Players use a 3D avatar to interact with the world around them. The game predominantly features a
third-person perspective but also has the option of
first-person. These characters are able to walk/run and interact with other characters through chat. They can also perform actions such as fighting and picking up objects, as well as interacting with special objects.
Character creation Players can choose from a range of up to ten different professions. When creating a character, players can select their hair style, face, skin tone, height and avatar name—the selection depending upon that profession chosen. As the player progresses through the game, they can unlock different armor and weapons to alter the visual appearance of that avatar. They can also decide whether they want their avatar to start in a Player vs. Environment world (the RPG aspect of the game), or get right into the competitive Player vs. Player and fight live against other players in the game. The maximum level for character development is capped at 20 - by this point, the character will also have reached 170 attribute points. Players may also choose to do certain quests to gain another 30 attribute points, making the maximum points available 200. Experience can still be gained and is used to learn more skills or buy consumable items throughout the game.
Professions A profession is a type of class, central to the gameplay in
Guild Wars. Each profession has an array of attributes and skills that help narrow a class's proficiency in order to perform a customized role that is determined by the player. The Warrior profession, for example, has access to the primary Strength attribute that increases their armor penetration with martial weapons, and is able to wear heavy armor providing the highest protection against physical damage of all professions. Elementalists, on the other hand, wear less protective armor, but can use their primary Energy Storage attribute to give them a much greater pool of
energy than other professions. Guild Wars also introduces the ability to choose a secondary profession, expanding the selection of attributes and skills. A character does not, however, have access to the primary attribute of its secondary profession. Many, but not all, skills become more powerful with more points in a class's primary attribute. A Warrior/Elementalist, therefore, is a warrior who may use spells in combat, although the Elementalist spells used will generally not have as much power as those of a primary Elementalist. This is increased by the fact that runes, which among other things increase attribute levels, can only increase the attribute levels associated with a player's primary profession. There are over a thousand skills in the game that can be acquired by the character over time, but players may only use and equip up to 8 of them at any one time. This introduces levels of strategy, in which one must have a careful selection of skills that work well with one another and with teammates in order to survive. The core professions are Warrior, Monk, Elementalist, Ranger, Necromancer and Mesmer. The Assassin and Ritualist professions are exclusive to Guild Wars: Factions, which can be played along with the aforementioned core professions. The Paragon and Dervish professions are exclusive to
Guild Wars: Nightfall, and can also be played with the core professions. Unlike the campaigns,
Guild Wars: Eye of the North does not offer any new playable professions.
Environment The
Guild Wars universe consists of persistent staging zones known as towns and outposts. These areas normally contain
non-player characters that provide services such as merchandising or storage. Other NPC's provide quests and present rewards to adventurers. These areas are also used when forming groups of people to go out into the world and play cooperatively. Players that venture out from the staging area and into an explorable area are then able to use their weapons and skills to defeat monsters and interact with other objects in the game. As players progress through the game, they gain access to additional staging zones. Players can then transport their characters instantly from one staging area to another using a process commonly referred to as 'map traveling'.
Combat Apart from fighting with weapons, skills make up the majority of combat interaction. Each skill has a different effect when used, and fall under many different categories. They can range from offensive skills such as setting foes on fire and defensive skills which include resurrection and healing allies. Enchantments that include giving players extra health points or Hexes that drain the enemy's life and add it to your own make up part of the skill selection in
Guild Wars. Attack skills are used in conjunction with weapons to augment the damage that they can deal and cause different side effects (such as knocking people to the ground with a hammer, causing bleeding wounds that deal additional damage over time with a sword, or striking multiple foes with an axe). Most skills have a governing attribute that determines its power and effect. These attributes are assigned using a number of attribute points.
Guild Wars is similar to
collectible card games such as
Magic: The Gathering because of the way the different skills interact. While in a town or staging area, a character's skill and attribute selection can be freely modified to construct a "build". Once in a combat zone (such as an explorable area or a PvP arena), the build becomes immutable until the character exits the combat zone and returns to a staging area. Players generally either choose a specific build for a given area or role, or use builds that synergize with the builds of other characters in the party. A player's ability to help the party is based on the way a player's "build" works. If the skills combine well, such as a hex spell that makes an enemy attack faster and then another one that makes him miss 75% of the time and take damage for each miss, then the build will work effectively. In
PvE, monsters that are slain will generate gold and loot which can be traded or sold to players or NPCs. Unique or rare weapon designs are often found from defeating powerful monsters, or by opening treasure chests. In
PvP, reputation in the form of "faction" is gained based on how well a player performs. "Balthazar faction" is gained by the number of wins that you and your team achieve, and for each unique kill. Most PvP in
Guild Wars is fast-paced, while the transition period between games may take longer.
Competitive gameplay Player versus Player (PvP) combat in
Guild Wars is consensual and team-based. Such combat is restricted to special PvP areas, the majority of which are located on the core area known as The Battle Isles. Individual campaigns also have certain campaign-specific PvP arenas. Players may participate in PvP combat with either their role-playing characters or with characters created specifically for PvP. Characters are rewarded with experience points for victories in competitive battle and the player account also acquires faction points redeemable for in-game rewards. In addition to this victory may also award points which contribute towards completion of character or account based
titles. The following are the competitive modes in
Guild Wars: ;
Random Arena: Four-on-four matches with teams randomly composed from those waiting to enter combat. There are many different arenas with different victory conditions:
deathmatch and kill-count. ;
Codex Arena: Four-on-four matches with player-managed teams. These matches are played in the same areas as the Random Arena with a few exceptions. Each class has a pool of limited amounts of skills to choose from and this pool changes every 6 hours. ; '''Heroes' Ascent'
: A continuous tournament where players form teams of eight to battle in a sequence of arenas, culminating in the Hall of Heroes'' whose results are broadcast to all online players in addition to rewarding the victors with high-end
loot. Arenas in the Heroes' Ascent tournament include deathmatch, altar-control, and capture-the-relic victory conditions. Victories in the Heroes' Ascent award players with fame points that can be used to determine the rank of the player. ;
Guild Battles: Two guilds meet in guild halls and stage a tactical battle with the aim of killing the opposing Guild Lord, a well-protected
NPC. Victory in guild battles affects the
rank of the guild in the global Guild versus Guild (GvG) ladder. GvG is considered the most supported of competitive formats in Guild Wars. In 2005, ArenaNet hosted a Guild Wars World Championship, and in 2006, the Guild Wars Factions Championship was hosted as well. Since then, the Automated Tournament system has become the norm, but smaller 3rd-party tournaments have been hosted, including the Rawr Cup and the Guild Wars Guru cup. The GWWC, GWFC, RawrCup, and GWG Tournament all had real life prizes; the former tournaments had cash prizes, the RawrCup and Guru Tournament had laptops and MP3 players to give away. ;
Alliance Battles:
Guild Wars Factions introduced an arena where twelve players aligned with one of the opposing Kurzick and Luxon factions team up to fight an opposing team to gain new territory for their faction. The twelve player team is composed of three teams with four human players each. The three teams are selected randomly from the teams waiting on each side when the match begins. Alliance Battles grant alliance faction and affect the border between the two factions in the
Factions-specific continent of Cantha. The location of the border affects the map in which the battles take place by adding a bias to favor the faction losing the war. Additionally, alliance faction can be contributed to a player's guild (if it is allied with the respective faction), allowing that guild to "control" a town in their faction's territory. ;
Competitive Missions:
Factions also introduced a pair of competitive arenas, named Fort Aspenwood and The Jade Quarry, where randomly assembled teams of 8 players from the opposing factions enact particular events in the Kurzick/Luxon war. Victories in these missions have no global effect, but do grant the players with alliance faction. ;
Minigame:
Minigames are either competitive or cooperative "mini missions" or battles that have no bearing on the plot and do not advance the story line of the Guild Wars campaigns. Most are added to the game during festivals and events. ;
Hero Battles: Hero Battles was the name given to the mode of PvP known as Hero versus Hero (HvH). In this contest, players would enter the battle with three heroes (fully customizable
NPC allies), and fight another player and their team of 3 heroes. A player must have had a named account to participate in Hero Battles. This type of PvP was removed in the October 22nd, 2009 update.
Guild Wars has a continuously running automated tournament system. Players or guilds elect to participate in the tournament by buying in-game tokens using their PvP faction points. The participants are divided randomly into groups of 32 that participate daily in up to six
Swiss rounds held on a fixed schedule, and the top eight guilds continue on to a
single-elimination tournament. Participants who are unable to field a full team automatically forfeit their round. Success in daily automated tournaments qualifies that particular guild for play in the monthly automated tournament, and the final victors of this tournament earn a number of real and in-game rewards. Players who do not participate in the automated tournament were allowed to place bets on the results of these tournaments for a number of in-game rewards prior to February 2010. Many competitive matches may be observed by players by means of an observer mode.
Co-operative gameplay Player versus Environment (PvE) missions of
Guild Wars use several standard tropes of the
MMORPG genre. Players explore the game-world, kill monsters, perform quests and complete missions to earn rewards and advance the story. Rewards include
experience points, skill points, skills, gold, faction, reputation and items for the player character. Some of these rewards not only advance the particular character being played at the time, but also unlock features of the game account-wide. In each campaign the player is involved in a linear story with which they interact by performing a series of primary quests and replayable missions. Quests are given to a player by NPCs via text dialog. As quests and missions are completed, new areas, new quests, and new missions are unlocked for the player's character to access. Missions allow the player character to participate in the major events of the storyline, such as significant battles against the main antagonist. Both quests and missions can feature in-game
cut scenes which advance the story and provide context to the actions which follow. Cut scenes are in the third-person, often featuring the party leader's character and revealing elements of the game that the character would not normally be aware of, such as the actions of an antagonist. Players are given the option of skipping the cut scenes if all party members agree upon it. There are different types of PvE in
Guild Wars, and it is advisable to prepare a build to meet the challenges of each type: ;
Cooperative Mission : Missions that move the game story. These form the backbone of the storyline in each campaign. Each requires a party of 4–8 players (and sometimes NPCs) to complete certain objectives. The party fails the mission if every member dies. ;
Explorable Area : Unlike cooperative missions, your party can die in explorable areas without grave consequences, and you will be respawned at a "resurrection shrine", but there are exceptions. Explorable areas are where
quests are accepted and played out. Unlike a cooperative mission, players can work on several quests at the same time. ;
Elite Mission : Especially difficult missions, with an 8–12 player party size, that require a high amount of preparation, skill, knowledge and time commitment. Having the correct team build is a must, and players must coordinate with other team members more than normal. ;
Dungeon : Subterranean explorable areas in the
Eye of the North expansion. A quest is given to guide the party through the dungeon, culminating in a
boss fight, after which rewards are distributed. ;
Minigame :
Minigames are either competitive or cooperative "mini missions" or battles that have no bearing on the plot of the
Guild Wars campaigns. Some are present in the game only during special events, such as the
Dragon Arena for the
Canthan New Year and
Dragon Festival. Rewards offered for competing in these games include
tokens which can be traded for
prizes ;
Challenge Mission : A special form of mission that is not part of the main story, in which parties aim to reach a
high score. Unlike other forms of PvE play, Challenge Missions can theoretically go on forever, with the difficulty increasing the longer the player or party manages to stay alive.
Guilds Guilds are a core element of
Guild Wars, manifesting not only as social units but also being closely linked with the
game mechanics. Although a player is not required to join a guild, it adds value to the gaming time and increases camaraderie. Often, joining a guild is a good way to get help from more experienced players as the in-game guild interface allows communication between guild members. A guild leader creates the guild by registering a guild name and a
tag (between two and four characters long) with a Guild Registrar, found in some major towns. The guild tag is displayed in brackets after the names of guild members. The leader also designs the guild's cape (from a large palette of shapes, patterns and emblems), and purchases a guild hall that serves as the guild headquarters and may be furnished with merchants, traders, and storage NPCs. Each guild hall is an individual instanced outpost located at the same spot on the Battle Isles, but they are not physically accessible to non-allied members as the only way to enter a guild hall is by "map travel". The guild leader recruits new players to the guild and can promote a number of them to
guild officers, who can then help with the recruitment and further promotion of officers. All player characters on the same
Guild Wars account belong to the same guild. Players may leave their guild whenever they please, but only the leader and officers can dismiss non-officer players from the guild; the leader has the additional power to dismiss officers and disband the guild. Guilds have a membership limit of 100 members; player communities with more than that many members generally create allied sister guilds, often named similarly and using the same tag and cape. Up to ten individual guilds may ally together to form an
alliance. Members of an alliance may communicate over a shared chat channel, and visit the guild halls of the other guilds of the alliance. Each alliance has a leader guild that initiates the alliance, the leader of which is also the alliance leader, who may admit or dismiss guilds from the alliance. Each alliance must be devoted to either the Kurzicks or the Luxons, the two Canthan factions (from
Guild Wars Factions) locked in perpetual conflict. Players can accumulate
faction (reputation) with either the Kurzicks or the Luxons, which can either be "donated" to the alliance or redeemed for certain in-game rewards. The alliances with the highest total amount of donated faction are given control of certain in-game outposts on the Canthan continent; controlling an outpost gives the alliance members access to restricted areas of the outposts, containing, among other things, merchants who sell at a discount. In addition to membership in guilds, a player may be a guest of any number of other guilds. Guest privileges are limited to visiting the guild hall and participating in guild or alliance battles. An accepted invitation expires after 24 hours. == Story ==