Beginner's Guide to Guild Wars ------------------------------------------------------ Table of Contents ------------------------------------------------------ I. Introduction II. Version History III. The Basics of Guild Wars IV. Gear & Items V. Choosing the Class That is Best For You VI. Miscellaneous Information VII. Contact Information VIII. Credits IX. Copyright Information ------------------------------------------------------ I. Introduction ------------------------------------------------------ Hello! Chances are you are reading this because you have just gotten into Guild Wars and want to know the basics of it before you dive right into it. If that is the case then welcome to the wonderful world of Guild Wars! If you are a seasoned veteran, then remember to bear with all the Newbies you will see in- game. You were one at one point swell! When I first started this guide, I did it out of a love for Guild Wars and the community. To the casual player this may sound a little weird, but having followed Guild Wars since July 2004 and having played every single beta yet, I felt like it was time to start giving something back to the community. On that note, I hope you enjoy my FAQ and find it useful. ------------------------------------------------------ II. Version History ------------------------------------------------------ Version 0.5- Finished up the majority of the guide Version 1.0- Finished the original guide for GWU Version 2.0- Added several new parts to the guide and fixed it up for posting at Gamefaqs ------------------------------------------------------ III. The Basics of Guild Wars ------------------------------------------------------ Before you can run head-first into Guild Wars, there are some basic subjects that you need to understand first. +Attributes- To open your attribute table, press J (Assigned by default). Here you will notice a listing of the available attributes. These attributes will vary based on what character class you chose for a primary. For example, a Ranger will have listed Wilderness Survival, Expertise, Marksmanship, and Beast Mastery. It will also tell you how many points are needed to raise the skill to the next level. Each attributes max is level 12 unless you obtain skill runes to raise it further. Each class also has an attribute that is available to only the Primary class. To gain attribute points to raise these skills you must gain experience points. You will also notice something that says "Attribute Refund". For every 250 XP you earn, you gain one Refund Point. Refund Point's allow you to subtract a point from an attribute that you have put Attribute Points into. +Experience Points- Experience Points (Or XP for short) are gained through killing monsters and the completion of quests. The higher the level of the monster is, the bigger the XP reward is for killing it. You will notice a bar in this screen as well as a bar on the interface itself that says your level and has a bar below it. As you gain XP this bar will slowly fill up. You can check the bar in your Attribute Table to see exactly how much more XP you have to go before you level up. Currently the maximum level you can obtain is level 20. +Skill Points-Skill Points are another essential part of Guild Wars. Through gaining levels you also gain Skill Points. You can also obtain them by completing some quests and missions and by gaining "Ranks" from having Fame (This will be further explained later). Every time you purchase a skill from a "Skill Trainer" one point is deducted from your total. Even after you achieve level 20 you can still get more skill points by filling up your XP bar. Granted, you will not get extra attribute points for this but you will get one skill point for it. +Skills-Skills are a defining part of your character. Some skills enhance your attack output (Conjure Fire for example adds fire damage to your attacks). Others like the Elementalist's Flare attack deals fire damage to a target. Everytime you obtain a new skill, the skill is "Unlocked" for your account. Meaning that any PvP character you make will have immediate access to this skill. Most skills cost a portion of your mana to cast, but some use adrenaline instead. Let's take a look at a skill called "Smite". The 10 with the blue circle next to it represents the mana consumed by casting Smite. The 1 with the clock next to it represents the cast time for the spell, for this one it takes 1 second to cast it. Lastly, the 10 with the curled arrow represents the recharge time for the spell, for Smite it takes 10 seconds before the spell is usable again. Adrenaline skills are a bit different however. Adrenaline is how a Warrior charges up many of their skills for use. Each time they hit someone they gain a hit of adrenaline in their adrenaline charger. When this charger reaches the amount necessary to use an Adrenaline Skill, the skill is then usable. Skills are obtained by purchasing them from Skill Trainers, obtaining them by completing a quest, and by using Signets of Capture on bosses. +Skill Trainers-Skill trainers are the people who will teach you the majority of your skills. For one skill point and some GP (GP amount based on the number of skills you have) you may purchase a skill from the Trainer. Many of the Official Guild Wars fansites have lists of where the Skill Trainers are and what skills each one offers. +Basic Combat-To begin combat, you must first go to either an explorable area, a mission, or a PvP area. Before you can stand a chance at winning, you must first have a weapon equipped. To begin attacking, simply click on the desired target and your character will run to them to attack. If you are using a ranged weapon, then your character will get within the minimum distance required to attack and will then do so. Use skills to inflict greater damage on your enemy and to heal yourself if it becomes necessary. Many of these require mana, so keep an eye on your mana bar as you attack. If you find yourself losing the battle, then you can attempt to run away. Most enemies will chase you for quite a long distance before disengaging. Your HP will slowly regenerate so long as you do not get hit but so will your targets, your mana will regenerate regardless of your total HP. Some skills will hinder your ability to regenerate mana for a short time such as Panic and Ether Lord should they be casted on you. If your party dies in a mission then it is game over, if you die in an explorable area then you will be taken to the nearest Resurrection Shrine and resurrected with a "Death Penalty". For each time you die, you will suffer a temporary loss of -15% health and mana. You can slowly work this penalty off by killing monsters or gaining morale boosts which will give you a +2% or by leaving the area entirely and warping back to a town or outpost. Gaining morale boosts when you do not have a DP to work off will give you a bonus to your life and mana up to +10%. If you gain a -60% DP then you will not auto revive and must be revived directly by a teammate. +Fame & Ranks-This is related strictly to PvP. By winning matches in the "Tomb of the Primeval Kings" you gain points of Fame. After getting a certain number of Fame points your Rank will increase by one and you will be given a skill point and an emote that you can use to show off your accomplishment. +Missions & Quests-Missions are the meat of the game; they are what advances the main story and introduces you to new areas and towns. Missions only occur in areas that have missions, such as The Wilds or Fort Ranik. Before heading out on a mission you should gather yourself a party. This party should have AT LEAST one primary healer, a tank, a caster (Preferably an Elementalist nuker), and then whatever you want for the rest of the slots. Quests work much differently then missions do. To get a quest, simply look for a NPC with an exclamation mark over their head. Talk to them and they will explain their dilemma to you and should you choose to, you can accept the quest that they want you to go on. Keep track of this quest by going to your quest log (L) and select it as your active quest. An arrow will appear on the compass that will tell you what direction you need to go in to complete the quest. ------------------------------------------------------ IV. Gear & Items ------------------------------------------------------ +Inventory- To fight you need weapons of course. To equip one press I That will get you to the inventory. There you can see your backpack space, your character view and your equipped items. You can drag equipable items to/from the backpack space, and later on, you will be able to buy bags and a belt pouch witch will grant you more inventory space, and they'll work like the backpack. You also have 4 quick item setups configurable. By default the first is selected, but you can change with F1-F4 keys by default, and you can set all of them up. You can also use them to configure two weapon sets (like sword+shield for warriors) or 4 two handed weapons (like bows). This can come in handy when you battle against a fire and an ice mage or if you have a stronger short bow (smaller range, better speed) and a weaker flatbow (longer range, slower firing speed). +Item selling / trading / modifying NPC's-There are some NPC's in the Guild Wars world who you can talk with in order to get some items you will need in your adventures. * Collector - You can find collectors throughout the World. They will offer you a selection of items if you bring them what they ask for. * Crafter - The crafter is one of the most visited NPC's of Guild Wars. They can craft you important items if you get the needed raw materials and their payment for them. This way you can get hold of new armor and rare raw materials. You can mostly sell items to a crafter, or perhaps you can customize your weapon. Customizing a weapon will add +20% damage for it which is very significant, but it also makes the weapon only equipable by you, thus making you unable to sell it to anyone at a descent price. * Dye Trader - Only one exists yet, in Lion's Arch. She sells and buys Dyes. The prices are dynamic depending on their actual inventory (which is how many were sold to them by players) *Outfitter - He is also a very important NPC. He sells you starter weapons, dye removers, salvage and identify kits (read about them later). You can mostly sell your loot to him too. * Weaponsmith - These guys have only one function: to customize your weapons. +Salvage Kits- With salvage kits, you can get raw materials from an item. Raw materials you get depend on what the item was made of. For example you can get steel from swords, or wood from bows. There are two types of Salvage Kits. The normal and the expert ones. With expert salvage kits, you can get rare crafting materials and runes out of salvaged items. Salvaging is a good idea if you get salvage items (You can only salvage and sell them) or if you want to get rid of an older customized item of yours, as the trader usually doesn't give you much of anything. +Identify Kits- With these you can identify unique and rare items and runes. That way you unlock the item in your PvP character generator, so you will be able to use with any PvP character you create. You will also get more money for it if you sell it to an NPC (not recommended). +Dyes- with dyes you can color your Armour. This is purely graphical and is only for fun and individuality. You can also mix dyes to get new colors from them. ------------------------------------------------------ V. Choosing the Class that is Best for You ------------------------------------------------------ Primary Classes In Guild Wars there are 6 character classes, the Warrior, Elementalist, Monk, Ranger, Mesmer, and Necromancer. Before you choose a class to start with you should first consider what you would like to do in battle. For example, Warrior's are your usual tank; they absorb the damage of the enemy and keep them at bay and away from the weaker characters such as an Elementalist. While the Warrior can certainly kill targets effectively he is not the best person, in most cases, to use to dispatch numerous targets at once. This is a job best left to a "nuker" class such as the Elementalist with their area-of-effect magic. Most people who choose monk class choose it so that they can heal their allies in battle or cast protection spells on them to reduce damage dealt to them. Ranger's can deal good damage with their bow attacks as well as use Natural Rituals to affect the players in its range. Necromancers can raise summons to attack foes as well as hamper their target's effectiveness with Curses or cause some damage-over-time with Curses and Blood Magic's. The Mesmer class is a more advanced class. Mesmer's are an anti-caster class and DoT class. Spells like Backfire, Migraine, and Panic make casting spells more difficult for the affected foe. Conjure Phantasm and Phantom Pain cause DoT to the affected foe. It's a matter of just choosing what class you like and what you want your role to be on the battlefield. You can also choose a Secondary class to go with your Primary Class. So to sum it all up... *Warriors- If you enjoy in-your-face-combat then this is the class for you. *Monk- If you want to be a dedicated Healer, and then you must be willing to devote totally to this. You must focus directly on healing and NOTHING else. You get to watch Red Bars and make sure those Red Bars do not fall down. Protection Monks are a much trickier class to play, requiring you to lay down protection spells on your allies in order to null damage against them. Smiting Monks are damage dealers, they kill enemies with smites like Signet of Judgment and Smite. *Ranger- If you have ever played a druid like class and liked it, this is the class you want to play. Rangers use bows and bow skills and can use Rituals to change factors of combat as well as bring a pet into battle *Necromancer- Necromancers use can raise minions to use in combat as well as use Curses to reduce the enemy targets effectiveness and deal some damage. Blood spells will keep wearing down your target and keep you healed. *Mesmer- This is a tricky class to play but is very rewarding. You are a straight up Damage-Over-Time (DoT) dealer as well as a Caster Disrupter. *Elementalist- Play this class if you like magic and like to do a ton of damage to the enemy. Secondary Classes Your secondary class you may choose once you get started in Ascalon. After completing your first skill quest you will be given the option to take a secondary class. While you do not have to take a secondary class, it is greatly encouraged that you do so as you lose nothing when you choose one. Your secondary class will not be as powerful as it could be if you had chosen it as a primary. Each class has one attribute that no other class has access to. For example, if you had chosen Ranger as your primary class and then the Monk as your secondary class, you would not have access to the Monk's attribute Divine Favor but instead access to the Ranger's primary only attribute, Expertise. Try to choose a class that you think will compliment your primary well. If you are a Ranger and you choose Warrior for your secondary, but you have no intentions of doing any melee combat then perhaps you should choose again, you can do so as long as you do not accept the class. You can visit all the various teachers in Ascalon and test out each class to discover what you like best for your primary. ------------------------------------------------------ VI. Miscellaneous Information ------------------------------------------------------ +Forming a Party-When you are forming a party to head out on a mission or quest, you should form a balanced party. You want to have a balanced party to ensure that you survive the mission to completion. In Old Ascalon it isn't really anything you need to consider since you form parties of 2 people and the monsters are pretty easy. Later on though, you should put some thought into the process. Ideally a four person party consists of a tank, a nuker, and at least one healer. The fourth slot you may do with as you please. A six person team should be constructed similarly but you may want to have 2 healers as opposed to just one and an extra tank with you. An 8 person team is ideally 2 Healing Monks, a Protection Monk, 1-2 Tanks, A Nuker, an Anti-Caster, and whatever else you want. Making an unbalanced party is a recipe for disaster in most cases. +Talk to People!-Before you head out of town, take a moment to talk to the NPC's. Some of them offer tidbits of information on the storyline; others will offer you a quest to play through. Either way, it never hurts to talk to people and you can only gain from doing so. +Target Calling/Following the Target-Sometimes when you are playing you may notice a message pop up from another player that says, "I'm attacking X target! Press T to attack my target!" This is referred to as a Target Call. To target call, hold control and double click the target of your choice. People Target Call in order to focus attacks on one central target and thus kill them extremely quickly, usually they designate a person to carry out this job; they are most often referred to as a "Target Caller". In PvE, it is always a good idea to first target the monk type healer, whether it is a Charr Shaman or a White Mantle Abbot, a mob without a healer is as good as dead. Following the Target Call greatly increases your chance of survival by quickly eliminating key targets. +Creating and Joining a Guild- Currently to form a guild you must see a person known as the "Guild Register." Currently there are Guild Registers in Old Ascalon City, New Ascalon City, and Lion's Arch. Both of the Ascalon City Registers will only register your guild name and cape, to acquire a guild hall you must venture to Lion's Arch. A cape and name each cost 100 GP currently; a hall requires a Celestial Sigil that you win by holding the Hall of Heroes. When you go to create your guild, you will be taken to a screen to first type your desired guild name, and then you will be able to create a guild cape. Try to pick something that compliments your guild's name. To join a guild, a leader or an officer only has to invite you to join it. You then must go to the guild screen (G by default) and accept the invite to join the guild. With that you are ready to venture into the wonderful world of Guild Wars. I hope you found my guide useful and best of luck on your adventures! ------------------------------------------------------ VII. Contact Information ------------------------------------------------------ If you have a question about the guide or a correction, or would just like to thank me you can reach me at Do NOT e-mail me about spelling mistakes or anything of that nature either... You can also reach me in game under the name of Kaiser Dune OR Hannah Evermonde; I'm always up for a mission or a tomb run if I'm not in the middle of a GvG. ------------------------------------------------------ VIII. Credits ------------------------------------------------------ ArenaNet-For creating such an incredible game and being so dedicated since the start. The GW community-For being a truly thriving community of dedicated people. My Guild-For being with me through thick and thin and being so incredibly loyal, as well as helping me with the guide here and there. & Hasr-For initially giving me the assignment and helping to keep me inspired as I created it. CjayC-For keeping Gamefaqs up and running. My GF Allie-For being so understanding during the BWE's... haha... ------------------------------------------------------ IX. Copyright Information ------------------------------------------------------ This FAQ is my property and no one else's. So don't go ripping it off. This document may be not be reproduced under any circumstances except for personal or private use. It may not be placed on any web site without my permission. (C) 2005, Providence53 aka Sentience</p>