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Basics | |
Character Names
Players must decide upon at least two words when figuring out a name for their still-in-creation character. Other restrictions are also in place, the most notable being the inability to use any characters beyond letters [numbers and special characters are not allowed]. The first letter of each word will be capitalized, hence each character within the Guild Wars world will have a name following a very similar format [increases the in-game emersion]. Ex: John Doe, Joe Smith.
Character Customization
When creating your character, you will have quite a few options at your disposal to allow diversity between players and also add to the overall emersion of the game. The character's appearance cannot be changed following the creation, they are permanent.
Attributes dependant on active skills or items
Dual Classing
Players can decide to dual class [dual-professions], the secondary profession will allow the character to use new skills and spend points on new attributes. The first profession determines the look of the character [available equipment] and each profession has an attribute which is only available to the primary profession.
Level Cap
Players reach ascension when they reach level 20 and they are no longer able to gain additional attribute points, but they still may receive skill points when they reach the required amount of experience equivalent to what would be needed to obtain another level.
Attributes
Each profession has roughly 4 or 5 attributes, increasing their levels can be accomplished by spending 'attribute points'. For each attribute level reached, the more expensive it is to obtain the next. [from level 1 to level 2 can be done with only one point, but from 11 to 12 it will cost 20 points]. Increasing the attribute level allows 'linked' skills to be much more effective in battle. Characters also receive a substantial amount 'refund' points, which allow each character to revoke prior attribute distributions.
Elementalist |
Mesmer |
Monk |
Necromancer |
Ranger |
Warrior |
|
Energy Storage [Primary Only] |
Fast Casting [Primary Only] |
Divine Favor [Primary Only] |
Soul Reaping [Primary Only] |
Stealth [Primary Only] |
Toughness [Primary Only] |
Air Magic |
Domination |
Healing Prayers |
Blood Magic |
Beast Mastery |
Axe Mastery |
|
Earth Magic |
Illusions |
Protection Prayers |
Curses |
Marksmanship |
Hammer Mastery |
Fire Magic |
Inspiration |
Smiting Prayers |
Death Magic |
Nature Rituals |
Swordsmanship |
|
Water Magic |
Survival Skills |
Tactics |
Elemental Resistance
Resistance to elemental damage can be acquired through the use of certain equipment, yet there is often a relatively large drawback each of these items as an increase in resistance against a certain element will most likely be paired with a vulnerability against an other.
Death
Dying in battle causes no long term disadvantages, as no experience nor
equipment
is lost in the process. Instead, characters who die within a mission or a player-versus-player matchup will suffer a death penalty. The death penalty causes a 15% decrease in health and energy points, with a maximum of -60%. The penalty can be reduced and eventually eliminated by killing creatures and hostile players.
Profession Headgear
Each profession has their own variety of headgear, often offering
substantial
statistical advantages when worn.
Inventory
Players can view the items being carried by their character by accessing the 'inventory' tab. All items take up a single slot and some are stackable [crafting materials]. Gold does not use up a slot and it appears in the bottom right corner of the inventory screen. Players can drop their items [including gold], by drag and dropping them onto the ground [outside the inventory screen]. Items can be equipped by double clicking on them. Equipped items appear
highlighted
when viewing the inventory screen.
Shared Storage between Accounts
Not yet implemented. Accounts will each have some sort of shared storage, allowing players to transfer items from one character to another with ease.