Welcome!   |  Sign In  |  Register E3 2006 COVERAGE | FREE GUILD HOSTING  | BUY GAMES! | Help & FAQ  

Character


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.

Gender - Male or Female [ I would have trouble imagining anything else]
Skin color - Available colors vary from pale to dark, with slight differences in choice for each profession.
Hair Color - Each profession has their own set of available hair colors, the most distinct being the elementalists's pink.
Hair Style - Multiple hairstyles are available, but each profession features relatively unique sets.
Facial Style - Different ‘faces' are available, a few featuring facial hair.
Size - The height of the character also determines the width, hence creating a short character will appear not as imposing as a tall/large character.

Character Statistics
Relatively few statistics are available to players, as Guild Wars focuses more on inert skill instead of mathematical advantages.
Energy - Available energy, needed to use most skills.
Health Points - The quantity of damage a player can withstand before dying.
Armor - Physical Damage Reduction.

Attributes dependant on active skills or items

 
Speed - Skills may increase or decrease the speed of a character.
Chance to block: Defensive skills increase the chance to block/evade/parry incoming attacks.
Energy Regeneration: Can be increased by certain enhancement spells.
Health Regeneration: Can increased [monk] or decreased [necromancer] by certain skills.

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.

Profession Attributes
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.

Elementalist - Circlet
Mesmer - A mask which covers the character's eyes [similar to Zorro]
Monk - Tattoos
Necromancer - Facial scarring
Ranger - A bandit's mask which covers the lower half of the face
Warrior - Helmet

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.


 




















ArenaNet
Guild Wars LQGaming  (Create Account |  Make Homepage )
June 5, 2006