he White Mantle are the root of law and order, the protectors or saviors, if you will, of their lands.
The White Mantle maintain a series of temples all over the continent. Members of this organization frequently, though not always, choose to reside in these temples to better perform their duties to the Mantle and to more effectively worship the Unseen Ones.
Since the end of the last Guild War and the repelling of the Charr invasion, the W hite Mantle have maintained a high level of militar y preparedness. They don’t ever want to be caught off gua rd agai n , and they often keep la rge stores of weapons inside their temples to
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use in case of emergency. It’s also not uncommon for followers of the Mantle philosophy to be highly trained warriors. Fighting skills will come in handy if the day comes when they will need to once again defend Kryta from invasion.
Saul D’Alessio—Founder of the White Mantle
Saul D’Alessio was a fallen man. A gambler and a drunk, Saul reached the lowest point in his life when he lost a bet he could not repay. At the time, the local betting house w a s ru n by t he Luc k y Hor seshoe, a g a mbling guild whose influence spanned almost the entire length of the continent. To avoid defaulting on his pay ment, Saul took to robbing merchants traveling on the road from Beetletun to Shaemoor. Though he successfully paid his debt to the Lucky Horseshoe, he was eventually fingered by one of his victims and tried as a thief. His punishment was exile from the Kingdom of Kryta. The local authorities blindfolded him and rode him out three full weeks before leaving him to fend for himself.
Alone, broke, and lost, Saul wandered through a dense forest for severa l days, su r viving on on ly roots and berries. On the fourth day, delirious with hunger, Saul emerged from the trees to see what he t hought was a hallucination— a city of ma ssive towers reaching into the heavens. The architecture was astounding, and the creatures who lived here were u nlike any he had ever seen. Walking down into their city, Saul got a closer look at the denizens of this place. They were tall and thin with with strange wing-like appendages that waved about in the sl ightest breeze. When they walked, their feet seemed not to touch the ground, and when they spoke, it was the most melodious sound he had ever heard. Surely these creatures were the stuff of divinity. Hungry and exhausted, his clothes ragged and dirty, Saul dropped
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The Human Kingdoms
to his knees and touched his forehead to the g round. He had found his gods, and they in turn had found their most devoted disciple.
Saul D’Alessio returned to K r yta a changed man. His rags had been replaced with a sleeveless, pure-white robe embroidered with golden thread. His once sunken, sic kly fe at u res were agai n full a nd hea lthy. He no longer craved the bott le, no longer wished to strike it rich gambling. His life had purpose. He had returned to spread the word, to deliver his finding to the humans of Kryta.
During this time, the Kr ytan Empire was in the midst of two wars—one against the guilds of the other human nations, and another against the beastlike Charr. Food was becoming scarce as the invaders burned the crops and salted the fields. It was then that Saul came to the people, offering help from his powerful, enigmatic gods.
Saul’s new faith was so powerful that soon he had a small following. As a group, they traveled the land, recruiting more and more, offering salvation from trying times. Though no one ever saw the winged gods or their cities of massive towers, they took Saul at his word that they did t r uly exist. Sau l w a s a shepherd, a nd his sheep fo l lowe d his e v e r y st e p. T h ose who sho w e d rea l conviction were given white robes, each embroidered with golden thread.
This was the beginning of the White Mantle.
Beaten, outnumbered, leaderless, and facing almost certain death, t he people of Kryta looked to Saul to lead them out of their darkest hour. Saul D’Alessio was tra n sformed from a mes senger into the general of a great army. Wit h their new faith and their new leader, Kryta and the W hite Mantle managed to push out the Charr, forcing them back over the mountains.
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Book I: Chapter Book I: Chapter Book I: Chapter
444444
Though his efforts were successful, Saul eventually lost his life fighting the war that freed the humans of Kryta. In the last offensive of the war against the Charr, Saul led his troops deep into Charr territory. His network of spies, though nor mally quite effective, failed h im on this day. The Charr were waiting in ambush, and the beast ly creatures slaughtered Saul’s unit to the man. Con s equent l y, Sau l became a marty r for t he W hite Ma ntle. His teaching s l ive on in the temples, and his name adorns a seacoast on the southern edge of Kryta, a memorial to a man who brought peace and prosperity to the people of this tropical region.
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The goddess of life and air, Dwayna is the even-tempered leader of the old gods. Her followers are mainly healing Mo n k s an d E l e m en t al i s t s sp e ci al iz i ng in air ma gi c (though in times of war, there are few denizens of Tyria who have not let fly a prayer to the Winged Goddess to spare them or th e ir lo ved on es). Dwayna is often depicted as young, tall, and slender rising over the ground on huge feathered wings.
The god of war and fire, Balthazar is
often worshippe d by War riors and
Elementalists, though there are Monks
who have been known to follow his
scriptures as well. Army commanders
and guild lords will often say a few
words to the Bastion of Martial Glory
before leading their followers into battle. Balthazar is frequently shown
holding a greatsword, its tip lodged
in the ground, with a pair of battle
hounds sitting at attention at his feet.
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he Old Gods
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Necromancers lear n early that the way to true power is by bowing down at the foot of the god of death and ice and pledging total, undying a llegiance. Statues of Grenth depict the god with the body of a man and the skeletal head of a drawn-faced beast. Often, there are followers at his feet, gra sping toward his open, clawed hands, c l a mo r i n g fo r t he powers the unforgiving deity may feel so inclined to heap upon his subjects.
The twin goddesses of beauty and illusion, Lyssa is the patron god of the Mesmer profession. Many a spellcaster has fallen under the charms of these two, making it easy for them to choose to specialize in the mesmeric arts. Lyssa is usually portrayed in her natural state—a pair of t win, intertwined goddesses, back to back, no illusions or glamours involved. There are stories of young men stopping to gaze longingly at statues of the beautiful goddesses, only to forget themselves and die of thirst while simply looking on.
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Th e go d d e s s of earth and nature, Mel a nd r u is the f a vor e d g o d o f Rangers and earth Elementalists. It is sai d the Mag uuma druids at one time worshipped this deity, bu t th er e a r e n o n e a l i v e t od ay w h o c a n confirm the tr uth of this rumor. Melandru is frequently depicted as a human female torso whose lower body is the trunk, branches, and roots of a living tree. Her statues attract weary travelers. Beneath her branches await plenty of fresh water and shelter from the elements.
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Born In: Drascir
Nation: Ascalon
Profession: Warrior
Age: 61
De s c e n de d fro m the g r e a t King Doric , King Adelbern is well- l iked by t h e cit i zens of Asca lon. His ea s y demeanor and battlefield heroics secured hi s sp ot as one of the most popular kings in the history of the walled nation.
In his younger days, Adelbern was the champion of his guild, Ascalon’s Chosen. Tales of his feats during the Guild Wars are told and retold today—the enemies he fought growing larger and fiercer as the stories are passed from one mouth to the next.
He’s older now, and though he’s a well-li ked king, his insistence that the army can hold back the beasts from the north has st a r ted t he people whispering to each other in the streets. Not everyone agrees with the king on t h is matter. Making matters worse, Prince Rurik, the king’s eldest son and heir to the throne, is among those who criticize Adelbern’s policies. And though he is close to his son, the king and the prince often do not see eye to eye.
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Book I: Chapter 4
Page 53
Born In: Drascir
Nation: Ascalon
Profession: Warrior
Age: 32
Firstborn son of King Adelbern a n d h e i r t o t h e t h r o n e o f Ascalon, Prince Rurik is a brave, bold man who often takes action on the spur of the moment. He leads by example, never cowering or shirking a challenge. Some say he has no fear. Others claim hi s br a sh br a v er y is m e re l y reckless. Regardless, the prince is li ked by almost everyone in Ascalon , a nd he spends muc h of his time a mong the citizens, pr efe r r i ng th e com pa n y of commoners to that of Ascalon’s rich upper crust.
As a boy, Prince Rurik trained at the Ascalon Academy and d id a stint as an officer in the army. Today, he ma i ntains a fighting force of his ow n , known as t he Asc a lon Va ngu a rd. T hese sold ier s a r e compl etely independent of t he king’s financi ng a nd influence. Rurik’s father, K ing Adelbern, takes a certain amount of offense to this, though he keeps it to hi mself and his closest advisors. Though the prince is loyal to his father, he doesn’t always agree with the man’s methods or ideology.
The Guild Wars Personalities
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Born In: Grooble’s Gulch
Nation: Deldrimor
Profession: Warrior
Age: 127
T he wi s e k i n g of t he D e l d r i m o r d w a r v e s , K i ng Jal i s Iron h a mmer rules his people from the peaks of the Shiverpeak mountains. He is a smart, strong, patient man who ma ke s dec ision s ba sed sole l y on how t h e y w i ll affect the well-being of all the dwarves in Deldrimor. He li v e s to se r v e h i s people, and they love and respect him for it.
There are those, however, who wish to see the good king taken out of power. Namely, the Stone Summit, a group of xenophobic dwarves who have broken their ties with Deldrimor and are trying to take control of the dwarven nation. Over the pa st several years, the Summit have been growing their power, and a civil war is brewing.
King Jalis Ironhammer does not want to fight ot her dwarves, but he will do what he must to keep his people safe. Along with his loyal brother, Brechnar Ironhammer, the king has rallied his forces, and they stand ready to defend t heir home. The question on the ki ng’s mind though is this: Can he win?
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Book I: Chapter 4
Page 55
Born In: Rin
Nation: Ascalon
Profession: Warrior
Age: 24
Devona is quite serious and direct in her dealings with others. She aspires to be a g reat Warrior, just like her father. At times this aspiration turns into a tremendous internal pressure to succeed. Devona’s father was one of the leaders of Ascalon’s Chosen, a prestigious and well-respected guild. He died defending the city wa lls against a raid by an Orrian gui ld dur i ng t he last G u ild War. Devona was only a little girl at the time, but since that day, she has dedicated her l i fe to mastering the ma rt ia l ar t s of swo r d a nd hammer.
Devona is the level-headed leader of the party. She always assesses a situation before rushing in, which sometimes puts her at odds with the brash Cynn. Despite her restraint and cont rol, Devona ha s a temper, a nd it can get the best of her. She would sacrifice her own life to save the life of a friend, and she frequently puts herself i n har m’s way to protec t those who travel with her. Devona has a deep sense of loyalty and duty. To her, there would be no greater honor than to follow in the footsteps of her father and give her life defending that
which is most dear to her.
The Guild Wars Personalities
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Born In: Surmia
Nation: Ascalon
Profession: Elementalist
Age: 20
A former child prodigy, Cynn always had people catering to her every whim. Her family was among the nobility in the city of Surmia—until the Charr invasion and the Searing. When Ascalon was destroyed, Cynn got caught outside the Wall (Surmia was one of the first places to fall during the initial assault). A magical projectile fell directly upon her palatial home, killing her parents and trapping her under a broken table for several days. A Charr warband discovered her while looting the city. They dug her out, thinking to make a meal of her, but Cynn had other ideas. She single-handedly wiped out the entire warband, turning them and the remains of her home into little more than a smoldering pile of ash.
Cynn is a bit of a princess but with a decidedly dark streak. She’s often cynical and flippant when dealing with authorities or situations that seem hopeless. She’s highly intelligent, and ma gi c co me s e a s y to h er. Be cause of he r experiences during the Searing, Cynn has dev eloped a rath er cavali er attitude toward her own death. Consequently, she tends to bite off more than she can chew, and often gets herself and her friends into trouble.
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Book I: Chapter 4
Page 57
Born In: Kree Foothills
Nation: Ascalon
Profession: Ranger
Age: 32
The son of a huntsman, Aidan grew up with a quiver of arrows on his back. His mother died giving birth to him while his family was on a wagon train from Kr yta to Ascalon. As soon as the boy was old enough to hold a bow in one hand, Aidan’s father packed up just the good steel heads of their tools and the two men headed off into the wild. They found a spot in the middle of a forest clearing, refitted their tools with hand-carved handles, and built their own home from scratch.
Aidan is a survivor. Nothing is out of the question if it means he and his companions will live for another day. He thinks fast and acts even faster. His inner calm—a sort of simple confidence—has a way of infecting everyone around him. Being the oldest member of the party, he has the wisdom of years his younger counterparts lack, though he never feels the need to lord it over them. He does feel a certain amount of responsibility to keep the group informed a n d o u t o f trouble if at all possible. From tim e to time, he takes on the role of group patriarch, but only if there is a meltdown and he se es th e need for his cooler
head to pr e vail.
The Guild Wars Personalities
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Born In: Serenity Temple
Nation: Ascalon
Profession: Monk
Age: 22
Born in Serenity Temple to a priest of Dwayna and priestess of Balthazar, Mhenlo has been steeped in the teachings of healing and smiting magic. A devoted servant of both Dwayna and Balthazar, he has studied hard his entire life, and has been rewarded by both the gods of his provenance. But paying allegiance to two gods has not been without its consequences; without a clear path to follow, Mhenlo has a tendency to over-analyze situations and possible consequences, not sure whether to take the path of aggressive strength or that of defensive grace.
Mh e n l o h as sp e n t most of his life inside S e r en i t y Te m p l e , paying hom a g e to the old gods and studying the Path, which will lead him to enlightenment. He is rather timid as the story begins, not completely trusting of his magical prowess, but with Cynn’s help he gains confidence and becomes more comfortable with his
considerable power.
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The land north of Ascalon’s protective Great Northern Wall is occupied by a savage race of beast s known as the Charr.
To the Charr, flame is the physical representation of their gods. In order to keep the gods happy, they must first fulfill their obligation to the flame. To that end, the Charr have constructed a series of sacred buildings know as Flame Temples. On raised platforms, these bestial creatures have inscribed huge circular runes, which define and magically feed the sacred fires. Further defining the ring are pillars of pure obsidian or carved sandstone, sculpted to depict the faces of the mysterious creatures the Charr worship. Between these pillars, in the very center of each of these temples, are the ever-burning Sacred Flames. The Charr believe that as long as the flames are burning, the gods are pleased. If the flames go out, then the Charr have failed in their duties and will be punished by the gods.
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Each temple has its own fire, which
is tended at all times by four Charr
Flame Keepers. The Flame Keepers
have only one job—to keep the
Sacred Flame burning. This is the
most prestigious position a Charr
can occupy; only the strongest,
most capable Charr can take this honor, and all other Charr bow to the Flame Keepers.
In ad di t i o n to th e tem pl e s, whenever a large Charr warband travels anywhere, they take with them a bronze brazier, lit at a Flame Temple by the Sacred Flame. These braziers are placed upon palanquins, which are then carried from location to location by four Charr Flame Carriers. Each night when they make camp, the Flame Carriers erect a flammable effigy in the shape of one of their gods, then ignite it and let it burn till daylight.
Humans learned quickly how to read the flame sign: if the flame is lit, the Charr camp is occupied. If the flame is out, the Charr have moved on.
The Stone Summit are a guild of xenophobic dwarves who live high up in the Shiverpeak Mountains. Their hatred of other cultures (particularly humans) runs so deep th a t the y wo n’ t even deal with other dwarf clans who have trading relationships with the human nations.
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The Stone Summit pride themselves on their fanaticism. To them, there is only one right way to do things—their way. There is only one group worthy of ruling the world— the Stone Summit. All other life is meaningless. They are cruel, brutal, calculating, and cold hearted to a degree rarely seen in civilized nations. A Stone Summit dwarf could split a man’s head without a thought and feel as little concern as if he had just stepped on an earthworm.
The Stone Summit leader, Dagnar Stonesplitter, is said to aspire to one day rule all of Tyria. His methods are messy but effective. The price he extracts for failure is death, which tends to put a hard edge on everything.
Those dwarves who have managed to sur vive inside the guild for any significant period of time are as tough as stone and just as cold. They execute their orders with a brutal efficiency, knowing that they must succeed or die.
The Stone Summit have a penchant for slavery. They
ca n often be found rid ing g iants and
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other bea sts bound wit h all ma nner of manacles and restraini ng devices. They don’t bother to t a me t heir mounts, rather preferring to simply chain the beasts and overpower them, making them bend to their will rather than becoming accustomed to their new role. If given the opportunity, they would enslave humans and other, “non-pure” dwarves as well.
Except for the obvious differences (lack of skin, hair, a working circulatory system, and so on) the undead army are very much like any living human army. They have military ranks, a chain of command, and a set of marching orders. The bulk of the army is made up of once-living humans, though there are tales that when this force marches into battle, the animated skeleton of a once-grand dragon marches with it.
There is much speculation about the undead of Tyria and what their goals might be. Many believe that they are the
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remnants of Orr, those lost souls who were so disturbed by the destruction of their home in the Cataclysm that they refuse to pass into the next life. Others believe there is a more sinister force motivating these creatures, a malevolent being who has raised the resting dead to do his bidding. Some even say this mysterious leader is a powerful lich lord who rules them all from behind the front lines. But most of this is just campfire tales and barroom gossip, for there is no one who lives today who can claim to have seen this creature in the flesh (so to speak).
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Blasted and battered, the current landscape of Ascalon holds only the ghost of its former glory. Skeletons of grand cathedrals and remnants of whole cities lie broken
on the shifted, displaced ground. The protective Great
Northern Wall is perhaps the most intact structure in
the entire kingdom, but the destruction that surrounds
it lies in testament to its ultimate failure.
Before the Charr invasion and the Searing, Ascalon was a fert i l e land, fu l l
o f w h e a t f i e l ds a n d
blossoming flowers. Now though, little grows here in this wasteland. The once-
loa m y earth is now dr y and arid. The riverbeds
have dried u p , and th e
mudflats have turned into a patchwork of cracked
plates and jagged scars in the ground.
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For hundreds of years,
all th e dw a r ves in this
mo u n t ai n r an ge we re
u n i t e d u n d e r o n e
flag: the nati o n of the Deldrimor dwarves. Most
of the architecture in the
Shi ver pe a ks was bu i lt during this time, and it reflects a time of peace and prosperity—but that time is over now. Today, the mountains ring with th e sounds of civil war, and new architecture has sprung up: slabs of stone
lashed together with huge iron chains mark the areas where a new guild—those who have broken from the old ways—have made new settlements.
The Shiverpeaks are an inhospitable environment for the
ill-prepared. There are only two known passes through the
mountains, and any wishing to cross them must endure
freezing wind, flash snow storms, and unstable terrain that shifts with the change in temperature.
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Travelers to Kryta will find a stark contrast between the
fortified, polished-stone buildings of the White Mantle and the thatch-roofed huts of the regular citizens. There
is a surprising amount of wealth here, but it is kept in the
hands of those who adhere to the doctrines of the Mantle, and this is reflected in the architecture of the region.
On the coast, the weather is hot and humid. This is somewhat mitigated by the beautiful white-sand beaches and the crystal-clear blue saltwater beyond. Farther
inla n d , it cools down a
bit, making the area ideal
for far ming and raising
livestock. Those Kr ytans who don’t practice any of the mystical arts tend to gravitate toward fishing and farming.
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Yea rs ag o , man y trib es of hum a n d r ui ds liv ed among the Maguuma’s lush greenery and wildlife. But
it has be e n a lon g tim e sinc e anyone has hear d word from them, and many
believe that they were eaten
by hostile jungle creatures or simply swallowed whole
by the man-eating plants now rampant in the jungle.
The higher elevations are
mostly devoid of water. Only the largest and hardiest of
plants can live here. But down farther, closer to the water table, the Maguuma grows thick. The vegetation can
become so dense that there are areas of the jungle floor that have never been touched by the sun’s light.
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Legends tell of a time, thousands of years ago, when the Crystal Desert was covered in water. These legends claim that it was the gods who raised the land, leaving
it bare and empty in order to give the solitary creatures of the world a place to call their own. If the legends are true, humans were not among those for whom this land was made. There have been attempts by humans to settle
in the desert, but they have, without exception, failed
miserably, leaving behind only the g rand monuments they built here proclaiming their short-lived triumph over this harsh land.
The weather in the Crystal
Desert is hot and unforgiving. T h e w i n d s b l o w h ar d ,
making and unmaking dunes, covering up the present and unco v erin g the pas t . An examination of the sa nd will reveal that each grain
is actually a tiny, pointed crystal. In isolated locations,
larger cr ys tal formations
have been revealed by the constant, unforgiving wind.
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Just south of the Tarnished Coast lie the volcanic islands that together make up the Ring of Fire. The large volcano at the center of the ring is where the gods reportedly dropped the Bloodstones before leaving Tyria for good. Of the islands that surround this one, many are still active. Ships that pass by the Ring report hearing the tell-tale hiss of scalding hot lava hitting the ocean, instantly vaporizing the saltwater into steam.
The reefs off the islands are formed of black pumice stone. There are very few natural ports, and those that
might be suitable for docking would bring the crew of the ship within danger of being caught by a sudden, unexpected eruption.
There are no known settlements in the Ring of Fire.
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The Rift
Before there were humans or dwa r ves, before there were even worlds or the stars that light t he night sky, there was but one thing in the universe—the Mists. The
Mists touch all things. They are what binds the universe together, past present, and future. They are the source of all good and evil, of all matter and knowledge. It
is said that all forms of life, no matter how simple or complex, can trace their origins back to this one place.
In the middle of the Mists is a spot where time moves neither forward nor back. It is a tear in the fabric of the cosmos, the point of perfect balance between all forces of the universe. This place is known as the Rift, and there is nothing to which it does not connect, nothing that cannot
be reached from inside it. Those who have the know-how to travel across the universe through the Mists must pass through the Rift on their way to all other places. It is the center of all things.
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The Hall of Heroes
In the center of t he R ift , deep in side t he Mis t s, stands the imposing walled fortress known across the
multiverse as the Hall of Heroes. This structure is the
pinnacle of the afterlife. When a hero dies, his spirit goes to one of two places: either it is buried with the deceased body, forever t rapped inside t he r otting
flesh and rancid bones of the corpse, or it is released
into t he Rift. This latter honor goes to only those
few whose deeds in life were legendar y enough to be
known across multiple worlds, and fewer sti ll earn a
place among the souls ensconced inside the Hall itself.
For a long while, the Rift and the Hall of Heroes were accessible only by those who had passed from the mortal world into the immaterial. It was the Land of the Dead, an exclusive club whose membership cost the blood of one’s own life. But w ithin the last century all that
has changed.
Lord Odran’s Folly
Using a spell of his own devising and the sacrifice of
many s ouls, Lord Odran, a powerful arcanist who specia lized in the s tudy of tempora l di s t o r tions , opened a portal that offered him access to the Mists and eventually into the R ift itself. T he spi r its who
had g iven their lives to earn access to t he ha llowed afterlife were outraged. They turned their fury upon the intruder, attacking Lord Odra n with a l l of their
legendary, collective might. But it had been hundreds of years since most of the spirits had interacted with the physical world, and none of them had ever done so
in their shadow form. As powerful as they had been in
life, they could not harm the physical manifestation of the w iza rd lord—not yet. He was untouchable here in the land of the dead, and he traveled freely through the
Hall of Heroes.
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Over the years, Lord Odran learned to use the Rift to travel across the multiverse. He opened portals on nearly all of the different worlds, turning the Rift into his own
personal gateway. But though he was clever, the wizard
lord was himself only mortal, and eventually the spirits of the Hall discovered a way to interact with the corporeal world. Odran’s last physical journey through the Rift cost
him his mortal life. The wizard lord was torn to shreds
by hundreds of angr y souls seeking retribution for
his trespasses.
When Odra n ’ s mor tal body di e d , the wa r d s and enchantments that kept his portals hidden failed, and the gates to the Hall of Heroes were laid open to all who were able to find them. The wizard lord had been canny though; Odran knew that one day he too might be ensconced in the Hall of Heroes, so he hid the portals in the most treacherous locations he could find. The fear of death, he surmised, would keep the meek at bay.
But a long time has passed, and it is clear now that the wizard lord, like the gods before him, underestimated the greed of men. Over time, the whereabouts of the portals
have been revealed. Though they remain difficult to get to, there are those with enough skill and enough bravery to reach them, and every day the numbers of intruders to the Hall of Heroes rises.
An unending battle for supremacy rages inside the Hall. The spirit inhabitants have taken to playing groups of
mortals against each other for sport, placing bets on which will make it farthest and giving special aid to those they favor. Control of the Hall itself has its rewards—and
its costs as well.
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In addition to enemy armies you’ll encounter, such as the Charr and Undead, you’ll find that Tyria is crawling with hostile creatures that will attack you and your party on sight. Here are but a few of the host iles you may encounter, along with such information as we have on each of them.
Sightings Old Ascalon, Nolani Academy, Regent Valley
Breeds
Known Brood Leaders
Sightings
Types
Known Clutch Leaders
Thorn Devourer, Whiptail Devourer, Plague Devourer
Skuzz Sudgereaper, Gnash Underfoot, Fleck Grokspit, Stank Reekfoul
Often seen scavenging near ruins in Ascalon or along the beaches of Kryta.
Flash Gargoyles, Shat ter Gargoyles, Mergoyles
Spazmo Thunderbolt, Claw Fleshfi xer, Plook Wavebreaker, Muga Riptide.
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Sightings
Regent Valley; also reportedly seen in the Southern Shiverpeaks.
Known Clan Names
Known Clan Leaders
Sightings Old Ascalon, Pockmark Flats
Breeds Stone Elementals, Ice Elementals
Known Clutch Leaders
Sightings Twin Serpent Lakes, Stingray Strand
Lorimung, Siamung
Makani Ookook, Anani Mokmok, Palila Uggugg
Pulv Rubblegrinder, Cobble Poundstone, Mallet Runecolumn
Types Lightning Drake, Grand Drake
Known Elders
Scale Fleshrend
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Sightings
North Kry ta Province, DAlessio
Seaboard, Forest of True Sight
Breeds
Bog Skale, Fiendish Skale
Known
Brood
Geck the Coldblooded, Laris
the Meateater, Cella the
Brood
Leaders
the Meateater, Cella the
Hooded, Skigg the Tongue
7
Sightings
Clans Caromi, Avicara
Raiding the settlements outside of Lion’s Arch, also menacing caravans in Divinity Coast
Known Clan Leaders
Sightings
Sightings
Breeds Bog Skale, Fiendish Skale
Breeds Bog Skale, Fiendish Skale
Known
Known
Brood
Brood
Leaders
Leaders
Sightings
Breeds Jungle Troll, Mountain Troll, Fen Troll
Known Warchiefs
Glyd Swiftwing, Squaw Nimblecrest, Chuff Quickbeak, Pello Agileclaw
North Kry ta Province, D’Alessio
North Kry ta Province, DAlessio
Seaboard, Forest of True Sight
Seaboard, Forest of True Sight
Geck the Coldblooded, Laris
Geck the Coldblooded, Laris
the Meateater, Cella the
the Meateater, Cella the
Hooded, Skigg the Tongue
Hooded, Skigg the Tongue
The Wilds, Silverwood, Forest of True Sight
Grook Plugalug
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Below are just a few of the more docile creatures one might encounter i n Tyria. If one has t he skill, some of t hese can be ta med and will fight to defend their human masters.
Lynx
Environment
Warmer climes, seen often in the temperate areas of Kryta
Warthog
Environment
Dry arid areas like those near the Great Northern Wall of Ascalon
Snow Wolf
Environment
Seen exclusively in the colder, snowy regions of the Shiverpeak Mountains
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he humans of Tyria are at the brink of extinction, and only their heroes can save them. The many
who have chosen to train in the six professions, and the mighty guilds they comprise, are the only hope against the armies of undead, Charr, and other creatures bent on total world domination and the destruction of the human race.
The choice to train in a primary and secondary profession, to learn the skills of those professions and use them to va nquish the enemies of hu manity, is not to be taken lightly. Choose a name worthy of great deeds, and follow the calling that best utilizes your natural style.
The challenge is this : Follow the hero’s path. Take up the weapon s and skills your heart chooses and wield them a gai nst t hose w ho would t a ke you r fr e e dom , and the freedom of t hose you love. Save your people or die trying.
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Heroes come in all flavors: male and female, large and small, and in any of 30 combinations of the 6 professions: Warrior, R anger, Mon k, Elementalist, Mesmer, and Necromancer. Add to that more than 150 unique skills per character, which can be combined for any number of
effects. . . . The possibilities are mind boggling.
The heroes you create begin life at level 1, fresh from home and ready to learn. The most important choice you must ma ke for them is that of primary (and later, secondary) profession, which determines not only ar m or, sk ill s, a nd f i ghtin g st y l e , but you r ove ral l gameplay experience.
You can c rea t e four heroes per u n ique G u ild Wars accou nt. You can del ete and c reate new h e r oe s at any time, so have fun experimenting with profession combinations, skills, and attributes until you create the hero that suits you best.
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Gaining Levels
As you travel through Tyria joining adventuring parties, completing missions, or recruiting henchmen for more casual ex plorat ion, your hero w ill earn exp erience points and gain experience levels. With each level comes an increase in ma x imum Health, which makes you harder to kill.
Improving Attributes
Each level awards you attribute points to spend improving your attributes, li ke the War r ior’s Sword s ma n sh ip, wh ich i ncreases sword da mage; t he Monk’s Healing Prayer s , which ma kes healing skills more powerfu l ; the Elementalist’s Energy Storage, which permanently increases maximum Energy, allowing you to use more skills more often.
Skill Points
With experience, you’ll gain skill points, which entitle you to train new skills from your primary and secondary professions. With each skill you learn, your skill arsenal becomes more versatile, more powerful in a wider range of situations, against enemies of various types.
Note: Rumor has it there may be ways to acquire
skills temporarily, even those from other professions!
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The choice is yours: Warrior, Ranger, Monk, Elementalist, Mesmer, or Necromancer. Every profession has its own strengths a nd attributes, a weapon or mag ic specialty, and a unique set of skills with which to deal damage, manipulate the enemy or environment, or protect and heal allies.
For each hero you c r e ate, you’ll c h oose a prima ry profe s sion, and later, i f you choose, a sec on d ar y
profession.
Your primary profession determines your hero’s basic
Primary Profession
appearance, including the type of armor you’ll wear. It is your hero’s outward identity. It also provides several attributes that improve skills over time, including a primary attribute that is not available when the profession is chosen as a secondary.
Secondary Profession
Attributes
Every profession has a set of attributes you can build to improve the effectiveness of related skills (including weapon mastery) over time. Each profession’s attributes are geared for a distinctive fighting style, and by choosing attributes for improvement you c reate a specia l i zed style all your own. Your hero’s attribute pool is derived from the combination of your primary a nd optional secondary professions. Your Warrior/Ranger’s attribute set contains only those attributes that affect Warrior/ Ranger weapons and skills, so you can’t go wrong when
Your secondary profession provides your hero with a second set of attributes and skills to compliment the fi rst. (Your secondar y profession does not have access to the primary attribute for that profession.)
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building up attributes. And attribute refunds allow you to adjust attributes later if you wish, taking points from one and allocating them to another.
Note: Attributes appear next to skills in the Skills
menu. Mouse over icons in the Skill Bar to see the attribute in the skill description. For more on skills, see page 122.
Primary Attribute
Each profe s sion ha s a powerful p r ima r y att ribute avail able on l y to cha racters who h a ve c h o s e n that profession as their primary profession. For example, when chosen as a primary profession, the Elementalist ha s Energ y Storage, which provides a larger Energy pool with which to use skill s ; the Mesmer has Fast Cast i ng, which i nc reases s p el l cast i ng speed. T he secondary profession you choose will not have access to this primary attribute, so it’s important to note each profession’s primary attribute when considering which profession will be your primary.
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Attribute Points
For each level you gain, you receive attribute points to improve the effectiveness of your skills. Allocating points to an attribute increases the power of skills and weapons tied to that attribute. Increase the attributes tied to the skills and weapons you think you’ll use most often.
Attribute Refunds
Attribute refu nd points allow you to reallocate points from one attribute to another. Points subtracted from an attribute return to your attribute point pool so you can use them to improve another attribute.
You Can Have it All
You can create four very different characters, each taking advantage of a unique set of resources, including skills, attributes, weapons, fighting styles, and strategies. Your Warrior/Elementalist can set enemies up with distance spells, then knock them down with a hammer blow. Your Monk/Mesmer can subvert enemies’ Energy and use it to defend and heal allies. Your Ranger/Necromancer can charm animals a nd raise t he dead to aid you in battle. Each combination has hu ndreds of skil ls that work together so you can create an a rsenal t hat su its your playing style (or styles).
The combination you choose, along w ith the skills and attributes you choose to learn and improve over time, results in a unique Guild Wars experience for each hero you create.
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Attribute Level Point Cost Total Cost
1 1 1
2 2 3
3 3 6
4 4 10
5 5 15
6 6 21
7 7 28
8 9 37
9 11 4 8
10 13 61
11 16 77
12 20 97
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Warriors rely on stout hearts, brute strength, and melee weapons to subdue their enemies and protect their allies. They generally disdain long-range warfare, preferring instead to cha rge directly into the fray swinging their weapon of choice. They can take a beating unlike anyone else. Warriors are equa l ly comfortable w ielding axe, hammer, or sword, though many choose to master one weapon over all others. Many Warrior skills require adrenaline, which builds up during combat to enable those ski l ls, a nd usua l ly result s in major da m a g e. Defensive tactics help the Warrior to avoid damage and protect allies, but Strength is the Warrior’s biggest asset, allowing this hero to do more damage with every attack.
Warrior Attributes
Strength increases the armor penetration of your
Strength*
attack skills by 1% per attribute level. Strength also improves the effectiveness of skills that keep you alive, and those that infl ict damage on your opponents.
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
*Available only to Warrior primaries.
Swordsmanship increases basic sword damage as well as damage dealt by sword skills.
Improve Axe Mastery to increase basic axe damage and damage dealt by axe skills.
Hammer Mastery increases basic hammer damage and damage dealt by hammer skills.
Tactics improves Shouts and Stances that give you and your party an advantage in battle.
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Rangers are unique in their ability to succeed with the help of, or even in spite of, their environment. Nature rituals allow them to manipulate the environment to hinde r t heir enemies, or borrow the ver y power of creation to heal and aid their a llies. They favor long­range combat, the bow bei ng their weapon of choice, and can be especially effective from elevated locations such as bridges and cliffs. They are the only profession with the ability to charm animals, which then accompany them on their travels and assist them in battle, gaining ex p e r ie nce a nd levels over ti me. R angers a re a lso blessed with survival skills that help keep them alive.
Ranger Attributes
Expertise*
Beast Mastery
Marksmanship
Wilderness Survival
*Available only to Ranger primaries.
Points into Expertise decrease the Energy cost of your attack skills, Preparations, and Traps.
Beast Mastery improves your animal companion’s basic attack damage, as well as skills that help to keep your companion from harm.
Improving Marksmanship increases basic bow damage, and increases damage dealt by bow skills.
Wilderness Survival improves defensive Stances, Preparations, and Traps.
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Monks employ a direct conduit to the gods, and the answers to their prayers come in the form of healing and protection for their allies and damage to their enemies. Combined with any other profession, Monks can alternate between supporting their party and dealing damage to opponents. Monks enjoy Divine Favor, which provides extra healing power, while their healing and Protection Prayers help to keep their allies strong and healthy. Smiting Prayers, on the other hand, call down divine anger on enemies, exacting holy damage that ignores armor, though damage-dealing is not the Monk’s specialty. What Monks lack in firepower they make up for with their unparalleled gift for keeping their allies alive.
Monk Attributes
Divine Favor*
Healing Prayers
Smiting Prayers
Protection Prayers
*Available only to Monk primaries.
This attribute provides a healing bonus to all spells that target allies, and increases the duration and ef fectiveness of spells that help you call for th divine powers to aid your allies.
Points allocated to Healing Prayers increase the duration and effectiveness of spells that allow you to heal yourself and your allies.
Smiting Prayers increase the duration and effectiveness of skills that infl ict damage on the enemy. Smiting Prayers are especially effective against the undead.
Allocate points to Protection Prayers to increase the duration and effect of your Protection spells, which help protect you and your allies from harm.
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Elementalists summon the powers of earth, air, fire, and water and command them at will. They can inflict more damage in a single strike than any other profession. Earth Magic summons quakes and eruptions, encases enemies in stone, or protects allies. Air Magic harnesses the power of tempests to strike foes down with lightning or enable allies to run like the wind. Fire Magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. Water Magic conjures mist and ice to slow enemy movement and attacks, blur vision, protect allies against magic, and inflict cold damage on enemies. Elementalists have access to Energy regenerating skills, and when chosen as a primary character, they can increase their maximum Energy over time. The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand
just in case.
Elementalist Attributes
Energy Storage *
Fire Magic
Water Magic
Earth Magic
Air Magic
*Available only to Elementalist primaries.
Energy Storage increases your hero’s maximum Energy, and improves skills that help you regenerate Energy.
Improve Fire Magic to increase the duration and effectiveness of your fi re skills, which infl ict fi re damage and can affect large areas.
Allocate points to Water Magic to increase the duration and effectiveness of your water
skills, which slow enemy movement.
Build up Earth Magic to increase the duration and effectiveness of your earth skills, which can protect you and your allies, or attack your opponents, ignoring armor level.
Points to Air Magic increase the duration and effectiveness of your air skills, which pierce armor, cause Blindness, and knock down your enemies.
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Mesmers are masters of illusion and control, subverting the enemy’s Energy for their ow n use, and that of their allies. Combined with any other profession, their skills prov ide excellent support, turning enemies’ powers against them and changing the very fabric of reality to hinder foes and help allies. Mesmers have the ability to cast spells quickly, which ca n make all the difference in the heat of battle. Their powers of domination allow them to take control of enemy skills and Energy. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. W hi le Mesmers a re not know n for brute strength, their ability to confuse, distract, and drain the enemy’s resources more than compensates.
Mesmer Attributes
Fast Casting*
Domination
Illusion
Inspiration
*Available only to Mesmer primaries.
Increases the speed with which you cast spells, allowing you to cast more often for greater overall ef fect.
Increases the duration and effectiveness of your Domination spells, which allow you to disrupt your enemies’ actions.
Increases the duration and effectiveness of your Illusion spells, which deceive your enemies and hinder their movement and their ability to cast spells.
Increases the duration and effectiveness of your Inspiration spells, which steal Energy from enemies.
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Necromancers are masters of the dark arts, calling on the
Death Magic
enemies as well as those that increase the
effectiveness of your undead minions.
spirits of the dead, and even death itself, to overpower enemie s and a s si st allies. In sacr ificing Healt h a nd ta king curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose t hem. D e a d and dy ing e nem ie s become unwilling allies in their hands. Necromancers have the singular ability to absorb Energy from an enemy’s death, and can raise a fighting force from the corpses of their foes. Curses, which often cost the Necromancer dearly, exact an even greater toll from enemies, who find that their Enchant ment s and healing skills are rendered useless. Due to the sacrificial nature of their methods, Necromancers must practice patience and self-discipline to survive.
Necromancer Attributes
Soul Reaping*
Curses
Blood Magic
Death Magic
*Available only to Necromancer primaries.
Soul Reaping allows you to gain Energy whenever a creature near you dies.
This attribute increases the duration and effectiveness of your Curse skills, which reduce your enemies’ ef fectiveness in battle.
Blood Magic increases the duration and effectiveness of skills that steal Health from your enemies and give it to you.
Increases the duration and effectiveness of skills that deal cold and shadow damage to enemies as well as those that increase the effectiveness of your undead minions.
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A Her
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Book II: Chapter 1
Your hero’s basic appearance choices are determined by the primar y profession you choose. Each profession has a basic body type and armor style, and a set of physical features from which to choose to customize your hero.
Sex
You ca n choose a male or female character. Sex is a factor in determining your hero’s appearance, but it has no bearing on your hero’s abilities.
Physical Features
Adjust you r hero’s body size, skin color, hair color and sty l e , a n d facia l featu res t o g ive you r hero a distinctive look.
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