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Guild Wars is a forthcoming online game by ArenaNet (http://www.arena.net), which was founded by a group of people that were crucial to some of Blizzard Entertainment's games and services such as Diablo, Warcraft, Starcraft, and Battle.net. The game notably has no monthly fee and was the subject of the E3 for Everyone event, which attracted over 200,000 gamers from around the world to participate in the 5-day public alpha testing. Special features in Guild Wars include silent streaming update technology (new content can be easily sent to the user while he or she is playing) and unprecedented player versus player combat that relies on skill rather than the amount of time spent playing.
The Official Guild Wars Logo
Guild Wars is anticipated to be released in early 2005, and a closed alpha is underway. Another world preview event occurred on October 29-31, 2004, which attracted 400,000 users. Now, the game is running Beta Weekend Events at the beginning of each month for people who have pre-ordered through selected stores, among other features the pre-order (http://www.guildwars.com/preorder.html) package contains. These events are also open to players who receieve keys through magazines or giveaways from sites such as FilePlanet (http://www.fileplanet.com/betacenter/guildwars). ArenaNet plans on releasing expansions every six to nine months, which will advance the game's story line while introducing new features, but are not required to continue playing, nor do they give an advantage over non-expansion players.
Game Mechanics
Each player character in and of itself comprises of two professions, and with 6 professions, that allows for a total of 30 combinations. Each profession has a unique attribute unto itself that will only be present if it is the primary profession, being unavailable if used as a secondary profession. The remainder of the attribute-set for the secondary profession will be available.
Each profession will have access to approximately 75 skills, 60 being common and 15 being elite. This allows for a possible total of almost 150 skills per character to acquire, choose from (characters can only bring 8 skills into a combat-possible area of any sort), and bring into battle. Out of a total of eight spells in the spell-bar, only one elite spell can be equipped at any one time. Skills can be rotated in and out of the spell bar at any time while in an area that has no possibility of combat, such as a town or an outpost.
There are 3 different methods to earning a skill. The first method is purchasing the skill from one of the many skill vendors using one of your skill points, which are earned 1 per each level, and a cost of gold to the skill vendor for taking his time to teach you, so to speak. The second method is to use a Capture Signet, which can be bought at the skill vendors for a skill point and some gold, on a boss enemy using a skill that you would like to learn. The third and most complicated method is through the use of skill charms, skill necklaces, and skill rings. A skill necklace can be bought from any "Outfitter" in a major town. A skill charm can be bought from the "Skill Charm Vendor" or can be gambled from an "Exotic Skill Charm Vendor". They can also be bought from a "Skill Charm Crafter", who uses one of your current skills to create a skill charm of the same skill, but you must use a resource such as bone or iron to create it, and some gold. Skill charms are specific to one skill, such as a Skill Charm of Searing Heat. If you use a skill charm with a skill necklace, you will gain the use of the skill in the skill charm for 24 hours. With the cheaper skill necklace you may only use skills of your professions, but the more expensive one will let you use a skill charm of any proffesion. Skill rings are dropped from bosses (or traded for with other players). They are profession specific, and you can only use them with a skill charm of the profession the ring is for. Using a skill ring with a skill charm will allow you to learn the skill permanently.
The in-game model will follow only the primary profession's appearance. The character's in-game crafting choices will likewise be limited to the primary profession's selection.
Attributes can be increased from 0 to 12, at an increasing cost of 1 to 20, by adding attribute points which you earn as you level up. With each additional point invested in an attribute, a linear gain is produced (usually increased effectiveness to a linked skill). These attributes can also be raised through items, though there are typicially penalties associated with the more powerful ones. There is a cap on character level which is currently placed at level 20, though a player may continue to gain skill points after this, but no attribute points. A low maximum level ensures that the PvP (Player versus Player) combat is balanced and interesting, and enforces rewarding player skill rather than time invested in character.
Professions
There are currently six character professions available, each with their own attributes and unique skill sets:
Elementalist
Master of arcane lore, the Elementalist calls down natural forces of unparalleled might to do her bidding. Functionally, the magical equivalent of heavy artillery, or simply 'nuker'.
- Energy Storage. (Primary Attribute) Energy storage increases the maximum energy potential for the elementalist. This allows for the stockpiling of gargantuan amounts of energy relative to the other classes.
- Air magic. Air spells centers mostly around the application of electricity for damage, such as lightning attack. Often accompanied by a secondary effect that further weakens the target.
- Fire magic. Fire spells center mostly around the application of fire for damage over an area, utilising area-of-effect spells such as a large fire storm attack.
- Earth magic. Earth spells centers around the application of rock and stone for damage, such as an earthquake attack, and offer more defense-oriented spells than the other elementalist attribute-sets.
- Water magic. Water spells centers mostly around the application of ice and water for damage, such as freezing attack. Most damage attack spells also have a secondary effect, such as slowing and freezing.
- Skill Set: Glyphs. Glyphs consist of spells that alter some component of the next spell cast.
- Skill Set: Wards. Wards consist of spells apply some benefits to all allies within its radius for a limited duration.
Mesmer
Through a mixture of magic and personal charisma, the Mesmer's skill library comprises of tactical spells that perform selective functions such as greatly improving an ally's ability to evade physical attacks. The Mesmer is one of the most complex classes in Guild Wars, and thusforth does not have a henchmen version that is controlled via AI.
- Fast Casting. (Primary Attribute) Fast casting increases the rate at which spells are cast. Fast casting, unlike other attributes, does produce linear gain and has less of an effect at higher levels.
- Domination. Domination spells inflict damage upon the enemy upon execution of certain actions, such as casting a spell.
- Illusion. Illusion spells create effects and manipulate the enemy while not actually doing direct damage.
- Inspiration. Inspiration spells manipulate the energy or health of either the caster or the target.
- Skill Set: Energy Steals. Energy steals are spells that decrease energy from the target while increasing the caster's energy.
- Skill Set: Mantras. Mantras are protective spells operational only on the character itself.
Monk
The servant of divine spirits, the Monk uses prayer to protect, preserve and restore the well-being of companions. His skill library comprises of spells centered entirely around the varying applications of divine power, ranging from magical healing to righteous holy attacks.
- Divine Favor. (Primary Attribute) Divine Favor allows any monk spell cast on a target to slightly increase their health. Divine Favor spells generally increase the monk's ability to cast their spells.
- Healing: Healing spells restore physical health to the target.
- Protection: Protection spells provide beneficial enchantments to the target. Protection also removes negative conditions from the target.
- Smiting: Smiting spells deal specialized damage that pierces armor and deals extra damage against undead.
- Skill Set: Resurrections. Resurrections are spells that restore life into a dead target with varying levels of functionality and effectiveness.
- Skill Set: Upkeep spells: Upkeep spells, or "buffs", benefit the target constantly. However, maintaining these spells will lower a monk's energy regeneration rate by one.
Necromancer
One who has learned to draw power from blood sacrifice and communion with death, the Necromancer relies on black magic and undead minions to aid in battle. Obviously gothic, the entire skill library is suitably unwholesome, such as causing detrimental negative conditions.
The Necromancer is one of the most complex classes in Guild Wars, and thusforth does not have a henchmen version that is controlled via AI.
- Soul Reaping. (Primary Attribute) Soul Reaping allows the necromancer to regain energy whenever a friend, foe, or summoned creature dies near the necromancer.
- Blood Magic. Blood magic spells manipulate health into damage or damage into health for the target. Blood magic spells also deal damage to the target over time.
- Death Magic. Death magic spells deal with the manipulation of corpses.
- Curse Magic. Curse magic spells deal with applying negative conditions, or "debuffing", the target.
- Skill Set: Undead minions. Undead minions are summonable pets from a corpse. However, these undead minion are inherently unstable and will degrade, gradually losing life, until it dies.
- Skill Set: Wells. Wells are area-effect spells that provide benefits to all friendlies within range, but must be cast from a corpse.
Ranger
An agile and wily survivor, the Ranger specializes in archery, stealth, scouting, and attunement to nature. Their skill library consists of nature-related abilities and temporary augmentations to their ranged attack.
- Expertise. (Primary Attribute) Expertise reduces the energy cost for attack skills, preperations, and traps. Expertise skills increase the ranger's abilities to stay alive.
- Beast Mastery: Beast mastery skills provide bonuses for the ranger's animal companion, which they can charm and level.
- Marksmanship: Marksmanship improves bow damage. Marksmanship skills involve bow attacks that deal additional damage.
- Wilderness Survival: Wilderness Survival skills provide an advantage to the ranger if used prior to combat.
- Skill Set: Nature rituals. Nature rituals are global enchantments that effect every character present within the current game area, regardless of range.
- Skill Set: Traps. Traps are skills that are triggered if an enemy enters a designated area.
Warrior
The mightiest of mighty, the bravest of the brave, the Warrior must have the strength and toughness to endure the rigors of combat. The warrior's skill library centers around the many ways to physically pummel the opponent until death.
- Strength. (Primary Attribute) Strength increases armor penetration of melee attacks. Strength skills increase the warrior's ability to defeat enemies.
- Axe Mastery: Axe Mastery improves axe damage. Axe skills involve inflicting a deep wound to the target. Axes deal mediocre damage and attack at a mediocre speed.
- Swordsmanship: Swordsmanship improves sword damage. Sword skills involve inflicting the bleeding condition to the target. Swords deal less damage but attack at a faster speed.
- Hammer Mastery: Hammer Mastery improves hammer damage. Hammer skills involve knocking the target down. Hammers deal high damage but attack at a slower speed.
- Tactics: Tactic skills increase the warrior's ability to stay alive.
- Skill Set: Adrenaline. Adrenaline, which is obtained by hitting an opponent, is required for some of the warrior more powerful skills.
- Skill Set: Shouts. Shouts are beneficial skills that affect the warrior, and nearby allies.
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