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https://www.youtube.com/watch?v=NAZjGAJwHVU
From "The Guild Wars Manuscripts"
Elementalists summon the powers of earth, air, fire, and water and command them at will. They can inflict more damage in a single strike than any other profession. Earth Magic summons quakes and eruptions, encases enemies in stone, or protects allies. Air Magic harnesses the power of tempests to strike foes down with lightning or enable allies to run like the wind. Fire Magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. Water Magic conjures mist and ice to slow enemy movement and attacks, blur vision, protect allies against magic, and inflict cold damage on enemies. Elementalists have access to Energy regenerating skills, and when chosen as a primary character, they can increase their maximum Energy over time. The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand just in case.
From "Spark of Interest"
Ronsu: In order to command the elements, one must first live with them, contemplate them, learn from them. Go down to the beach and find a Stone of the Elements, they often wash ashore there. Bring it back to me so we can study it together.
Huan: "You are searching for a Stone of the Elements, are you not? Well, your luck is bad. This one is mine!"
Huan: "You can have it if you can best me in a duel...."
Huan: "Prepare to die!"
Defeat Huan to claim ownership of the Stone of the Elements.
Ronsu: Yes, I knew Huan would also be there. I sent him myself. Now you know the true task I set you, and you performed as expected. You appear to have the patience required to become an Elementalist.
From "Elementalist Test"
Howland the Elementalist: "I don't have time for chitchat. Your assignment is this: go down to the river and kill a skale. You should find a small horde of them, since they hunt there this time of day. Collect a shimmering scale and bring it back to me. Go now."
If You Ask Details About The Quest
Howland the Elementalist: "Must I hold your hand? The task is simple: go to the river, kill the skale, get a single shimmering scale. Don't come back until you do."
Howland the Elementalist: "By bringing back this scale, you've shown me you have enough competence to be trained in a few skills. I'll go back into the city and tell Sir Tydus you do indeed have some potential. Haversdan will be here shortly to supervise your further development."
From "The Supremacy of Air"
Ralena Stormbringera: "Elementalist Aziure has been squandering her time with her overly complicated magic rituals. I've been trying to tell her forever that magic isn't about subtle trickery. A bolt of lightning that sears your enemy's flesh. That's magic. A flash of lightning that shocks your foe and blinds him too. That's magic." "You can help me prove it. There's a brute of a creature called the Tower Golem up the road near the big tower. I'll give you a few spells that will help you fight it. I'd like you to destroy the golem and then let Aziure know."
If You Ask Details About The Quest
Ralena Stormbringera:"Have you destroyed that Tower Golem yet? It's not hard to find. It's right by the tower, you know! I'm sorry, I don't mean to be so impatient, but I can't wait to see the look on Aziure's face when that Golem's been destroyed using MY kind of magic."
Elementalist Aziure: "So, you destroyed the Tower Golem, did you? Doing so was no mean feat and shows that you have real promise. Nevertheless, I should warn you Ralena teaches a branch of magic that appeals to the reckless and the brash. As you mature as an Elementalist, I think you will find that there is a great deal of value to broadening your magical horizons."
From "The Elementalist Experiment"
Elementalist Aziure: "Perhaps you can help me with a spell I am working on. The Order has asked me to investigate the disciplines of Water Magic, and so I have worked very hard to ready this place for the final casting. But each time I attempt to cast my wards, ice beasts appear and attack me, and I have to stop what I'm doing to fend them off. I will give you the skills necessary to defeat them. If you can just keep them from hurting me too much, I should be able to finish researching the Ward Against Harm spell. What do you say?"
Elementalist Aziure: "Well done! The ward works, but it is still very unstable. It will no doubt take me years to perfect it. Your understanding of magic use is impressive."
From "Scorched Earth"
Elementalist Aziure: "So you want to wield the power of the elements, do you? First, you must prove you are worthy of learning the secrets of the Elementalist. Use fire to overcome the power of earth. Defeat 5 hulking stone elementals and then return to me. Do you think you can do this?"
Elementalist Aziure: "You are on your way to walking the path to greater understanding. Well done."
From "The Way of the Geomancer"
Kendrick Redstaff: "Ah. I can see you are not a complete fool. Most people hear my name and assume I specialize in fire magic. While I do know about all the elements, my specialty does indeed lie in channeling the power of the earth. If you would like to learn how to use earth magic then you must prove yourself worthy. Slay 10 of the hulking stone elementals that plague Pockmark Flats and then return to me. Do you have what it takes?"
Kendrick Redstaff: "Well, it's not like killing elementals is a trying task. I have no great faith that you learned anything useful from this bit of hunting, but I hope you at least had the sense to hold on the scorched lodestones you no doubt found."
Player Character Accepting The Quest: "An easy task."
From "Sparring Elements"
Kai Ying: Well, Elementalist, I think you are ready for the dueling grounds, where you will learn the fine art of dueling. It is an age-old tradition that dates back to...well, farther than most of us care to recall. You know how it is: it always starts with an Air specialist going on and on about how great "Lightning Orb" is. It is enough to make me "Overcast". Specialists all think their chosen element is the best, but it is skill, not skills, that keep you...well...not dead.
Defeat the other students.
Kai Ying: Well, you survived, and I see that is more than I can say for your fellow students. I will have to get one of the Monks down here to clean up this mess.
Player Character Accepting The Quest: "A real Elementalist duel? Show me the way!"
From "The Stone of the Elements"
Headmaster Vhang: "So, you win a few duels and kill a few monsters and you think you have what it takes to be an Elementalist. Well, then, I have a task for you... a simple thing to be sure. Take this Stone of the Elements to Kupah Beach in Kinya Province. There you will find a stone pedestal. Place the Stone of the Elements upon the stone pedestal, and then return to me. It sounds straightforward, does it not? Just remember that the destination is often less important than the journey."
Player Character Accepting The Quest: "I can handle it."
When appearing throughout the map, randomly
Ronsu: "I will defeat you!"
Ronsu: "You bested me once. You will not be so lucky again!"
Ronsu: "I am afraid your journey will be delayed, young friend. Prepare to duel!"
Ronsu: "You will not make it to the altar unscathed."
Kai Ying: "Ha ha! It's time to rekindle our previous Conflagration!"
Kai Ying: "You seem utterly Shocked to see me here. Were you expecting an uneventful journey?"
Kai Ying: "You shall not pass!"
Upon reaching the Stone Pedestal
Ronsu: "You may be able to defeat us one-on-one, but can you best us both together?"
Kai Ying: "Let us see how you weather the fury of two Elementalists."
Headmaster Vhang: "How was your journey? Not as peaceful as you had hoped? You are fortune that I did not have time to detain you myself. But of course, that would not have been fair to you.
I suggest you seek out Master Togo in Linnok Courtyard now that you have completed your advanced training."
Kendrick Redstaff: "Now then, you may have defeated these lesser elementals, but that was just a preliminary test. Take 3 scorched lodestones to the earth shrines located around the massive crystal in pockmark flats. This will summon a large stone golem. Defeat the golem, and I will teach you some of the secrets of the earth. If you fail, don't bother returning to me.
Will you accept this challenge?"
Player Character Accepting The Quest: "It will hardly be a challenge."
Kendrick Redstaff: "So, you managed to take down the golem after all. Well, I suppose it wasn't the worst attempt that I've ever seen. Very well , I'll teach you something about earth magic."
From "Shalev's Task"
Shalev the Hermit: "Shalev is isolated as he wishes to be, but unfortunately, the gargoyles don't always respect Shalev's desire for privacy. To keep unwanted guests at bay, Shalev has devised a powerful spell. He requires one last ingredient to make the spell complete and keep the gargoyles at bay. In the Breach, there are Charr known as Fire Callers. These Fire Callers often carry with them a certain fiery unguent that Shalev must have. What say you to an exchange of knowledge for a bottle of this fiery unguent?"
Player Character Accepting The Quest: "I'll retrieve the fiery unguent."
(unguent: a soft greasy or viscous substance used as ointment or for lubrication.)
From "A Heart of Ice"
Howland the Elementalist: "Greetings Elementalist. I have a proposition for you. The Stone Summit are able to create Ice Golems using a magical gem known as the Heart of Ice. I want it. Find Greplak Froststaff in Traveler's Vale and obtain it from him.
Agreed?"
Player Character Accepting The Quest: "Agreed."
Greplak Froststaff: "You're after the Heart of Ice! You'll never have it! Never!"
Greplak Froststaff: "I su-surrender! Here t-take the damned thing!"
Greplak Froststaff: "You w-want the Heart of Ice? H-here, take it! Just d-don't hurt me!"
Howland the Elementalist: "Ah, the Heart of Ice… Well done. Now leave me to my studies."
https://www.youtube.com/watch?v=XETSg7PFSMY
From "The Guild Wars Manuscripts"
Necromancers , calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. Dead and dying enemies become unwilling allies in their hands. Necromancers have the singular ability to absorb Energy from an enemy’s death, and can raise a fighting force from the corpses of their foes. Curses, which often cost the Necromancer dearly, exact an even greater toll from enemies, who find that their Enchantments and healing skills are rendered useless. Due to the sacrificial nature of their methods, Necromancers must practice patience and self-discipline to survive.
(In the skill list of the Necromancer's attribute Death Magic)
Malign Intervention: Hex Spell. For 5...17...20 seconds, target foe receives 20% less benefit from healing. If target foe dies while hexed with Malign Intervention, a level 1...14...17 masterless bone horror is summoned.
Verata's Gaze: Spell. If target hostile animated undead has a master, its bond to its master is broken, making it hostile to all other creatures. If it had no master, you become its master. (50% failure chance with Death Magic 4 or less.)
Verata's Aura: Enchantment Spell. All hostile animated undead in the area become bound to you. Verata's Aura ends after 120...264...300 seconds. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic 4 or less.)
Verata's Sacrifice: Spell. For 5...9...10 seconds, your undead allies gain +10 Health regeneration. All conditions are removed from those allies and transferred to you. If this spell is successful and you have control of 3 or fewer minions, Verata's Sacrifice instantly recharges.
From "Necromancer Test"
Verata the Necromancer: "Go to the river and kill a skale so that I can animate a bone horror from its corpse. You’re going to love this..."
Player Character Accepting The Quest: "Let’s go!"
Verata the Necromancer: "Fantastic, raising a bone minion, isn’t it? There’s nothing quite like controlling the undead. You’ll need to see another trainer before you can learn a trick like that, but I will give you a couple of skills so that you can begin your training to become a true Necromancer.
"I’ll head back into the city and inform Sir Tydus that you passed the first test. Haversdan will supervise your training from here."
From "The Power of Blood"
Kasha Blackblood: "I've got a job for you, if you're willing to work. A group of former students of mine are hiding out in the catacombs. They fear my wrath, and rightly so. They have failed in their training and they must pay the price. They're very fond of Dark Pact, so you should be able to counter them using Blood Magic to drain their Health."
Blood Fanatic: "Oh, no! Kasha has sent someone else to punish us."
Blood Fanatic: "Be ready everyone! Trouble is coming."
Kasha Blackblood: "Excellent. The Blood Fanatics got what they deserved."
From "Fallen Soldiers"
Undertaker Cortis:"With all of the recent battles, I haven't the time to retrieve all of the family crests identifying the fallen soldiers. I could certainly use some help in this regard.
Will you investigate the battlefields and return 10 family crests to me?"
Player Character Accepting The Quest: "I will help you count the fallen."
Undertaker Cortis: "Many thanks for your help. With the information you have brought, coupled with my own efforts, I can compile a casualty report for Warmaster Tydus."
Quest Reward:
(In the skill list of the Necromancer's attribute Death Magic)
Soul Feast: Spell. Exploit nearest corpse to gain 50...234...280 Health.
From "The Accursed Path"
Oberan the Reviled: "Working here in the catacombs protects me from the prying eyes of the living, but my necromantic experiments have begun to attract the attention of creatures from beyond the pale. I'd like to continue my work without interruption by these infernal beasts"
"If you go south and eliminate the crypt fiends that have been bothering me, I will share with you a few of my most essential Curses. Then you too will see that the true power in the Necromancer's art lies not merely in the manipulation of the dead."
Oberan the Reviled: "Excellent. I shall be glad to be rid of those fiends. You show promise in the art of necromancy."
From "The Necromancer's Novice"
Necromancer Munne: "Not everyone can be a Necromancer. For example, one of my latest students went into the catacombs to summon a dark entity. Since he hasn't come back, I can only surmise his creation probably ate him."
"If you will agree to destroy the nightmare he summoned, I will show you where he went and give you a spell to help. But I warn you, you'll have to be clever to get past the fire traps in that part of the tombs. Of course, if you fail, I shall use your corpse as fodder for the next, more worthy, student."
Necromancer Munne: "Most impressive. You dispatched that nightmare rather quickly. You show some real talent for the work."
From "The Stolen Artifact"
Necromancer Munne :"So you wish to prove yourself a true Necromancer? Then I have a task for you. A group of Grawl raided the Sanitarium several days past. We drove them off but not before they carried off a valuable artifact, a holy relic that Mhenlo had retrieved from the catacombs. The Grawl were last seen just north of here. I shall accompany you on this mission to evaluate your performance. When you're ready, meet me just outside of the Sanitarium."
Player Character Accepting The Quest: "I will undertake this challenge."
Necromancer Munne: "With the return of this relic, the inmates of the Sanitarium will sleep easier this night. And it's all thanks to you. You show some real talent for the high art of Necromancy."
From "Death in the Ruins"
Kasha Blackblood
"I have a task that seems well suited to your skills. One who was once a respected member of our order has turned against Ascalon. Oberan the Reviled seeks to live up to his name by carving out his own kingdom of the dead here in the ruins of Ascalon. Oberan is cunning but has an uncontrollable temper and can be goaded into action. I'd like you to head east of here, find his minions, and slay them. I think 6 should be a sufficient number to raise Oberan's ire. Are you up to the task?"
"It should be no problem."
Player Character Accepting The Quest: "It should be no problem."
Kasha Blackblood
"And you killed 6 of his minions, you say? Excellent. Oberan should be truly enraged! Your actions this day are certain to draw him out of hiding."
From "Oberan's Rage"
Kasha Blackblood: "Our plan seems to have worked! My spies inform me that Oberan is headed here even now to seek revenge on the one who slew his minions. Of course, I don't have to tell you that it's in both our best interest for you to slay Oberan. He comes for you up the road from the east even now. Are you ready to face him?"
Player Character Accepting The Quest: "I am more than ready."
Oberan the Reviled: "Where is the Grenth-cursed whelp who dared lay a hand upon my servants?"
Oberan the Reviled: "Kasha will pay for sending you!"
Oberan the Reviled: "Your souls will writhe in agony when I'm finished with you!"
Oberan the Reviled: "You will die in excruciating agony!"
Kasha Blackblood: "Oberan's skills must have been slipping. Still you did manage to defeat him, so I suppose you deserve some sort of reward."
From "Renegade Necromancer"
Necromancer Morgan: "As you've no doubt heard, there have been a number of recent disappearances among the townsfolk. Thus far, we've assumed they fell victim to the Stone Summit or other local menaces. The truth, Grenth forgive us, is something much much [sic] worse. One of our Order, a promising Necromancer named Verata, has been experimenting with new ways to enhance and maintain summoned minions. Normally this would be a good thing, however, in his lust for power Verata has been kidnapping Ascalon citizens for use in his experiments! He was also spotted waylaying travelers coming up into the mountains from Ascalon. We must stop him, quickly and discreetly, before anyone can link the disappearances with our Order.
Can you be of help in this situation?"
Player Character Accepting The Quest: "I will stop Verata."
Verata the Necromancer: "Great progress... Now, my minions, you will live beyond your normal span."
Verata the Necromancer: "Who interrupts my experiments? You are a dog sent by the Order to hound me, no doubt? You will regret crossing me whelp! You have not heard the last of me!"
Verata the Necromancer escapes.
Necromancer Morgan: "Now that Verata knows that our Order is after him, he will be careful not to show his face. This was not the desired goal, but it is a result we can work with. You have done well under difficult circumstances, <character name>. Just as it is quick to punish those who violate our rules, our Order always rewards the faithful."
From "Rites of Remembrance"( Any first and secondary profession can do this quest)
Necromancer Munne:"The dead are restless. Buried here are many brave warriors who sacrificed their lives defending Ascalon against foreign guilds from the south and the bestial Charr to the north. They wonder if it is not too much that their sacrifices be remembered and honored."
"Someone must place candles on the four stands commemorating their actions so they will know we have not forgotten them."
Necromancer Munne: "Appeasing the spirits wasn't so difficult after all, was it? Learning to understand the dead is the first step in understanding the art of the Necromancer."
https://www.youtube.com/watch?v=B5Ok79LH3Dk
From "The Guild Wars Manuscripts"
Monks employ a direct conduit to the gods, and the answers to their prayers come in the form of healing and protection for their allies and damage to their enemies. Combined with any other profession, Monks can alternate between supporting their party and dealing damage to opponents. Monks enjoy Divine Favor, which provides extra healing power, while their healing and Protection Prayers help to keep their allies strong and healthy. Smiting Prayers, on the other hand, call down divine anger on enemies, exacting holy damage that ignores armor, though damage-dealing is not the Monk’s specialty. What Monks lack in firepower they make up for with their unparalleled gift for keeping their allies alive.
(In the skill list of the Monk's primary attribute Divine Favor)
Peace and Harmony: Elite Enchantment Spell. Target ally loses condition[s] and hex[es]. Conditions and hexes expire 90% faster on that ally (3 second[s]). Disables your Smiting Prayers (20 seconds).
(In the skill list of the Monk's attribute Healing Prayers)
Healing Burst: Elite Spell. Heals. Party members in earshot of your target gain Health equal to the Divine Favor bonus. Disables your Smiting Prayers (20 seconds).
(In the skill list of the Monk's attribute Protection Prayers)
Pacifism: Hex Spell. For 8...18...20 seconds, target foe cannot attack. This effect ends if the target takes damage.
From "Monk Test"
Ciglo the Monk: "There's a little girl named Gwen who I'm worried about. She seems to have wandered across the river, and I'm sure she won't make it back through all those skale without some help. Please go lead her back here safely."
If You Ask Details About The Quest
Ciglo the Monk: "Please don't waste time. Go down to the river and bring Gwen back. The skale should be relatively easy to overcome. I have faith in you."
Ciglo the Monk: "Gwen looks unharmed. That is good enough for me. I believe you can be entrusted with a few skills. May these skills aid you as you seek to bring peace and harmony to the people of Ascalon."
"I will return to the city and inform Sir Tydus of your actions here. If you wish for further guidance, you may wish to talk to Haversdan. I imagine he'll be coming by shortly."
From "The Guild Wars Manuscripts"
Born in: Serenity Temple
Nation: Ascalon
Profession: Monk
Age: 22
Born in Serenity Temple to a priest of Dwayna and priestess of Balthazar, Mhenlo has been steeped in the teachings of healing and smiting magic. A devoted servant of both Dwayna and Balthazar, he has studied hard his entire life, and has been rewarded by both the gods of his provenance. But paying allegiance to two gods has not been without its consequences; having no clear path to follow, Mhenlo has a tendency to over-analyze situations and possible consequences, not sure whether to take the path of aggressive strength or that of defensive grace.
Mhenlo spent much of his life inside Serenity Temple, paying homage to the old gods and studying the Path, which will lead him to enlightenment. He is rather timid as the story begins, not completely trusting of his magical prowess. But with Cynn's help he gains confidence and becomes more comfortable with his considerable power.
From "A New Monk Trainer"
Haversdan: "If you're looking to expand your repertoire of Monk skills, you should see Brother Mhenlo in Ashford Abbey. Just follow the road southwest from town. When you come across the village of Ashford, look for a fenced off church. That's Ashford Abbey."
Brother Mhenlo: "I will be glad to teach you. I know Healing Prayers to Dwayna and Smiting Prayers from Balthazar. You can learn both from me, and there are, of course, trainers who can teach you other skills."
From "A Monk's Mission"
Brother Mhenlo: "One of the tasks my messengers have been given is collecting the rare elements in Ascalon for study here at the abbey. My young friend Paulus thinks he has discovered such a treasure in one of the flooded areas of the catacombs, but he cannot reach it on his own. Paulus, you see, is a smiting Monk and not very adept at healing magic, and the waters in that area of the catacombs are full of disease."
"I will grant you a simple healing spell. Meet Paulus inside the catacombs, and he will show you where the trouble is. Return to me when Paulus has successfully retrieved the artifact."
Brother Mhenlo: "You have done quite well for your first task. Paulus reports his findings are most promising, and I think you might have great promise as well to advance among Monks."
(In the skill list of the Monk's attribute Smiting Prayers)
Bane Signet: Signet. Deals holy damage. Causes knock-down if target foe is attacking.
Holy Wrath: Enchantment Spell. (10...26...30 seconds). Deals 66% of each attack's damage (maximum 5...41...50) back to source. Ends after dealing damage 1...8...10 time[s]. Cannot self-target.
Signet of Judgment: Elite Signet. Knocks down target. Deals 15...63...75 holy damage to target and adjacent foes.
Signet of Rage: Signet. Deals 5...41...50 holy damage. Deals 5...9...10 more holy damage for each of target foe's adrenaline skills.
Smite: Spell. Deals 10...46...55 holy damage. Deals 10...30...35 more holy damage if target is attacking.
Retribution: Enchantment Spell. Deals 33% of each attack's damage (maximum 5...17...20) back to the source.
Shield of Judgment: Elite Enchantment Spell. For 8...18...20 seconds, anyone striking target ally with an attack is knocked down and suffers 5...41...50 holy damage.
From "The Blessings of Balthazar"
Brother Mhenlo: "Most who choose the ways of light do so because they are called by Dwayna to heal and protect others. We Monks, however, must also learn when to call on Balthazar. Smiting Prayers allow us to cause damage to our enemies, especially the vile undead. Which brings me to our problem."
"Some skeletons escaped from the catacombs in the night and are harrying the fields north of Ashford. Use Smiting Prayers to destroy the skeletons, then return to me."
Brother Mhenlo: "You are making great progress, young one. I am proud of you."
From "Stale Mate
"Sister Tai: "Yundin Circle is the practice area where the Warriors train. We Monks can assist in their training as we practice our own craft. By healing them as they spar, we extend their training sessions and allow them to practice with real weapons."
"Walk over to Yundin Circle and relieve one of the other students from duty."
From "Protecting Ascalon"
Grazden the Protector: "We must all do our part to preserve what remains of our fair Ascalon. If you wish to help, I have a task for you. A member of our order, named Paulus, was sent to Regent Valley to investigate a strange poisonous area. He is overdue to return, and I grow worried about him, as he is somewhat prone to rash action.
Will you go to Regent Valley and find Paulus?"
Grazden the Protector: "Paulus is dead? This is grim news indeed. I fear that we may be fighting a losing battle here. Our numbers dwindle while the enemy's keep on increasing… I keep telling myself not to give in to despair, but it is getting more difficult with every death that I couldn't prevent."
From "In Memory of Paulus"
Grazden the Protector: I have one last thing to ask of you, although it is not a pleasant duty. Paulus had only one person he was very close with, a woman named Melka Blanston. They were often seen together just outside Ascalon City. If you could take her news of Paulus's death, I'd be grateful. She deserves to hear of it from the one who found him. Take his holy symbol to her as well, so that it might offer her some amount of comfort. This is the most unpleasant job that we Monks have, and it is becoming a disturbingly frequent one. Still, someone must perform this unpleasant task.
What say you?
Melka Blanston: What's this? Paulus's holy symbol? Then that means...he's gone...Paulus would often offer me some comfort after my husband went off to fight the Charr. Now who will I turn to? The gods are cruel to steal everything that I love away from me. I want to thank you for delivering this to me, but please just...just leave me to my grief.
From "The Poison Devourer" ( Any first and secondary profession can do this quest)
Baron Egan: "The devourer cave southwest of town has always been a source of danger to the people of Lakeside County, but they have learned to be vigilant and to defend themselves from beasts. Unfortunately, I've been hearing recently of a new sort of devourer with a poisonous sting."
"I'd like you to find one of these creatures, kill it, and take its poisonous stinger to Brother Mhenlo in Ashford Abbey."
Brother Mhenlo: "Is the poisonous stinger intact? Yes, it's perfect, and there's enough here that I can begin work on an antidote."
From "The Sickened Village"
Headmaster Amara: "Citizens of Cantha are becoming more and more concerned about the sickness in Kaitan Village. They fear that it may soon spread to other nearby villages. It has been many years since we have seen this degree of panic among so many citizens at once. I fear the panic will cause as much destruction as the plague.
I need you to travel to Kaitan Village, in Panjiang Peninsula. Use your skills to remove any Conditions the sickened villagers may be suffering from."
Player Character Accepting The Quest: "I will travel to Kaitan Village and see to the sick."
Fawn: "Look! Someone comes from beyond the wall!"
Kin: "Do not let them in. They will only become sick like we are."
Jia: "Perhaps they have come to cure us of this plague!"
<first one cured>: "A cure for the sickness? Can it be? Yes, look! I am myself once more!"
<second cured>: "I've been cured! These visitors truly have the power to cleanse us of sickness!"
<third cured>: "I have been healed by the power of the light!"
Headmaster Amara: "You have shown great courage today, Monk. Many before you turned down this task for fear of contracting the sickness themselves.
Unfortunately, I have just learned that we have a far worse plague on our hands than that afflicting the citizens of Kaitan Villlage...one that I fear will be not be as easily cured. Nevertheless, you have done fine work today, and I am certain the gods will smile upon you for your deeds.
Do not forget to speak with Master Togo again now that you have completed your advanced training."
https://www.youtube.com/watch?v=AoYSYgLrJZE
From "The Guild Wars Manuscripts"
Warriors rely on stout hearts, brute strength, and melee weapons to subdue their enemies and protect their allies. They generally disdain long-range warfare, preferring instead to charge directly into the fray swinging their weapon of choice. They can take a beating unlike anyone else. Warriors are equally comfortable wielding axe, hammer, or sword, though many choose to master one weapon over all others. Many Warrior skills require adrenaline, which builds up during combat to enable those skills, and usually results in major damage. Defensive tactics help the Warrior to avoid damage and protect allies, but Strength is the Warrior’s biggest asset, allowing this hero to do more damage with every attack.
From "Warrior's Challenge"
Duke Barradin: "You defeated Agnar, then? Well, well...not bad for a beginner. You can keep the hammer for certain, and I expect I won't hear much about Agnar any more around here. I do, however, expect to hear much more about you. It is a tough world out there for Warriors to conquer."
From "Locate Talon Silverwing"
Talon Silverwing: I assume Headmaster Zhan sent you. Well, let's have a look at you. Yes, the headmaster is a shrewd judge of potential as well as a great Warrior. During the wars known in these lands as the Tengu Wars, General Zhan bested me on the battlefield. He saw something in me, then, and spared my life. I am sworn now to protect and serve him. If he wishes you trained, then trained you will be.
From "Talon's Duel"
Talon Silverwing: In combat, a cool head is more important than anything else. The moment you lose your focus, you have already lost the fight.
It is time for you to face me in combat. Defeat me with a calm mind and prove to me that you are worthy of my training.
I have just given you some skills that should prove useful to you. Once you have reviewed them and are ready to begin, speak with me again.
Talon Silverwing: "Good! Remember, never show your opponent the slightest sign of weakness. You must define the battle: force your opponent to fight off-balance, and never allow him to determine the course of the combat."
Talon Silverwing: "Focus! I am your opponent: my weapon is an extension of my will. You can see that will at work in every twitch of muscle in my face, my arm, my feet. If you focus on my weapon, you lose sight of the real threat: me."
Talon Silverwing: You have what it takes to become a Warrior, Warrior. Just remember that which I have taught you this day.
From "Gargoyle Trouble"
Warmaster Grast: "A true Warrior's got to be tough to survive in Ascalon after the Searing. You've got to show me some prowess in battle before I acknowledge you as a true Warrior. Defeating 5 of these shatter or flash gargoyles should be a true test of your mettle. Think you can handle it?"
Warmaster Grast: "I'll admit you did better than I expected. Well done!"
From "Securing the Vale"
Van the Warrior: "Looking for a way to serve Ascalon? I have just the task for you, <Character name>. We knew these mountains were treacherous when we headed here… Even without these Stone Summit challenging us, we'd have our hands full with the Centaurs and ettins. I need strong men and women to help me secure the Vale. If you think you're up to the challenge, I've laid out several patrol points that I need investigated. All you need to do is follow these points and then return to me to report any enemy activity you encounter.
You think you can handle that?"
Player Character Accepting The Quest: "I'm on it."
Van the Warrior: "By Balthazar's blade! I had hoped for less resistance, but you did well to overcome such foes. I am going to have to speak with Osric and see if we can spare more warriors to secure the area. Here's a little something for your trouble."
From "Military Matters"
Warmaster Grast: "We have something of a military emergency taking place. When Barradin and his Vanguard broke through the Charr lines to Piken Square, they created a weak point in their own line. Our scouts report that Charr forces are massing to try to break through the Breach, and we've not enough men in place to stop them. We need to reassign our forces quickly!"
"If you are willing, I'd like you to gather up a patrol that has been watching the road in Regent Valley. The patrol leader is Sergeant Clark. I'll need you to bring him and his men back to me for reassignment. What say you?"
Player Character Accepting The Quest: "You can count on me, sir!"
Sergeant Clark: "Warmaster Grast orders us to report to him? Lead the way! I know better than to disappoint the Warmaster again. I still haven't recovered from the last time."
NPC name: "Men, prepare to move out! Fall in line behind the Warrior!"
Warmaster Grast: "The patrol! Well done! You are a credit to Ascalon, <Character name>. Clark, take your men, head in to Ascalon City, and gather as many able-bodied fighters as you can!"
From "The Crop Thieves"
Weng Gha: Thieves have been stealing long beans from the bean fields nearby. I cannot abide the thievery or those who practice it. There is no honor in that profession, none at all.
Go to the bean fields and see if you can catch those crop thieves at their game.
Weng Gha: Well done! The crops are safe and you have proven to me that you have what it takes to truly excel as a Warrior.
From "The Kaguchi Brothers"
Headmaster Zhan: "We Warriors are blessed with superior strength and skill, and each of us must choose how we use these gifts: we can protect those weaker than ourselves, or we can take advantage of them. I have sworn to protect the weak, and it is my hope that you will do the same.
You recall the gang of crop thieves you dispatched earlier? They were employed by the Kaguchi brothers, notorious criminals in these parts. I understand the brothers are busy recruiting more outlaws, so unless we stop them now, we can expect only more trouble from them in the near future. What do you say, <Character name>, will you use your skills to put an end to the Kaguchu brothers' villainy once and for all?"
Headmaster Zhan: "I am pleased to learn of your success, <Character name>. The Kaguchi brothers were nefarious killers, and your victory over them speaks volumes for your character, honor, and ability.
Master Togo will wish to speak with you again now that you have completed the advanced courses. Seek him out in Linnok Courtyard when you have a moment."
(In the skill list of the Warriors)
"For Great Justice!": Shout. For 20 seconds, whenever you gain adrenaline, you gain 100% more.
https://www.youtube.com/watch?v=H9wznkk_WNo
From "The Guild Wars Manuscripts"
Mesmers are masters of illusion and control, subverting the enemy’s Energy for their own use, and that of their allies. Combined with any other profession, their skills provide excellent support, turning enemies’ powers against them and changing the very fabric of reality to hinder foes and help allies. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Their powers of domination allow them to take control of enemy skills and Energy. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. While Mesmers are not known for brute strength, their ability to confuse, distract, and drain the enemy’s resources more than compensates.
From "Mesmer Test"
Sebedoh the Mesmer: "Before I teach you any skills, I want to know that you are up to the task."
"Hie thee to the river road and clear out the irksome Skale horde that's hanging about. Report back when you've finished. I'll be waiting."
Sebedoh the Mesmer: "You killed all the Skale? Hmmm...I didn't expect you back so quickly. Here, take these skills and see if you can't learn to fight with a little more panache."
"If you need more direction, Haversdan should be able to help you out. I've got more important matters to attend to."
From "A New Mesmer Trainer"
Haversdan: "If you'd like to become a better Mesmer, I suggest you talk to Lady Althea at the Actor's Stage here in Lakeside County. Simply follow the road northwest from town to find the stage."
Lady Althea: "I can teach you more about Illusion Magic. Once you've learned what I have to teach, however, I recommend you seek out other trainers to learn new skills."
From "A Mesmer's Burden"
Lady Althea: "At the watering hole southwest of here, you will find a rogue bull. Terrible creature, a menace to everyone coming to visit our humble theatre. Here are some Mesmer spells to assist you. If you'd dispatch this creature for me, I'd be most grateful."
From Headmaster Kaa's Dialogue
Headmaster Kaa: "What? Who is there? Ah, a young Mesmer mind to shape. Here at the monastery, young Mesmers train in the powers of the mind with me, Headmaster Kaa.
Do you wish to learn, or are you just another illusion?"
"Headmaster Kaa greets you...
Headmaster Kaa: if you truly exist, that is. One can never be too sure. We must constantly question our existence in order to dispel the power that is illusion. Those who do not study my art will never truly understand."
From "Domination Magic"
Vassar: "Elementalists may frighten lackwits with no greater concept of combat than striking someone with an over-sized mallet, but any Mesmer worth his salt is a far greater threat than a robed buffoon who likes to play with fire."
"It's true Mesmers are often discounted for their use of illusions, but the most masterful Mesmers eschew illusions for mental domination. A small army of skale are marching through the woods to the east. I will teach you a few skills that should help you dispatch them far better than the brute force an Elementalist would employ. Then you will know what it is like to wield real power."
Vassar: "The skale have been eliminated, you say? Excellent. Our little mountain paradise will remain undisturbed, and you've demonstrated once again that even the most ignorant Mesmer is far superior to an army of Elementalists."
From "Cleansing the Shrine"
Mei Ling: "What a fortunate time to begin your training. The priest who tends the Shrine of Maat in Sunqua Vale seems to have been Hexed with an unusually powerful experimental Illusion and has become a danger to himself and those around him. Please travel to the Shrine of Maat and cure Brother Sitai of his unfortunate problem. You will need to bring along a Hex-removal skill in order to complete this lesson."
Mei Ling: "I appreciate your efforts and your discretion. Headmaster Kaa is a great man, but sometimes his enthusiasm and thirst for knowledge get ahead of his... Ah, nevermind. You have done well."
From "Experimental Elixir"
Erudine: My elixir experiment has progressed rapidly beyond expectations, and I believe it is ready for a field test. In Sardelac Sanitarium there is a poor man named Fadden Hathorn, who was a bit addled by the events of the Searing. He is suffering from a condition that causes him to see giant sentient devourer eggs attacking him. It's quite fascinating, actually. I believe my elixir can help him regain his sanity, if not cure him outright.
Would you be so kind as to give him my elixir and then report your findings to my colleague, Vassar?
Fadden Hathorn
Drink this? If you'll promise it'll make them go away, then I will…
''Who… How did I get here? Where am I? This looks like Ashford Abbey… but what in the name of Dwayna has happened? I feel as if I've awakened from a long nightmare.
Vassar: So, Erudine's elixir worked? This is wonderful news. We can begin helping some of the poor souls who have been guests here since the Searing. I am continually amazed at your resourcefulness, Mesmer.
From "Trying Times"
Vassar: "Trying times… yes, they certainly are. I used to think myself above the petty concerns of lesser men, until that terrible day, living daily among all this death and destruction…. I would have given up if not for Ralena. She has been my shining light amidst all of this… darkness. Now she lies at death's door, afflicted by some disease brought about by the Searing. There is still hope, however, as Master Ranger Nente informs me that a cure can be fashioned by using moss that grows on the rocks in a cave near what remains of Ashford.
Will you find one of these mossy rocks and help me cure Ralena?"
Vassar: "A mossy rock! You found it! Thank Lyssa for your aid."
From "A Cure for Ralena"
Vassar: "Now that we have the primary ingredient for Ralena's cure, I need someone to take it to Master Ranger Nente. He can often be found wandering near what used to be called Green Hills County."
Vassar: "The cure is ready at last? You don't know what a great service you've done for both Ralena and for me. It's Ascalons like you, Mesmer, that give me some hope for the future.
https://www.youtube.com/watch?v=Z6UIxT_K7fc
From "The Guild Wars Factions Manuscripts"
Ritualists channel other-worldly energies that summon allies from the void and employ mystic binding rituals that bend those allies to the Ritualist's will. They hood their eyes to better commune with spirits that grant great power and protection to Ritualists and their comrades. The energy they channel drives Ritualist skills which enhance the deadliness of an ally's weapon and wreak havoc on an enemy's health. The Ritualist can also use the remains of the dead to defend the living-not by reanimating corpses as a Necromancer would, but through the ritual use of urns and ashes. Where the Ranger lives as one with the spirit world, the Ritualist can and will be its master.
From Zojun's Tablet
Five hundred years ago, Canthan forests began, one-by-one, to shrivel and turn black, all life within them sucked dry. Zojun, a legendary Ranger even then, sought to discover the cause of the forests' destruction and eventually discovered that an evil wizard, Magadore, was sucking life from Cantha's forests and converting it to magical energy, which he planned to use to power a great magical war against the Canthan emperor. Zojun called upon his fellow Rangers, and together they swept through Cantha's remaining forests, charming every beast of any size that crossed their path. Legends tell of a great bestial army that thundered across the land and grew in size until every creature in Cantha had joined its ranks. When the Rangers and their allies arrived at the entrance to Magadore's lair, the sheer weight of their numbers collapsed the earth and Magadore was crushed beneath them. The life he had stolen rose up out of the ground and returned to the forests, which instantly flourished once again.
One of the blessings of the Chaos Magic goddess Lyssa..
Chaotic Power: Blessing. For 20 minutes, you have +10 maximum Energy.
The blessings of the Dark Magic god Grenth..
Ritualist of Grenth: Blessing. For 20 minutes, all your Ritualist attributes are raised by 1.
Dark Aura: Blessing. For 20 minutes, whenever you hit with an attack, you steal 3 health from that foe.
Necromancer of Grenth: Blessing. For 20 minutes, all your Necromancer attributes are raised by 1.
(In the skill list of the Necromancer's attribute Blood Magic)
Blood is Power: Elite Enchantment Spell. For 10 seconds, target other ally gains +3...5...6 Energy regeneration.
(In the skill list of the Elementalist's attribute Air Magic)
Chain Lightning: Spell. Target foe and up to two other foes near your target are struck for 10...70...85 lightning damage. This spell has 25% armor penetration.
(In the skill list of the Ritualist's attribute Restoration Magic)
Recuperation: Binding Ritual. Create a level 1...11...14 spirit. Non-spirit allies within its range gain +1...3...3 Health regeneration. This spirit dies after 15...39...45 seconds.
Mend Body and Soul: Spell. Target ally is healed for 20...96...115 Health. That ally loses one condition for each spirit within earshot.
(In the skill list of the Ritualist's attribute Channeling Magic)
Essence Strike: Spell. Target foe is struck for 15...51...60 lightning damage. If any spirits are within earshot, you gain 1...7...9 Energy.
From Headmaster Quin's Dialog
Headmaster Quin: "Finally, someone with the presence of mind to choose the right profession! You cannot imagine how many ignorant students I meet who have chosen a lesser path! When you can harness the power of spirits, souls, and death, why would you do otherwise? What would you like to learn first?"
Headmaster Quin: "My name is Headmaster Quin. I will not waste time trying to explain to you the complexities of the world, for you are not my student. If only you could see what I can, then you would know the error of your ways. Well, you waste your own time, not mine. Should you decide to take the superior path, I would be more than happy to help."
From Aeson's dialog
Aeson: "I am Aeson of the Crab Armada. I am something of a rarity among my people, I was born blind you see. Normally I would have been left out on the jade; given to the sea. However Master Togo convinced my father that I had rare gifts, that I could display my strength by binding spirits to my will. I owe the Master a great debt. Did you need something?"
From "Minions Gone Wild"
Professor Gai: The onus is again upon the Ritualists to attend to the Necromancers' foul leavings. One of their number has lost control of an agglomeration of minions, which are now loose in the cemetary [sic]. I want you to take care of this problem for us. It will prove useful in evaluating your abilities. I shall give you some skills that may prove useful in dealing with this task. Once you feel comfortable with how these skills work, speak with me again to begin your test.
Professor Gai: As I said, this was an excellent test of your Ritualist skills. Your training is progressing at a most accelerated rate.
Ang the Ephemeral
Type: Human Ghost
Ang the Ephemeral:"Do not be afraid. I am Ang the Ephemeral, a Ritualist trainer. I have served Master Togo and the monastery for some years now, though time does not pass for me as it does for you, so I am not certain how long exactly.... In any case, I am here to assist in your training.
What would you like to learn about?"
From "Shackled Spirits"
Ang the Ephemeral: I bound the souls of some bandits into objects years ago so that the envoys could collect them. Strangely, they never did, and the shackled souls remain here to this day. We will use them as test subjects for your newly acquired power, but be forewarned that they will show you no mercy if you allow them the upper hand.
Please take some time to review the skills I have just given you. When you are ready, speak with me again and we can put these souls to rest.
Ang the Ephemeral: You will make a fine Ritualist one day, Ritualist.
From "Power Surge"
Headmaster Quin: "I have felt a great disturbance along the spirit threads. The spirits tell me that someone has allowed a demon to cross into the material realm. The locus of the troubles seem to be in the vicinity of Kaitan Village on the Panjiang Peninsula. Please investigate, and if you can, destroy the unbound spirit."
Jakimo: "Gods have mercy upon me...Headmaster Quin is going to turn me into an urn, I just know it!
I was trying an advanced spirit-binding ritual; I know I should not have attempted it, I have not the skill...but I felt an intense surge along the spirit threads unlike anything I have ever felt before, and I think it had little to do with my poor skill. It was a powerful evil, and its presence was enough to bring the spirit I was binding into the material realm, where it has been running amok ever since!"
Headmaster Quin: "Kei na Kai! I must speak with Master Togo right away. This can only mean one thing...
In my haste I almost forgot to remind you... Now that you have completed your advanced training, Master Togo will wish to speak with you again."
https://www.youtube.com/watch?v=NKYD6T1WXaE
From "The Guild Wars Factions Manuscripts"
The Assassin walks the shadows, a deadly viper ready to strike at the heart when the enemy least expects it, nowhere and everywhere all at once. Assassins are masters of their chosen weapon, the dagger, and are expert at inflicting Critical Strikes that cause massive damage. The Assassin is trained to efficiently link attacks together in a chain that does not give the enemy a chance to hit back. They have mastered the ability to move as shadows—Assassins wear only lightweight armor and prefer to avoid damage by not being there when the enemy’s strike lands. Their other magical skills include Hexes that lower the target’s defenses and protect the Assassin from harm.
From the blessings of the Chaos Magic goddess Lyssa..
Assassin of Lyssa: Blessing. For 20 minutes, all your Assassin attributes are raised by 1.
Chaotic Power: Blessing. For 20 minutes, you have +10 maximum Energy.
Mesmer of Lyssa: Blessing. For 20 minutes, all your Mesmer attributes are raised by 1.
The blessings of the Dark Magic god Grenth..
Necromancer of Grenth: Blessing. For 20 minutes, all your Necromancer attributes are raised by 1.
(In the skill list of the Necromancer's attribute Blood Magic)
Offering of Blood: (You do 20% damage to your character's health when casting it) Elite Spell. You gain 8...18...20 Energy.
Blood is Power: (You do 33% damage to your character's health when casting it) Elite Enchantment Spell. For 10 seconds, target other ally gains +3...5...6 Energy regeneration.
(In the skill list of the Mesmer's attribute Inspiration Magic)
Lyssa's Aura: Elite Enchantment Spell. For 10 seconds, you have +0...4...5 Energy regeneration. This enchantment reapplies itself every time you cast a spell on a foe.
The Assassin's Primary attribute Critical Strikes passive..
For each rank of Critical Strikes you have, you gain an additional 1% chance to critical hit. Whenever you critical hit, you gain 1 energy at ranks 3 and above, 2 energy at ranks 8 and above, and 3 energy at 13 ranks above.
From Headmaster Lee's dialog..
Headmaster Lee: "Welcome, Assassin. I am Headmaster Lee of the Assassins. Known as Tahkayun in the old tongue, the Assassin profession is an honorable and necessary role. We provide justice to those who believe they are above the laws of nature and society. Often the delicate balance is upset, and we are the only ones who can set things right. If you come with an open mind and a quick hand, I have much to teach you."
"What would you like to learn about?"
Headmaster Lee: "Many look down upon the Assassin trade. They see us as hired hands, as soulless killers. I have two very sharp and pointed arguments for any who wish to speak these words within my hearing. If you come with an open mind and a quick hand we have much to teach you. But you are not my student. You should speak with the headmaster of your chosen profession."
From "Locate Jinzo"
Headmaster Lee: The Assassin's path is one walked on a razor's edge. One must learn to balance one's judgment as well as one's blades. My two apprentices can teach you much about being an Assassin, and about balance. One is an extremely talented young man named Jinzo, the other is Panaku. They are two sides of the same coin. Jinzo thinks of his path in terms of duty, Panaku in terms of pleasure. If you are ready to begin, find Jinzo in Sunqua Vale for your first lesson.
Grenth bless your blades.
Jinzo: Headmaster Lee is very wise, and I am honored to hear of her praise. I do not judge Panaku, but I do not claim to understand him, either. I was born an Assassin in a family of Monks, and I am accustomed to being misunderstood, so in that way, we are similar, Panaku and I. Life and death are gifts from the gods, but each has its price.
Enough philosophy; it is time to begin your training.
From "Opening Strike"
Jinzo: It is our solemn duty as Assassins to be quick and precise with our blades. Your prey should feel not a moment's pain; it must die before it knows you have struck.
I trust your steel is sharp; this exercise will sharpen your mind. Instructor Su provided us with some target minions. Kill 5 of them. And remember, every blade had two sides.
Jinzo: You did well.
These were just mindless target minions. Some day your target will be someone's sister, husband, mother, or son. This knowledge is yours to bear.
From Jinzo's dialog..
Jinzo: "I was born a killer. My family, Monks every one, has always counted it a curse, but my teachers say it is a great gift. Either way, a constant struggle rages within me. I do not find pleasure in what I do, the way my colleague Panaku does. I believe it is a sacred duty. A gift given and not used is a gift wasted, and I have no intention of allowing these blades to rust.
What would you like to hear about first?"
From "Track Down Panaku"
Jinzo: Panaku is ready to continue your training. He has much to teach you, but you must take his words with a grain of salt. Headmaster Lee often says we are two sides of the same blade. Panaku has a certain...passion...for his work that is foreign to me, and I worry about his effect on young minds. However, it is important that your training be balanced, so off you go. Seek him out in Kinya Province.
Panaku: So, Jinzo has taught you the basics, has he? Well, if you are ready to get serious, you have come to the right place. Now the real fun begins....
From "Dual Strike"
Panaku: "I imagine Jinzo spoke to you of duty and of balance. That is all well and good for him, but as for me, I do this for the thrill, the pleasure, and the gold. Look into your victim's eyes as your blades steal away his life, and you can take his power, his essence, into your own. I remember everyone I have ever killed. They have become part of me. They are my power. I will teach you to be a hunter: you the spider, the mark your prey.
Now, listen carefully: I have a paying job from some...associates of mine. If you make the kill, I will split the profits with you. Headmaster Lee would not approve, but never mind that. Speak with me when you are ready to accept the task and learn new skills; we will head to the village to finish this job afterward."
Panaku: "You did it. Do you feel his life running through your veins?
Here is your share of the gold. As I said before, I would appreciate your not mentioning the specifics of our lesson to Headmaster Lee. We do not want to be on the sharp side of her steel. There were no witnesses to our actions, so if word gets back to either Headmaster Lee or the Tengu I'll know how it happened. I hope we have an understanding."
From "Cleansing the Steel"
Headmaster Lee: "Much as the Ranger safeguards Nature's balance, the Assassin's purpose is to right social imbalance. But you have achieved the opposite. Relations between humans and the Tengu are strained in the best circumstances, but we at the monastery make it a point to treat them with honor and respect.
The village of Aerie is quite angry, and you and Panaku are to blame. This this [sic] is not the first time Panaku has enticed a student to do his dirty work, so Master Togo and I have agreed not to expel you, but you will be required to pay a visit to Aerie and convey our respects and apologies.
Present this carved buckeye to Soar Honorclaw, your victim's daughter. It looks like any Tengu to me, but Talon assures me it is the very likeness of Swift Honorclaw, and that it is the appropriate offering to a grieving Tengu Family."
Player Character Accepting The Quest: "I am shamed, Instructor Lee. I will do as you ask."
Soar Honorclaw: "You are from the monastery. I have expected you daily.
Do not look for a welcome; you slew my father unjustly, and there are many here who wish you harm, but you are under my protection for the moment.
Just so you understand, my father earned his death when he offered Dao Weng, a dishonest merchant who refused to pay a fair price for our grain. An argument with a Tengu in front of his associates was enough to injure the man's honor, so Dao Weng hired an Assassin to kill him.
My thanks to the monastery for their offering, but I have one requirement before I consider matter repaired between Aerie and the monastery. I have arranged a meeting with Dao Weng, and I want you to appear in my stead and kill him."
Meet Dao Weng in Panjiang Peninsula and kill him.
Dao Weng: "Where is Soar Honorclaw? Who are you?"
Dao Weng: "An Assassin! I should have expected this.... Those filthy Tengu have no honor."
Dao Weng: "Guards! Kill this Assassin immediately! I will await you...somewhere else."
Soar Honorclaw: "With Dao Weng's death, my father's spirit can finally fly away into the Sky Above the Sky. You may return to Master Togo and tell him that the score is settled. He is one of the few humans in this land who deals with the Tengu honorably, and that is not something I take lightly."
Headmaster Lee: "Society's balance teeters on a razor's edge. Your judgment must not. But you have done well, and if you keep your wits about you, you may yet make a great Assassin. Now, seek out Master Togo in Linnok Courtyard. All students who complete the advanced courses are required to speak with him."
From the dialog of other assassin characters..
Mai..
"The job of an Assassin is not inherently evil. Just as all things must begin somewhere so too must all things come to an end."
"I worry about instructor Panaku, he seems to enjoy his work a little too much."
Panaku..
"Assassins are the great hunters of the world! It is our duty to kill those caught in the web of evil, just as the spider kills the fly. You will learn to revel in the kill, as I do... to watch carefully as the soul flees the body and the animal fear in your victim's eyes turns to blank emptiness. I remember the eyes of every person I have killed.
What shall I teach you first?"
"The life of an Assassin is one of isolation and loneliness. Don't let those other fools who speak of the job as necessary and part of the balance, people will hate you and fear you when they realize what you truely are."
From "The Guild Wars Nightfall Manuscripts"
Outside the world we know, other dimensions exist, realms beyond what we can see and experience. Civilized humans know that when they die, their souls pass on into the Mists, the realm of the afterlife. Some spirits linger in this world, or find ways to walk back into the realm of flesh...yet there are other creatures who watch them and wait, drawn to the energy of countless souls.
Sometimes souls are not enough. In dimensions alien to the physical world, sentient entities scheme of ways to enter the realm of flesh, dreaming of the havoc they can wreak. Just as ghosts can defy death by returning to the land of the living, demons find ways into our world, where they feast on suffering, despair, and the vital energy of intelligent creatures.
Demons are more than creatures of the Mists—they are made from the Mists themselves, bits of etheric matter that have gained malignant sentience and power. Whether they appear as monstrous humanoids, bestial abominations, or radically inhuman horrors, they share many of the same aspirations: the strong consume or dominate the weak, reveling in their feasts and victimization. As they are not native to the real world, demons hold an abiding hatred of its denizens. They are also ruthlessly intelligent, more than willing to enter into arrangements that allow them to routinely prey on humans and other foolish living creatures.
https://www.youtube.com/watch?v=tlO_0iPgybc
From "The Guild Wars Nightfall Manuscripts"
Serving the gods as holy warriors, dervishes stand confidently in the whirlwind of conflict. Martial techniques perfected in the deserts of Elona allow a Dervish’s scythe to lash out quickly at multiple opponents, surrounding the holy warrior with a swath of destruction. Initiates often learn spells of self-protection, prayers that rush a combatant into battle, and invocations that empower attacks with elemental fury. Masters of the profession can assume the form of a god, enacting divine will with holy blessings. Keenly aware of the conditions of a fight, a Dervish can reap great benefits by using multiple Enchantments. Wandering the savannahs and deserts of Elona, the faithful Dervish chants prayers to the earth and wind... and the fury of the sandstorm answers in response.
From the blessings of the Divine Magic goddess Dwayna..
Aura of Light:
For 20 minutes, you have +1 health regeneration.
Cloak of Faith:
For 20 minutes, you have +10 armor.
Monk of Dwayna:
For 20 minutes, all your Monk attributes are raised by 1.
Disciple of the Air:
For 20 minutes, your Air Magic attribute is raised by 1.
Dervish of the Wind:
For 20 minutes, your Wind Prayers attribute is raised by 1.
Paragon of Leadership:
For 20 minutes, your Leadership attribute is raised by 1.
Paragon of Motivation:
For 20 minutes, your Motivation attribute is raised by 1.
From the blessings of the Holy Magic god Balthazar..
Battle Fervor:
For 20 minutes, you attack 10% faster.
Warrior's Might:
For 20 minutes, your attacks have +10% armor penetration.
Disciple of Fire:
For 20 minutes, your Fire Magic attribute is raised by 1.
Warrior of Balthazar:
For 20 minutes, all your Warrior attributes are raised by 1.
Dervish of the Blade:
For 20 minutes, your Scythe Mastery attribute is raised by 1.
Paragon of Command:
For 20 minutes, your Command attribute is raised by 1.
Paragon of the Spear:
For 20 minutes, your Spear Mastery attribute is raised by 1.
From the blessings of the Dark Magic god Grenth..
Unnatural Resistance:
Blessing. For 20 minutes, Conditions you receive end 20% sooner.
Dark Aura:
For 20 minutes, whenever you hit with an attack, you steal 3 health from that foe.
Necromancer of Grenth:
For 20 minutes, all your Necromancer attributes are raised by 1.
Disciple of Ice:
For 20 minutes, your Water Magic attribute is raised by 1.
Ritualist of Grenth:
For 20 minutes, all your Ritualist attributes are raised by 1.
From the blessings of the Ranger goddess Melandru..
Strength of the Oak:
For 20 minutes, you have +50 maximum health.
Shielding Branches:
For 20 minutes, you have +20 armor against elemental damage.
Ranger of Melandru:
For 20 minutes, all your Ranger attributes are raised by 1.
Disciple of the Earth:
For 20 minutes, your Earth Magic attribute is raised by 1.
Dervish of the Earth:
For 20 minutes, your Earth Prayers attribute is raised by 1
From the blessings of the Chaos Magic goddess Lyssa..
Chaotic Power
For 20 minutes, you have +10 maximum Energy.
Disciple of Energy
For 20 minutes, your Energy Storage attribute is raised by 1.
Chaotic Ward
For 20 minutes, Hexes cast on you end 20% sooner.
Dervish of the Mystic
For 20 minutes, your Mysticism attribute is raised by 1.
Mesmer of Lyssa
For 20 minutes, all your Mesmer attributes are raised by 1.
Assassin of Lyssa
For 20 minutes, all your Assassin attributes are raised by 1.
The Elementalist's Primary attribute Energy Storage passive..
For each rank of Energy Storage, your maximum Energy raises by 3. Several skills related to gaining Health or Energy become more effective with higher Energy Storage.
The Dervish's Primary attribute Mysticism passive..
Each rank in Mysticism reduces the cost of your Dervish enchantments by 4%. In PvE, you have +1 armor per rank of Mysticism while you are enchanted.
The Dervishes other attributes include Earth Prayers and Wind Prayers.
The Assassin's Primary attribute Critical Strikes passive..
For each rank of Critical Strikes you have, you gain an additional 1% chance to critical hit. Whenever you critical hit, you gain 1 energy at ranks 3 and above, 2 energy at ranks 8 and above, and 3 energy at 13 ranks above.
The Necromancer's Primary attribute Soul Reaping passive..
For each point of Soul Reaping, you gain 1 Energy whenever a non-Spirit creature near you dies. You may only gain Energy in this way 3 times every 15 seconds.
The Ranger's Primary attribute Expertise passive..
For each rank of Expertise, the Energy cost of all of your attacks, Rituals, touch skills and Rangers skills are decreased by 4%. Several skills, especially those related to Energy costs and skill recharge times, become more effective with higher Expertise.
The Mesmer's Primary attribute Fast Casting passive..
Fast Casting decreases the activation time of your Spells and Signets. (No effect for non-Mesmer skills with an activation time less than 2 seconds.) In PvE, each rank of Fast Casting decreases the recharge time for your Mesmer Spells by 3%.
The Monk's Primary attribute Divine Favor passive..
For each rank of Divine Favor, allies are healed for 3.2 whenever you cast Monk spells on them. Several Monk skills, especially spells related to Energy gain and healing, become more effective with higher Divine Favor.
The Warrior's Primary attribute Strength passive..
When you use attack skills, each point of Strength gives you 1% armor penetration. Many skills, especially those related to surviving and inflicting damage, become more effective with higher Strength.
The Ritualist's Primary attribute Spawning Power passive..
For each rank of Spawning Power you have, creatures you create (or animate) have 4% more Health, and weapon Spells you cast last 4% longer. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawning Power.
The Paragon's Primary attribute Leadership passive..
You gain 2 Energy for each ally affected by one of your Shouts or Chants (maximum 1 Energy for every 2 ranks).
(In the skill list of the Elementalist's primary attribute Energy Storage)
Master of Magic: Elite Enchantment Spell. For 1...49...61 second[s], all of your elemental attributes are set to 8...13...14 and your elemental spells return 30% of their Energy cost.
(In the skill list of the Dervish's primary attribute Mysticism)
Avatar of Dwayna: Elite Form. For 10...74...90 seconds, your attacks deal holy damage. Whenever you use a Dervish attack skill, you lose 1 hex. Whenever you lose a Dervish enchantment, all allies in earshot are healed for 5...41...50 Health. This skill is disabled for 45 seconds.
Avatar of Balthazar: Elite Form. For 10...74...90 seconds, you gain +20 armor against physical damage, you gain adrenaline 25% faster, your attacks deal holy damage, and whenever you lose a Dervish enchantment, nearby foes are set on fire for 1...3...3 second[s]. This skill is disabled for 45 seconds.
Avatar of Grenth: Elite Form. For 10...74...90 seconds, your scythe attacks deal dark damage, and steal 0...10...12 Health. You are immune to Disease, and inflict Disease on all adjacent foes for 3 seconds whenever you lose a Dervish enchantment. This skill is disabled for 45 seconds.
Avatar of Lyssa: Elite Form. For 10...74...90 seconds, your Dervish enchantments recharge 50% faster and your attacks deal chaos damage. Whenever you lose a Dervish enchantment, steal 1 Energy from all nearby foes. This skill is disabled for 45 seconds.
Avatar of Melandru: Elite Form. For 10...74...90 seconds, you have +150 Health, +30 elemental armor, and your attacks deal earth damage. Whenever you lose a Dervish enchantment, all party members in earshot lose 1 condition. This skill is disabled for 45 seconds.
From Gehraz's dialog..
"Do you hear the wind singing against the blade of my scythe? Do you know why the wind sings? It sings because it remembers who we were, and knows who we will be. It sees me in my childhood by the Istani sea. It remembers me on the day of my death in Vabbi. How do I know these things? Since the day I watched Kormir born, I have learned to listen."
"The wind speaks of your victory. All Elona whispers your name."
"Courage is the first quality of a warrior."
"Do nothing which is of no use."
"Kormir is like a daughter to me. I watched her first steps. Taught her to fight. Swore to her banner. I will not abandon her."
"The gods give us conflict to show us their cause is righteous, their will strong, and their creation... all of us... are capable of great things."
"The greatest battles are not between countries, or even enemies. The greatest battle is the one you fight within yourself."
"Balthazar holds us in his hand today!"
"Come, fire! Come hail of arrows and shard of stone! I do not fear you!"
"Cut them down!"
"Everything is about to change."
"Fire arrows! We will hold the line!"
"Fly, you fools!"
"Forward, friends! To victory... or into Grenth's arms!"
"In war, only Grenth truly wins!!"
"Into each life, some pain must fall."
"Istan! Istan and Vabbi!"
"Listen to the wind, warrior. It speaks of your downfall."
"The gods have told me your time will come. Today."
"This is the poetry of war."
"Timing! Aim between the strikes?" [sic]
"To me! And for Istan!"
https://www.youtube.com/watch?v=NpH9kEaS1Rw
From "The Guild Wars Nightfall Manuscripts"
Paragons are the guardian angels of Elona, humanity’s champions against malefic threats. They rally the valiant with Shouts and Chants, aiding heroes, henchmen, and other adventurers through inspiration and motivation. A Paragon’s best weapons rely on an insightful mind, a courageous spirit, and a charismatic voice. Many Paragons also arm themselves with a spear and shield, striking from a distance as they shout their battle cries. Through insight, they help others resist Hexes and Conditions, echoing their commands across the field of battle (in fact, some “Echo” abilities renew themselves each time a Chant or Shout ends). When all hell breaks loose, a commanding Paragon shines as a beacon of light, driving back the forces of darkness.
From "The Guild Wars Nightfall Manuscripts"
Order of the Sunspears
Elona doesn’t have a unified government—the three provinces work side by side—but one alliance of heroes defends the entire nation. From the southern coast of Istan to the northern peaks of Vabbi, peace has its price: the eternal vigilance of the Elonians who guard their nation.
These valiant defenders are the Order of the Sunspears—an elite order pledged to defend the nation against all threats, whether martial, mystical, or supernatural. When the Scarab Plague devastated Istan centuries ago, the Sunspears evacuated the populace and sealed off infected cities. As the Istani slowly resettled the islands, the Sunspears helped restore civilization, protecting outposts and colonies. Whenever brigands and tribes in the surrounding wilderness ready their weapons, wherever the threat of civil unrest grows, the Sunspears rally troops to defend their homeland.
The Sunspears are autonomous, answering only to their own leaders, called Spearmarshals. The Order respects the authority of each province, but insists on the freedom of its members to travel wherever they must to safeguard the nation. Beyond the walls of cities and towns, corsairs, harpies, Centaurs, undead desert lords, and other marauders prey on the unwary. Outside the world we know, malefic forces wait in darkness, patient and potent, scheming of ways to enter the realm of flesh. In darker times, a province may prevent, limit, or forbid the Sunspears from conducting an investigation—since each province has its own defenders—but most Elonian citizens know that the Sunspears are their best hope for protection and salvation.
The devout claim that the gods themselves have chosen the champions of Elona and a new generation has taken up weapons to answer the call. Now you have been chosen—as a Sunspear, you will be trained as a leader. You have a duty to your country: finding threats to Elona and eliminating them. With other heroes by your side, you are the shining light that must drive back the forces of darkness, fighting for the glory of the Golden Sun.
From the blessings of the Divine Magic goddess Dwayna..
Disciple of the Air:
For 20 minutes, your Air Magic attribute is raised by 1.
Paragon of Leadership:
For 20 minutes, your Leadership attribute is raised by 1.
Paragon of Motivation:
For 20 minutes, your Motivation attribute is raised by 1.
From the blessings of the Holy Magic god Balthazar..
Paragon of Command:
For 20 minutes, your Command attribute is raised by 1.
Paragon of the Spear:
For 20 minutes, your Spear Mastery attribute is raised by 1.
From the blessings of the Dark Magic god Grenth..
Dark Aura:
For 20 minutes, whenever you hit with an attack, you steal 3 health from that foe.
Necromancer of Grenth:
For 20 minutes, all your Necromancer attributes are raised by 1.
Ritualist of Grenth:
For 20 minutes, all your Ritualist attributes are raised by 1.
(In the skill list of the Ritualist's attribute Channeling Magic)
Essence Strike: Spell. Target foe is struck for 15...51...60 lightning damage. If any spirits are within earshot, you gain 1...7...9 Energy.
(In the skill list of the Elementalist's attribute Air Magic)
Chain Lightning: Spell. Target foe and up to two other foes near your target are struck for 10...70...85 lightning damage. This spell has 25% armor penetration.
(In the skill list of the Paragon's attribute Spear Mastery)
Spear of Lightning: Spear Attack. If this attack hits, it deals +8...18...20 lightning damage. This attack has 25% armor penetration.
Holy Spear: Spear Attack. If this attack hits, you deal +5...17...20 damage. If it hits a summoned creature, all nearby foes take 15...75...90 holy damage, and are set on fire for 3 seconds.
(In the skill list of the Paragon's primary attribute Leadership)
Soldier's Fury: Elite Echo. For 10...30...35 seconds, if you are under the effects of a chant or a shout, you attack 33% faster and gain 33% more adrenaline, but you have -20 armor.
Focused Anger: Elite Skill. For 45 seconds, you gain 0...120...150% more adrenaline.
Angelic Bond: Elite Skill. For 10 seconds, the next time an ally within earshot would take fatal damage, that damage is negated and that ally is healed for 20...164...200 Health. Angelic Bond ends on all other allies.
Anthem of Flame: Chant. For 10 seconds, the next attack skill used by each party member within earshot also causes Burning for 1...3...3 second[s].
(In the skill list of the Paragon's attribute Command)
"Incoming!": Elite Shout. For 4...9...10 seconds, all allies within earshot move 33% faster, and gain 5...13...15 Health while moving.
(In the skill list of the Paragon)
Cautery Signet: Elite Signet. All party members lose all conditions. You are set on Fire [sic] for 1 second for each condition removed in this way.
From "The Guild Wars Nightfall Manuscripts"
General Morgahn
Three generals report directly to Warmarshal Varesh Ossa. General Morgahn has known her the longest, having served under her father for decades. When Varesh was born, Morgahn spent years assisting with her training and the shaping of her character. As a loyal patriot, he considers duty and honor to be the highest virtues a soldier can have. Although Varesh is curious about lofty philosophical concepts like Ascension, Morgahn keeps to a simple faith. He's a devout follower of the goddess Lyssa, holding great respect for artists and crafters. Like any good soldier, he chants his prayers to Balthazar when charging into battle, but in the dark of night, it's his faith in Lyssa that sustains him
From General Morgahn's dialog..
Attack at the Kodash:
"All I ask is a chance to redeem myself. If you won't give it to me, then perhaps the gods will."
"Varesh's next goal was to tear open the Realm of Torment. It seems she's got a good start."
Heart or Mind: Ronjok in Danger:
"We were told the Istani were an evil people, vain and violent. We were told lies."
Nundu Bay:
"Don't talk to me about atrocities; all war is an atrocity. Varesh is just more thorough than others with her interpretation of "evil.""
Crossing the Desolation:
"I've already sold my soul when I worked for Varesh. The sin of understanding Palawa Joko is nothing compared to my past."
Gate of Desolation:
"I hate war as only a soldier who has lived it can hate war. You Sunspears should know. You've been there. You've seen war's brutality, its futility, its stupidity."
A Deal's a Deal:
"Kourna, Istan, and Vabbi have turned their backs on me, but Lyssa still hears my prayers. All is not lost."
Horde of Darkness:
"I'd rather fight wurms than men. Natural obstacles are surmountable. Mankind is unpredictable, and therefore a greater threat."
Ruins of Morah:
"Palawa Joko may advise us, but remember: he is not our friend, or even our ally. He is only the enemy of an enemy. Nothing more. "
Uncharted Territory:
"Margonites break. Just like everything else."
Gate of Pain:
"Kormir... I remember her boldness when she defended Istan, and I remember what an honorable warrior she was in opposition. I am proud to fight on her side in these last battles."
Kormir's Crusade
"They say that blood moves the wheels of history. After seeing that river of souls, I believe it."
All Alone in the Darkness:
"Put your faith in the gods, but keep your weapons out."
Gate of Madness:
"I don't care if anyone remembers my name, for my good deeds or my bad. I only care that in the end I redeemed my honor and died at peace with my soul."
Abaddon's Gate:
"You would be surprised at how many things apparently impossible have nevertheless been performed by resolute men who had no alternative but death."
Nightfall campaign completed:
"Ahai, great and merciful Lyssa, hear my words. My debt is paid."
Battle quotes
"A soldier's death stops one man. Kill the leader to stop the army!"
"Cease your struggles, count your blessings, and get out of my way."
"For Kourna! For Elona!"
"Grenth! You cannot have my soul this day!"
"I defy you to prove me wrong!"
"I fight for my honor!"
"Lyssa! Once more I fight in your name!"
"Lyssa protect us all!"
"Once I was a general. Now I am but a man."
"Redemption? Give me revenge instead!"
"Sin burns the soul until it can no longer bear light."
"That hyena-kisser got blood all over my best armor!"
"There's no turning back now!"
"We must succeed, or there will be no tomorrow."
"You started this fight. I'm going to end it."
From Sogolon's dialog..
"Bless you, Dwayna for my wisdom. Thank you, Grenth and Balthazar, for my prowess in war. Praise to Melandru for my courage, and to Lyssa for my incredible good looks."
"Come now, friend! You and I, working together with such bright souls? We have no choice but to succeed. The gods demand it!"
"I speak to Balthazar often in my prayers. Funny, he never mentioned you."
"I work very hard to be humble. It's amazing how brilliantly I succeed."
"My arm is for fighting, my lips for prayer. My life the epitome of the gods' will."
"The gods have touched my path, blessing my life even as a young boy. I will succeed where a less fantastic man would fail!"
Battle quotes
"Even now, Sogolon the Protector smiles upon his namesake from the Mists!"
"Humility is the brother of honor."
"I am nothing if not humble."
"I mourn for those who do not know better than to face us in combat."
"I pity you, sir! You fight the bearers of truth and justice!"
"I will pray for you when this is over, and the gods will listen."
"Impossible deeds are my daily fare!"
"Like the Sogolon of yore, I shall protect you!"
"Nobility means never having to say you're sorry."
"One blow and goodbye!"
"Purity and light shine on our cause!"
"Repent now, and I will spare your lives."
"Shine on your chosen son, Balthazar!"
"The saints will remember your valor."
"There is no option. We will defeat you. It is foreordained."
"Witness your defeat at the hands of the Sunspears!"
From Sogolon the Protector's dialog..
Type: Human Ghost
"Kormir may be the greatest Spearmarshal ever, but I would've loved to challenge her while my body was full with life. Ah, well. Let our voices be your armor against this darkness."
(In the skill list of the Ritualist's attribute Restoration Magic)
Vocal Was Sogolon: Item Spell. For 60 seconds, all shouts and chants you use last 20...44...50% longer.
From First Spear Janah's dialog
Type: Human Ghost
"Sunspear ranks have flooded like the banks of the great Elon. But, you will need that and more to face the rising tide of evil ready to engulf the world. Death is not the darkest thing you face. Beware the secrets in the shadow."
"The Guild Wars Nightfall Manuscripts"
Kormir
As the spearmarshal of the Sunspears, Kormir is legendary, and her place as the head of the Order is assured. Despite her personal victories, she is deeply concerned with training new recruits. Kormir has trained more Sunspears than any historian can recall. She’s experienced, educated, fearless, and highly skilled. A calm, capable, and inspiring soldier, she does more than maintain the foundation of the Order—she strives to become the embodiment of a great Paragon. She’s proud of her achievements, and each victory moves her one step closer to securing her legacy. Many believe the organization would fail without her. This sentiment is not lost on Kormir. Each time she receives such extraordinary praise, she’s compelled to work even harder training the next generation of Elonian heroes.
From Kormir's dialog..
Island of Shehkah
Those blasted corsairs will reach Chahbek soon. We have a tough choice. We could take the shorter, more dangerous path and risk suffering some casualties, or we could take a longer, safer route.
What do you think, Hero? Which path should we take?
Island of Shehkah (with quest)
"There will be time to talk once we save Chahbek."
Chahbek Village (mission)
"These corsairs show an unusual degree of coordination and discipline. Someone must be organizing them."
"Concentrate on the task at hand."
During Signs and Portents, War Preparations (Recruit Training), A Land of Heroes, Crossing the Desolation, Battle Preparations, Consulate Docks, and in the Realm of Torment (except Gate of Madness)
The journey of life is best taken with good company.
Bejunkan Pier and Lion's Gate
I am Kormir, spearmarshal of the Sunspears...those sworn to defend the lands of Elona. Darkness has befallen our lands. I have traveled to the Battle Isles and have come to Cantha to search for heroes willing to fight this evil and bring peace to the lands of Elona.
The Tribunal and The Time is Nigh
"The Sunspears will not stand idle while Varesh Ossa harms Elona!"
Kamadan, Jewel of Istan (during Bad Tide Rising)
"As long as we work together, we can overcome any evil!"
Pogahn Passage (with the disguise)
"Do what you will, Kournan. You will never break my resolve!"
Pogahn Passage (without the disguise)
"You had me fooled with that disguise. Now let's get out of here!"
Gate of Madness
"Gather your strength, Hero. Our time of reckoning approaches."
Unlike chaos and dark damage, shadow damage ignores armor.
Shadow damage is a damage type caused by only necromancer skills.
From the blessings of the Dark Magic god Grenth..
(In the skill list of the Dervish's primary attribute Mysticism)
Avatar of Grenth: Elite Form. For 10...74...90 seconds, your scythe attacks deal dark damage, and steal 0...10...12 Health. You are immune to Disease, and inflict Disease on all adjacent foes for 3 seconds whenever you lose a Dervish enchantment. This skill is disabled for 45 seconds.
Unnatural Resistance:
Blessing. For 20 minutes, Conditions you receive end 20% sooner.
Dark Aura:
For 20 minutes, whenever you hit with an attack, you steal 3 health from that foe.
Necromancer of Grenth:
For 20 minutes, all your Necromancer attributes are raised by 1.
Disciple of Ice:
For 20 minutes, your Water Magic attribute is raised by 1.
Ritualist of Grenth:
For 20 minutes, all your Ritualist attributes are raised by 1.
From the blessings of the Chaos Magic goddess Lyssa..
Avatar of Lyssa: Elite Form. For 10...74...90 seconds, your Dervish enchantments recharge 50% faster and your attacks deal chaos damage. Whenever you lose a Dervish enchantment, steal 1 Energy from all nearby foes. This skill is disabled for 45 seconds.
Chaotic Power
For 20 minutes, you have +10 maximum Energy.
Disciple of Energy
For 20 minutes, your Energy Storage attribute is raised by 1.
Chaotic Ward
For 20 minutes, Hexes cast on you end 20% sooner.
Dervish of the Mystic
For 20 minutes, your Mysticism attribute is raised by 1.
Mesmer of Lyssa
For 20 minutes, all your Mesmer attributes are raised by 1.
Assassin of Lyssa
For 20 minutes, all your Assassin attributes are raised by 1.
From Zojun's Tablet
Five hundred years ago, Canthan forests began, one-by-one, to shrivel and turn black, all life within them sucked dry. Zojun, a legendary Ranger even then, sought to discover the cause of the forests' destruction and eventually discovered that an evil wizard, Magadore, was sucking life from Cantha's forests and converting it to magical energy, which he planned to use to power a great magical war against the Canthan emperor. Zojun called upon his fellow Rangers, and together they swept through Cantha's remaining forests, charming every beast of any size that crossed their path. Legends tell of a great bestial army that thundered across the land and grew in size until every creature in Cantha had joined its ranks. When the Rangers and their allies arrived at the entrance to Magadore's lair, the sheer weight of their numbers collapsed the earth and Magadore was crushed beneath them. The life he had stolen rose up out of the ground and returned to the forests, which instantly flourished once again.
(In the skill list of the Ritualist's attribute Restoration Magic)
Spirit Light (This skill sacrifices 17% of the caster's health): Spell. Target ally is healed for 60...156...180. If any spirits are within earshot, you don't sacrifice Health.
(In the skill list of the Necromancer's attribute Blood Magic)
Dark Pact (This skill sacrifices 10% of the caster's health): Spell. Deal 10...40...48 shadow damage to target foe.
Lifebane Strike: Spell. Target foe takes 12...41...48 shadow damage. If that foe's Health is above 50%, you steal up to 12...41...48 Health.
(In the skill list of the Necromancer's attribute Death Magic)
Dark Aura: Enchantment Spell. For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 5...41...50 shadow damage to adjacent foes, and you lose 5...17...20 Health.
(In the skill list of the Necromancer's attribute Curses Magic)
Feast of Corruption: Elite Spell. Target foe and all adjacent foes are struck for 16...67...80 shadow damage. You steal up to 8...34...40 Health from each struck foe who is suffering from a hex.
https://www.oed.com/dictionary/plot-hole_n?tab=factsheet#1462222460100
You are just copy/pasting info from the Guild Wars Trilogy wiki, not expounding on what dictates anything as being a "plot hole"
I won't continue posting, as much fun as it is talking to you is, I've decided to finally just block and move on, our relationship has become stale. Have a great day!
I can only assume that you're absolutely seething rn hahah