Guild Wars: Prophecies is a Massivly Multiplayer Online Roleplaying game created by Arena.net (Part of NCSoft.) It's got your usual classes, but unlike World Of Warcraft or Age Of Conan all of the areas are instanced outside of the towns. That is, except for the people in your party, you won't see anyone else who isn't a monster or NPC. This turned off some, but this leads to easy questing and a story that revolves around you and your party. You can also get the trial here.
The plan is to get a decent group of new-level-characters from Penny-Arcade set up to embark on the epic journey that is the first installment of Guild Wars. We will form a small guild and all comprised of newly made characters and attempt to make it through the game. You can complete side quests and redo main quests to help fellow guild mates along, however.
"Our fair group of ragtag adventurers are members of "The Vanguard", Ascalon's finest. We all currently reside in Ascalon, helping our once beautiful city against the Charr and their overwhelming numbers.
We had been sent to scout the area around "The Great Northern Wall", one of the last few standing buildings left after the searing, only to stumble across a large invasion force heading for the wall. We were chased back to the wall and suffered casualties, and, after a short battle alongside our fellow Ascalonains, were forced to retreat back to Fort Ranik.
Once at Fort Ranik, we grouped up with the survivors from the attack to retake the great wall, rescuing some Prisoners of War taken by the Charr along the way. After a long battle and some quick repairs to a catapult, we managed to destroy the Charr's bases around the wall and retake it.
Our victory was shortlived, however, as a scout reported heavy casualties and several missing soliders after the assault. Prince Rurik himself had taken us with him into two Groups, one led by Himself, and another led by Ken Norenicus, to help rescue the captured soldiers.
While clearing the camps of Charr and rescuing prisoners, our group stumbled across a group of captured Mages who told us where more of their kind were still being held. Their leader, Erol, joined up and we marched North to find them, destroying a Charr temple along the way.
We manged to rescue the remaining mages, but were quickly forced to fall back to the destroyed school of Nolani.
The group held off a massive onslaught of Charr alongside the Mages while Prince Rurik summoned a portal inside the Academy to safety. While fighting the group stumbled across the mouthpiece of the ancient horn, Stormcaller.
Stormcaller has the power to control the storms themselves, and could be crucial in the war against the Charr. The Prince took the mouthpiece and the group quickly made it through the portal. The two groups of heroes met up at Nolani academy, pinned in by Charr at the front Gate. One group, led by the monk "Jones", opened the gate and attacked the Charr head on, while Ken's group went around a back exit and attacked the rangers guarding the mountainside.
The Prince rallied the two groups and led them to Rin as the Charr assault on the city began. They quickly fought their way to Stormcaller and summoned the storms to put out the burning city, all but to late to save it from disaster.
Not long into the battle, The King himself arrived with his personal guard, thanking the groups and his son on a job well done saving the city and claiming this a sure sign of victory.
Prince Rurik, however, wanted to take Ascalon North to rebuild, fearing that the war against the Charr was all but lost. This led to a heated argument between the Prince and King, ending in the banishment of the Prince and the Vanguard.
Rurik took the survivors of the Rin invasion, the remnants of his Vanguard, and a few supplies to the north.
Shortly into the mountain the refugee's set up a small camp called Yak's Bend, surrounded by the mountain-dwelling dwarfs. The dwarfs had split into two factions, those loyal to the king, and those who hated all things non-dwarven known as the Stone Summit dwarfs. The Stone Summit had cut off those at Borlis Pass from Yak's bend, but were quickly dealt with by those still left from Rurik's Vanguard, who fought their way to the pass only to be told Rurik alone has pushed ahead in the middle of a heavy snowstorm.
The group pushed onward from into Borlis Pass, stumbling right into the middle of a civil war between the dwarfs. They cut down several Stone Summit, and rescued a dwarf prisoner still loyal to the king, who informed the group of a massive Ice Drake that lived in a cave near the Stone Summit.
They quickly made their way to the Drake's cave, easily dispatching the spider-like creatures that filled the walls of the area, and the Drake fell almost as quickly as it's minions.
The group left the cave and ended up behind the Bastilla line for the Stone Summit, destroying the machines that were quickly destroying the loyalist dwarven infantry. They then joined the loyalists in a fight at their capital's walls, fighting against the Stone Summit and their summoned Ice Golems.
They met back with the Prince inside the city, who had just managed to get Jalis Ironhammer, king of the dwarves, to let us pass into the gulch and set up a camp for a refugees. They gave their thanks and lit the ancient flames to signal pass into the Gulch. The remnants of the Vanguard pushed on, taking a few volunteers with them, and fought their way past the frontlines of the Stone Summit, slowly making their way to the Frost Gate.
They rescued a captured Royalist dwarf, and helped him steal the plans to a Summit war machine, designed to be able to destroy cities in a matter of minutes.
The Frost Gate was controlled by 3 giant levers, and the group split up to take control of these so Rurik could lead the refugee's through. After a long battle and a few casualties, they managed to open the Frost Gate and make their way back to the group, only to see Rurik beheaded by the leader of the Stone Summit as the last of the refugees made it out.
The leader of the Vanguard gone, the supplies near gone, and the group stuck in a small mountain camp, they will begin their final push into Kryta.
Our small group led the Refugees down an ice tunnel with the help of the ranger Aiden, and found themselves in a small village outside of the Gates to Kryta that was becoming quickly overrun by undead, a small guild of white - clad warriors trying to hold them off.
They quickly joined in the fight, the two monks quickly dispatching the undead while the warriors lent their sword arm to the White-caped guild, known as, unsurprisingly, the White Mantle.
The White Mantle are the defenders of Kryta, the Vanguard of Kryta, almost. They specialize in fighting against the undead, whos numbers seem as limitless as the Charr.
Our group moved onward to Kryta, only to meet a Justicar and his attack force and be told that if they helped repel the undead invasion, the group and the refugees would be given free access to Kryta and the countryside.
They quickly accepted and, with the help of the Mantle, dispatched the undead and led the Caravan into Lions Arch, the capital of Kryta. Shortly after arriving the leader of the White Mantle requested audience with our group, for reasons unknown.
Ascalon (Screenshots and text inside)
Once, Ascalon was a beautiful, fertile land of rolling green countryside and magnificent cities. Her people were viewed as grim by their neighbors. This was perhaps, to be expected, given their never-ending war against the aggressive Charr. Indeed, it was 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 magic 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 of humble origins, who rallied the people with 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 survivors of Ascalon live in a state of constant 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 and live to fight another day. Prince Rurik, on the other hand, is far more daring than his father thinks is wise, and has even suggested that the time may be coming to launch an offensive against the Charr.
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.
Shiverpeaks (Text and Screenshots inside)
For hundreds of years, all the dwarves in this mountain range were united under one flag: the nation of the Deldrimor dwarves. Most of the architecture in the Shiverpeaks was built during this time, and it reflects a time of peace and prosperity—but that time is over now. Today, the mountains ring with the 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.
Kryta (Screenshots and Text Inside)
There are two types of humans in Kryta: those who worship the mysterious Unseen Ones and those who do not. The worshippers have become known as the White Mantle because of the long white sleeveless robes many of them wear.
It is the responsibility of the White Mantle to oversee the other humans and impose upon them the rules and laws of the Unseen Ones. Those inside the organization 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 high priest. To the Krytans the 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 White Mantle have maintained a high level of military preparedness. They don’t ever want to be caught off guard again, and they often keep large stores of weapons inside their temples to 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.
Now, onto the classes.
"Primary Profession Your primary profession determines your hero's basic appearance, including the type of armor the hero wears. 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 Your secondary profession provides your hero with a second set of attributes and skills to compliment the first. (Your secondary profession does not have access to the primary attribute for that profession.)"
Note: (Since we are currently only doing the first story of Guild Wars, the expansions classes will be unavailable.)
The Elementalist commands the four elemental forces: earth, air, fire, and water. With magic derived from the very foundations of nature itself, Elementalists can inflict more damage in a single strike than any other profession. There are as many types of Elementalists as there are elements and ways to combine them. Some Elementalists choose to study two or more elements to maintain broad discipline, though many prefer to focus on one unique element. Earth magic triggers quakes and volcanoes, envelops foes in solid rock, and can add to the strength and stamina of allies. Air magic is driven by the power of storms and lightning, granting allies greater speed or targeting specific foes with a focused, high-damage attack. Fire magic is often considered the most purely destructive form, inflicting searing pain and damage on multiple enemies. The magic of Water is highly manipulative. Water magic summons ice and mist to slow enemies down and blur their vision, inflicts freezing cold damage, and even protects allies from other forms of magical attack. The primary Elementalist attribute, Energy Storage, gives the Elementalist the highest maximum Energy in the game. This makes other professions that use a lot of Energy, like the Monk or the Mesmer, natural choices for an Elementalist's secondary class. Elementalists should never be at the fore of melee combat, but when surrounded they can tap into a full staple of handy area-of-effect skills just in case.
(Primary) The Elementalist's primary attribute, Energy Storage, increases maximum Energy and boosts skills that help regenerate Energy.
Fire Magic Improve Fire Magic to increase the duration and effectiveness of the Elementalist's fire skills, which inflict fire damage and can affect large areas.
Water Magic Allocate points to Water Magic to increase the duration and effect of the Elementalist's water skills, which slow enemy movement and turns the blood of foes to ice.
Earth Magic Build up Earth Magic to increase the duration and effectiveness of the Elementalist's earth skills, which can protect both hero and ally or inflict damage on opponents that ignores their armor.
Air Magic Air Magic increases the duration and effectiveness of the Elementalist's Air skills, which pierce armor, cause Blindness, and knock enemies flat.
The Mesmer is not content with living in reality—Mesmers prefer to create their own realities. Mesmers are the mental masters of illusion, control, and domination, subverting an enemy's Energy for their own purposes and supporting the entire party in battle with powerful, mind-bending magic. Domination skills put Mesmers in command of a foe's Health and Energy, while Illusion can inflict damage, slow an enemy, and drain away the powers of those that oppose them. The Mesmer can call on Inspiration to steal Energy directly from the opposition, and the primary Memser attribute Fast Casting works just like it sounds—you can sling your spells at a much higher rate than any other profession. The Mesmer is powerful as a damage-dealing spellcaster, a support player, or both. They should usually avoid the front lines, but can turn the tide of most any fight in seconds.
(Primary) This primary attribute lets the Mesmer cast spells more often and for greater overall effect than any other profession.
Domination This attribute boosts the duration and effect of your Domination spells, which allow you to control your enemies' actions.
Illusion Increase your Illusion attribute to extend the duration and effect of Illusion spells that deceive enemies, hinder their movement, and their ability to cast spells.
Inspiration Put points into Inspiration to pump up the duration and effect of your Inspiration spells, which steal Energy from enemies
The Monk can speak directly to the gods to open a conduit for divine magic that can heal and protect allies in battle or unleash holy power upon the Monk's enemies. The Monk's connection to the gods is illustrated in the primary Monk attribute, Divine Favor, which grants extra healing ability and makes Monk skills more effective. Monks often choose to focus on one of the other attributes. Healing Monks build up the Healing Prayers attribute to revive allies and mend their wounds. Smiting Monks put points into Smiting Prayers, which inflict damage on foes and work especially well against undead enemies. Protection Monks pump up the Protection Prayers attribute and use magic that prevents allies and themselves from taking damage. The Monk is the definitive Guild Wars "support profession," and will probably never have to wait for a group invitation. Combined with a secondary like Warrior or Ranger, Monks can also be quite effective when it comes to hurting the enemy.
(Primary) Every point spent in this primary Monk attribute grants a small healing bonus to all Monk spells that target allies. Divine Favor also pumps up the duration and potency of spells that call forth divine powers to aid the Monk's allies.
Healing Prayers Healing Prayers increases the duration and effectiveness of spells that allow the Monk to heal and your allies.
Smiting Prayers Smiting Prayers boosts the duration and damage caused by skills that harm your foes—especially the undead.
Protection Prayers Protection Prayers adds to the duration and power of Protection spells that keep you and your allies safe.
The Necromancer wields the power of death itself, a power no enemy can stand against forever. The dark arts of the Necromancer—Curses, Death Magic, and Blood Magic—usually take a toll on the caster by forcing a sacrifice of Health, but the harm that befalls a Necromancer's foes in return makes this a small, if painful, price to pay. Necromancers can command the corpses of their enemies (or even allies) as deadly foot soldiers using Death Magic, while Blood Magic drains Health from foes and transfers it to the Necromancer. Curses hurt the Necromancer, but hurt the Necromancer's opponents even more by sapping enemy Enchantments and healing abilities. Necromancers keep their Energy bars full with Soul Reaping, the primary Necromancer attribute, which feeds upon the deaths of others. The Necromancer requires patience and discipline to master.
(Primary) Soul Reaping, the Necromancer's primary attribute, improves your ability to gain Energy whenever a creature near you dies.
Curses Add points to Curses and boost the duration and effectiveness of Curse skills, reducing your enemies' effectiveness in battle.
Blood Magic Blood Magic adds to the duration and effectiveness of skills that steal Health from enemies and give it to you.
Death Magic Increase Death Magic to augment the duration and effect of skills that deal cold and shadow damage, as well as those that summon undead minions for you to command.
The Ranger is more in touch with living nature than any other profession. Where the Elementalist harnesses and tames the power of the elements, the Ranger lives as one with life in all its abundance, and utilizes unique survival skills that come from this connection. Rangers can perform Nature Rituals that manipulate the environment to hinder enemies, or draw on the power of the wilderness to heal and assist allies in battle. The Ranger can also tame the beasts of the wild and command them to fight at the Ranger's side. The Ranger is the master of the targeted distance attack and Rangers get the most out of ranged weapons like bows. The Ranger's primary attribute, Expertise, demonstrates the benefits of communing with nature. Attack skills and Preparations (like Apply Poison) will use less energy with the more points you pour into Expertise. In a party, the Ranger is often called upon to pull foes toward the group with a well-aimed arrow. Rangers combine effectively with any secondary profession that performs well at a distance.
(Primary) Expertise lets you manage your Energy efficiently by shrinking the cost of attack skills and Preparations.
Beast Mastery Beast Mastery improves skills that make your animal companion more effective in battle.
Marksmanship The Marksmanship attribute adds damage to basic bow attacks and is the base attribute for most bow skills.
Wilderness Survival Wilderness Survival improves a Ranger's defensive Stances, Preparations, Traps, and Nature Rituals that affect the entire battlefield.
Those who choose to follow the path of the Warrior have chosen a profession dedicated to up close and personal violence (and they love every minute of it). The Warrior is the quintessential hack-and-slash fantasy hero: tough, strong, and an expert at wielding melee weapons on the battlefield (in other words, what many MMO gamers call "the tank"). Warriors are masters of the axe, the sword, and the hammer; though most choose to focus on one weapon over the others. With their heavier armor and damage absorbing runes and shields, Warriors can soak up the abuse that other characters in the group can't handle, and give other professions in the party such as Rangers or Elementalists the distance needed to make use of ranged abilities. Many Warrior skills are powered by adrenaline, a special power pool generated as the Warrior fights, instead of Energy. This means the Warrior, already a profession with low Energy regeneration, will still have plenty of skills to use even when Energy runs out. A Warrior's tactical skills are often defensive in nature and help you both protect and lead your troops. Strength is the Warrior's primary attribute; greater Strength lets the Warrior improve all Strength-based skills and more readily pierce an opponent's armor.
(Primary) Strength, available only to Warrior primaries, increases the chance to pierce an opponent's armor. Strength is also the basis of many skills that inflict greater damage on foes.
Swordsmanship Swordsmanship increases basic sword damage as well as damage dealt by sword skills.
Axe Mastery Improve Axe Mastery to increase basic axe damage and damage dealt by axe skills.
Hammer Mastery Hammer Mastery increases basic hammer damage and damage dealt by hammer skills.
Tactics Tactics increases the effectiveness of Shouts and Stances that give the Warrior and allies an advantage in battle.
Question: But Toxin, what if I want if I want to be a ranger who runs around with his trusty giant scorpion who raises the undead?
Answer: Well, you can! In Guild wars, you can have a Primary class and a secondary class, which is explained in detail in the tutorial level of the game.
Question: What if I'm already in a guild but want to hang with you uber cool guys and gals?
Answer: You sure can. You can sign up in the thread and play just like everyone else, but you might have a harder time getting people to help you catch up to us on our adventure.
Question: What if I totally suck at thinking and want to be good at Guild Wars somehow?
Afilliation: Ascalon Army
Has 2 conditional knock downs.
Decent damage output.
Has a self-heal, in Healing Signet.
Uses "Charge!", instead of a more combat-oriented elite skill.
Cannot inflict conditions
Has no defensive skills and lacks a shield.
Affiliation: Not specified
Decent offensive skills with reasonable durability from warrior armor.
Can inflict a Deep Wound with Swift Chop on blocking foes.
Can prevent knockdowns with Balanced Stance.
Can remove stances on foes with Wild Blow.
Has a self-heal.
Wild Blow has poor synergy with Executioner's Strike (loses all adrenaline) and Swift Chop (removes blocking stances).
Uses "Charge!" instead of a combat elite skill.
Has no defensive skills other than Balanced Stance
Affiliation: Not specified
Has Balanced Stance to prevent knockdowns.
Can use Griffon's Sweep to disrupt foes using blocking skills.
Will retreat from enemies before activating Healing Signet to avoid taking excessive damage.
Will retreat from enemies before activating Healing Signet, often diverting enemies attention to other party members.
Has no adrenal skills.
Has no defensive skills other than Balanced Stance.
Affiliation: Ascalon Army
Decent damage output.
Ranger armor provides good durability against elemental damage.
Has no defensive stances.
Has no interruption skills.
Has no condition-causing skills.
is only marginally useful in Prophecies and Factions.
is missing in Nightfall.
Affiliation: Not Specified
Affiliation: Not Specified
Word of Healing is a strong healing skill.
Fairly substantial healing
Healing touch and Restore life are touch skills.
She sometimes runs into combat to use healing touch.
She uses Restore Life in bad situations where the party needs healing instead.
No hex or Condition removal.
Protection prayers mitigate the damage taken by the party.
Reusable resurrection skill.
Effective elite skill.
Poor healing ability.
Uses Protective Spirit as a heal.
No energy management.
No condition or hex removal.
Fairly effective at healing.
Word of Healing provides substantial energy-efficient healing.
Healing Touch, Restore Life and Renew Life are touch skills.
Cannot remove conditions or hexes.
Decent Damge over Time
Likes to run into combat
Has an odly large aggro radius
Uses Blood Ritual to boost party member's energy levels.
Reasonable single-target damage and self-healing with Life Stealing skills.
Reasonable multi-target damage with Deathly Swarm.
Situational elite skill.
Empathy is an excellent damage-dealing spell against computer-controlled opponents.
He is good at slowing down enemy warriors. The combination of slowing, Empathy, and his own Distortion allows him to tank quite well.
He can remove hexes.
He can remove enchantments.
Crippling Anguish is used often once he gets it (Dragon's Lair onwards); it is quite helpful, and much more effective than Imagined Burden.
Dunham's skills deal armor-ignoring damage.
He tends to use Imagined Burden often, which is not terribly useful overall in PvE. Sometimes he even casts it on stationary targets such as Dune Burrowers.
He tends to use Distortion frequently, even when not under direct attack.
He is not a shutdown mesmer. He will not interrupt enemy spells.
High damage output.
Fire damage is very effective in some areas of the game.
Fire damage is ineffective in some areas of the game.
Fire Storm cause NPC AI to scatter and break aggro.
Spamming Mind Burn can cause massive exhaustion levels
Orion is a fire Elementalist, and as such can deal large damage to groups quickly.
He has a self-heal and energy management built in.
Fire Storm will cause monster focus to scatter. This may or may not be desired.
Fire Storm isn't always used on the best target possible.
Sometimes overuses Mind Burn, which will cause excessive exhaustion
Answer: Then go to Guild Wars Wiki and look up your class so you can not suck.
Current group level cap: 10-20
1. Smitemaster Jones - Monk/Mesmer
2. Demonic Lemon - Necromancer/Mesmer
3. Omegablack - Elementalist/Mesmer
4. Silvia Van Tyric - Mesmer/??
5. Sister Nocturn - Monk/Necromancer
6. Ken Norenicus - Warrior/Ranger
7. James Voidman - Elementalist/Mesmer
8. Severra Timarre - Mesmer/ ???
9. Lemmina Cliff - Warrior/Mesmer
10.Lucy Nevyavien - Necromancer/Elementalist
11. Klaus Hufeisen - Warrior/Monk
12. Rez The Ded - Warrior/Mesmer
13 Kahla Fyrstorm - Elementalist/Monk
14. Samuel Balthamon - Monk/Ranger
15. Dreams Of Ice Rain - Mesmer/???
16. Kali Reiksvor - Elementalist/???
17. Sollar Graff - Warrior/??
18. Byron Southwind - Warrior/???
19 Deathly Deathness - Necromancer/???
*Just throw me a whisper in-game and I'll send you an invite. You can also whisper Ken Noriencus, or Demonic Lemon for an invite.*
Current Group Mission: Divinity Coast
"The Divinity Coast is the site of several of the region's oldest settlements. Humans have occupied these lands for over seven hundred years. Many generations of Krytan fishermen have grown up trolling the same sacred waters of the Giant's Basin, the huge saltwater lake that defines the northern edge of the coast."
Time: You tell me.
Group 2/ Alternates
(If you want to show up in case someone from group 1 doesn't show you get their spot.)