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Повідомити про проблему з перекладом
https://gamespot.com/articles/qanda-guild-wars-jeff-strain/1100-6175811/
GameSpot UK: It's a unique business model for Guild Wars to have no subscription fees. How does that work?
Jeff Strain: We've sold a lot of copies of Guild Wars. I think it amounts to three and a half million copies--those were the figures from a few months ago, and it continues to sell very strongly. And you know we're on the eve of shipping another expansion here. The thing we're seeing with the Guild Wars player base is that because of the business model you don't have to be married to the game, you don't have to decide every month whether you're going to stay married or get divorced. You can put it down and then come back when you're excited about something new. So rather than--I think in the traditional model you can get a set of subscribers and over time those numbers kind of drop off--there's a half-life to the game.What we're seeing in Guild Wars is when we release new content for the game, people who have stopped playing the game come back. We get this huge wave of people coming back into the game. And so, each one of these releases is very profitable for us. The game has done very well and so I think the business model has proven itself in terms of its success. Right now there are kind of two big MMOs out there, and the rest of them are not doing so well. And I think it's a testament not only to the business model behind it but to the fact that the development team has supported it so well since its release that we have millions of very passionate, enthusiastic, and engaged players who keep buying new campaigns when they come out.
https://nbcnews.com/id/wbna17820122
MMO for the rest of us'
But Strain, O’Brien, and Wyatt wanted to do something different. They wanted to create, as Strain puts it, an “MMO for the rest of us.” Those folks who may have played their fair share of “Ultima Online” as teenagers, but were now looking for something that didn’t require five hours a day to feel satisfying.
“Our design goal when creating ‘Guild Wars’ was this: ‘If I’ve got 30 minutes before dinner, will I have fun playing this game?’” says Strain.
It took the trio a year and a half to build their “secret sauce,” a smart publishing system that would let them stream cool new stuff to players in real-time, rather than the massive downloadable patches used by traditional MMOs.
Guild Wars: Nightfall (25/46) Dasha Vestibule | Cutscene Clip
https://youtube.com/watch?v=gg0hEGN9zG0
Guild Wars: Nightfall (26/46) Calling the Order | Cutscene Clip
https://youtube.com/watch?v=32EqvFrgMXw
Guild Wars: Nightfall (41/46) Gate of Pain | Cutscene Clip
https://youtube.com/watch?v=3sMfF4Bsk1M
Guild Wars: Nightfall (45/46) Abaddon's Gate | Cutscene Clip
https://www.youtube.com/watch?v=sZ_c5NHsveA
From the Quest Dual Strike :
"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.
Kaineng City towns and outposts:
"I find I take little pleasure out of killing these creatures of the plague. They do not scream for help or even look surprised when my daggers slice them open. They come to me expecting death. It would seem they are more intelligent than some think.
What do you want?"
Raisu Palace mission a.k.a before Master Togo's Death:
"I have seen the error of my old ways, <character name>. Perhaps in offering my life to save the emperor, I will gain absolution in the Underworld."
Ask Shall I come with you and help save the emperor?
"Shall I join you on this noble mission to save the emperor? Once you decide to bring me along, you cannot change your mind."
( From Garbage Waste 2 Panaku Lore : Witnessing the death of Master Togo changed him deeply and he vowed to embrace the darkness in order to protect his allies and friends. It took him a number of years to perfect his craft of stealing shadows from his enemies in order infuse his allies with power without making his allies cry out in pain.)
Shing Jea Island
"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."
Source : https://wiki.guildwars.com/wiki/Panaku
A native of Freeman's Cove, Margrid was born a sailor. She took her first steps on the rolling deck of a sailing ship, and she proudly claims to have sea water in her veins. She's not just a corsair—she's the descendant of generations of corsairs, a woman who knows no other way of life. Life on land seems strange, predictable, and dull by comparison. People on land have vastly different ideas about morality and business, but for her, the Code of the Corsair is as immutable as the laws of nature. Land-dwellers sometimes regard her as a little shady, overly cynical, and blatantly self-interested, but those qualities are essential to anyone who survives in a world troubled by pirates and thieves. She's learned to roll with the punches, coping with everything life throws at her. Anyone who travels with Margrid should be ready for an exciting, dangerous journey. If Margrid has anything to say about it, the venture will be eminently profitable as well.
Kourna:
"A corsair's life is simple: sea, ship, and silver, or in this case...cold Istani coin. Pay well, and you'll have my loyalty and my bow. Get stingy with me and you'll regret it for the rest of a very short life."
Guild Wars: Nightfall (12/46) Venta Cemetery | Cutscene Clip
https://youtu.be/kSrsUgh9_vQ?si=mEFF5EoO_cNDxW07
Guild Wars: Nightfall (15/46) Mysterious Message | Cutscene Clip
https://youtu.be/OJnDGouK58s?si=J5OHeEtfa_fAQwUh
Pogahn Passage:
"I know how to get through to Kormir. You want to help your friend? Turn my palm to gold and we'll get her out."
Guild Wars: Nightfall (16/46) No Me, No Kormir | Cutscene Clip
https://youtu.be/W8hAEwpfw80?si=f66qM9AKp2BeDzBp
Guild Wars: Nightfall (17/46) Pogahn Passage | Cutscene Clip
https://youtu.be/m2jLXfm6qKU?si=fdH-kf2gfzdQk2ts
Rally The Princes:
"There are three warrants for my arrest in Vabbi. Never you mind, you'll not be turning me in for bounty."
Tihark Orchard:
"A rich party sponsored by the Temple of Pleasure...are you sure you don't want me to go with you to the Garden of Seborhin? I'm sure, between the two of us, we could find a way to turn a coin or three."
All's Well That Ends Well:
"Don't count on those princes. I've already got an offer from one of them. Three platinum to take him out of the country. Had to turn it down, because there's nowhere to go."
Warning Kehanni
"What? Didn't kill anyone? No prisoners? You'd never make it as a corsair!"
Guild Wars: Nightfall (24/46) Greed and Regret | Cutscene Clip
https://youtu.be/p_zcI6ubdYA?si=X0vKsb3y4wXnpgVG
Greed and Regret:
"Hidden City of Ahdashim? A great name for a place filled with gold. I'm in."
Guild Wars: Nightfall (25/46) Dasha Vestibule | Cutscene Clip
https://youtu.be/gg0hEGN9zG0?si=WwY5RpLRs8w40wGQ
Dasha Vestibule:
"Talking to Goren's like a conversation with a mule. He's sweet, but oh so dumb."
Pledge of the Merchant Princes:
"These princes send us back and forth more than a mainsail in heavy wind. I hope it's something good this time... and by "good" I mean "expensive"."
Grand Court of Sebelkeh:
"Varesh is scuttling the whole thing now. She and those Margonites are going to destroy us all, come high tide or low moon. We can't have that, can we?"
Attack at the Kodash:
"Zerai said the merchants left the Forum? Did they carry their money or leave it behind?"
Heart or Mind: Ronjok in Danger:
"Home, again, home again, jiggetty-jig. Stop by the old digs, see if a boat's sailing out...ah, maybe not. I'd hate to miss all the reward when we save this lousy land."
Nundu Bay:
Sunspear Sanctuary? I had a lot of good sailors on my crew fought your Sunspears near that town. This one's on me. I figure I owe you."
Crossing the Desolation:
"I don't mind dealing with Centaurs. They're brutal, uncouth, crude, and downright mean. My kind of people."
Gate of Desolation:
"Nightmares don't bother me. What could they frighten me with, when I'm already trapped and tormented to be so far from the ocean's waves?"
A Deal's a Deal:
"I hear those Margonites were rich merchants when Abaddon was still around. Something's got to be left of those times."
Horde of Darkness:
"Dwayna almighty! Riding these wurms is the most fun I've had since I left the sea! Woooooo hoo!"
Ruins of Morah:
"Palawa Joko? Pushover. The only creature more single-minded than Goren, if you ask me."
Uncharted Territory:
"If the only way home is through these Margonites, then they'd better get out of my way, or die trying!"
Gate of Pain:
"Curse you, hero, for leading me through this mess in the first place. I'll stand by you because you're my last, best hope for finding freedom once more."
Kormir's Crusade:
"These Margonites don't know how stubborn we are, do they? If they [sic] did, they would't [sic] keep coming at you like that... and dying in droves!"
All Alone in the Darkness:
"You've opened your eyes now, haven't you, mate? Seen the world, watched Nightfall come. None of us will ever be the same again."
Gate of Madness:
"Those Margonites have the breath of it now, they do. Running in fear. They know what's ahead for them...empty seas and dead, still air."
Abaddon's Gate:
"I'm as ready as I'll ever be. Good luck to us all."
Nightfall campaign completed:
"Margrid God-killer. Now that pirate name will become legend!"
Throne of Secrets:
"You beat Abaddon...and ruined a 50-gold wager. Best bet I ever lost."
Guild Wars: Nightfall (35/46) Crossing the Desolation | Cutscene Clip
https://youtu.be/asoNUj6VjYc?si=rJdJ1UnKx4n3ZpVF
Guild Wars: Nightfall (36/46) Gate of Desolation | Cutscene Clip
https://youtu.be/ggMatRT2pTI?si
Creator and Master of the Celestials and Tahnnakai Temple, Jailer of the Envoys, and Leader of the Adapts and Starlights.
Negative proponent of the Celestial Ministry.
Guild Wars: Factions (10/28) Closer To The Stars | Cutscene Clip
https://youtu.be/Hd_JUxR1StY?si=GWHry2ZzBQQSt1Ja
Guild Wars: Factions (11/28) Nahpui Quarter | Cutscene Clips
https://youtu.be/7EKtpMRIzYQ?si
Created by Suun the Original of the Mist, they are..
Tahmu the Dragon, a reminder of atrocity, pain, and anguish.
https://wiki.guildwars.com/wiki/Tahmu
Tahmu was an empress well known for her generosity and kind spirit. The people of her lands were all her children, and she made sure none went without food and shelter. When the Naga attacked, her private guards urged her to flee the city that she might save her own life. But Tahmu would not abandon her children. She called to her people to take up arms and defend themselves against the Naga, and she herself went into the streets to do battle. Unfortunately, the Naga overpowered Tahmu and her people, keeping her alive to witness the torture and murder of every single person in the city. Enraged beyond reason, she managed to break from her bonds and call down fire from the heavens, which streaked through the streets in the form of a dragon, incinerating the Naga attackers.
Kaijun Don the Kirin, the embodiment of corruption.
https://wiki.guildwars.com/wiki/Kaijun_Don
Kaijun Don was a healer of breathtaking beauty who showed compassion to any who sought her aid, including those who could not pay her. Unfortunately, Kaijun Don caught the eye of a cruel gang leader. When she refused his offer of courtship, his men attacked her, scarring her lovely face past all recognition. When Kaijun's scars proved immune to even her own strong magic, she became enraged and swore revenge upon her attackers. Over the years, her quest for vengeance became an obsession that blackened her soul, until at last she made a pact with a demon who promised powerful magics in return for completing the horrific ritual that would make him flesh. Kaijun did not hesitate, and the killings she performed that day left her forever corrupted.
Kuonghsang the Turtle Dragon, the eternal paradox.
https://wiki.guildwars.com/wiki/Kuonghsang
Kuonghsang was a wizened old sage who spent his days dispensing helpful advice and delivering messages to and from the spirit realm. When the emperor's daughter took sick with an unknown illness, Kuonghsang consulted with the spirits. After gathering their advice, he returned to his emperor's side, relaying all that he had learned. Convinced of Kuongsang's advice, the emperor ordered the death of the oldest daughter of every household, and when it was done, he looked to his own daughter, sure she would be healthy once more. Instead, he found her cold body lying in her bed. It did not take Kuongsang long to realize he had misinterpreted the riddles of the spirits. In grief and shame, he took the emperor's sword and cut off his own head.
And
Hai Jii The Phoenix, the representation of fiery eternity in the Underworld.
https://wiki.guildwars.com/wiki/Hai_Jii
Hai Jii was the youngest of eight sons from a noble family long known for producing talented Warriors. He did not like to fight, preferring to wield his paintbrush with which he had unsurpassed skill. One evening, his family was attacked by a neighboring warlord. Hai Jii was tortured and left for dead, but as the invaders swept down upon his two baby sisters, he arose, took up the sword he had so despised, and single-handedly killed every invader. When his grim task was complete, Hai Jii dropped to his knees and begged Grenth to see to it that his family's murderers found no peace in the afterlife. Grenth heard Hai Jii's prayers, dooming the souls of the murderers to an eternity of fiery torture.
Naku
https://wiki.guildwars.com/wiki/Naku
Brash and impulsive in his youth, Naku was a known criminal in his home village in eastern Cantha. When the Tengu Wars began, Naku joined the Canthan army in an effort to protect his family and his shady business interests. Years of war gave him a new perspective on the nature of life and death, and eventually, Naku became a respected general, using his now considerable Necromancer powers against the Tengu who resisted Canthan rule. When Kahnmaatu, the village of his birth, was destroyed, Naku returned home and raised a vast army of minions from the corpses of his relatives and childhood playmates, then sacrificed his life to drive them directly into the enemy. This action shattered enemy lines and pushed the Tengu back far enough that the Canthan army was able to overcome them.
Zojun
https://wiki.guildwars.com/wiki/Zojun
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.
Jaizhanju
https://wiki.guildwars.com/wiki/Jaizhanju
Jaizhanju was an exceptionally tall and very strong young Warrior who lived over three hundred years ago. Orphaned at birth and self-trained, Jaizhanju traveled Cantha and single-handedly defeated bands of monsters that threatened villages all over the countryside. When the emperor invited her to visit him in the Forbidden City so he could reward her, she arrived days late, having stopped to defend an orphanage from a skale invasion. Standing before the emperor's throne, she refused his proffered reward, and instead offered her sword and her life in exchange for the insult of tardiness. The bemused emperor refused her offer, and Jaizhanju continued to defend the weak until her death five years later, by which time legends numbered her kills in the tens of thousands. The emperor himself petitioned the Oracle to give her a place in the Tahnnakai Temple, and so it was.
Karei
https://wiki.guildwars.com/wiki/Karei
Karei was a powerful healer who lived seven hundred years ago. For most of his life, he tended a small village in northern Cantha, curing ills and setting broken bones, refusing pay and accepting only food and basic supplies from the community. One day a wealthy Canthan noble and his small entourage passed by Karei's village and were attacked by bandits in the nearby woods. The noble suffered a grievous wound, and after killing the bandits, his guards brought him to Karei, who healed him easily. When the wealthy man attempted to pay him in gold, the Monk refused. Next the noble offered Karei employment on his lavish estate; again the Monk refused. Finally, the noble offered to give the Monk great powers that would make him a god among men, but Karei would not be moved. Smiling, the noble stood and let his cloak fall away, and as he did, he was transformed into a beautiful woman. The goddess Dwayna herself stood before Karei and placed a hand upon his head. "Thrice I have tempted you and thrice you have resisted. I choose you." Called by his goddess, Karei could not refuse his new appointment as Master of the Kaziin Monastery, where he lived out his days training young Monks and healing any sick or broken who came his way. Upon his death, Dwayna herself inducted him into Tahnnakai.
Kitah
https://wiki.guildwars.com/wiki/Kitah
Three hundred years ago, when the thriving Canthan port of Dinfang was invaded by the people then known only as "naitahlen" or "pirates," the Canthan Army sent a small force stationed at nearby Fort Fu to put down what they saw as nothing more than a pack of rabid dogs. When young Kitah arrived with her troops, she discovered that an organized invasion was underway, led by the naitahlen admiral, Appollonia. Severely outnumbered and out-gunned, the Mesmer created a cloud of illusion that made her squadron appear to double in size, then redouble, then redouble again until her force appeared a great army. As she ordered the charge, the naitahlen scattered in terror, many running into the sea and drowning themselves. In the midst of the chaos, Kitah found Appollonia, a Warrior, and the two fought until both fell down dead on the battlefield. Dinfang was ultimately saved, and Kitah inducted into Tahnnakai Temple.
Vizu
https://wiki.guildwars.com/wiki/Vizu
Two hundred years ago, a young but talented Assassin known as Vizu gave her life protecting the emperor. While attending to the Harvest Festival, Vizu chanced to lock eyes with the emperor's main bodyguard, and what she saw there chilled her to the bone. Acting on a premonition, she began to make her way through the tightly packed crowds and closer to the temple. Before she could reach it, however, an alarm was sounded and she heard the sounds of a fight from the tower where emperor Angsiyan was to have made his blessing to Dwayna. Using the tools of her profession, she shadow stepped to the tower, where she saw Shiro standing over the emperor's body, feeding off of his life force. She called to him and then, using the last reserves of her energy, shadow stepped behind him, digging her daggers into his shoulders. Vizu's brave move provided the Kurzick and Luxon champions the time they needed to get to the tower, and they finished off the Betrayer using his own blades, which he had dropped when Vizu attacked. Unfortunately, Vizu was killed when Shiro's death wail washed over the lands in what has since become known as the Jade Wind.
Kaolai
https://wiki.guildwars.com/wiki/Kaolai
When the gods walked Tyria a thousand years ago, the Ritualist Kaolai, an old man even then, challenged Balthazar to a game of Nui in exchange for sparing a village that had offended the god through some long-forgotten breach of etiquette. Balthazar laughingly accepted and the game began. Seven days later it ended with Kaolai the winner; the villagers were spared. But in a fit of anger, Balthazar slew Kaolai. Afterward, in a rare gesture of sportsmanship, the god ordered Kaolai inducted into Tahnnakai Temple.
Teinai
https://wiki.guildwars.com/wiki/Teinai
(Malign Intervention
Hex Spell. (5...17...20 seconds.) Target foe receives 20% less from healing. If this foe dies while suffering from this hex, a level 1...14...17 masterless bone horror is summoned.
https://wiki.guildwars.com/wiki/Malign_Intervention )
One hundred years ago, a demon came to Cantha. He was called Mang, and he found himself flesh after a foolish young Necromancer named Juedo attempted a forbidden ritual and succeeded against all odds. For years Mang terrorized the countryside despite the best efforts Cantha's premiere mages to outsmart him. One winter day, Teinai, then a young bold student, approached her headmaster with a plan. The next day, Teinai herself lured Mang to the shore of a great lake, the surface of which was frozen solid. She walked out onto the ice, and Mang followed, eventually reaching the center while Teinai continued to the other shore. As he did, Teinai raised her hand, and fire rained down upon Mang, melting the ice beneath him. He plunged into the icy lake, and Teinai shrieked a command; the lake froze solid around Mang's thrashing form, and he was trapped. Now lightning and boulders finished the job only Teinai had known how to begin, and Mang was returned to the Underworld. Teinai, after a long and successful life as an Elementalist, was ensconced in Tahnnakai Temple.
https://wiki.guildwars.com/wiki/Lyssa%27s_Muse
Lyssa, a powerful human mesmer and water elemetalist, is known for her skill in the use of psychic magic and control over chaos energy, also known as magical energy by the humans.
As a result, all humans on Tyrian consider her the goddess of chaos magic, illusions, and recently water magic after Abaddon's death.
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.
Holy Blessing
You have +25 maximum Health and +3 Health regeneration.
Morale Boost
All party members (living or dead) gain a 2% morale boost and their skills are recharged.
Skills that are related to Lyssa
Lyssa's Aura
(Mesmer's Inspiration Magic Attribute)
Elite Enchantment Spell. (10 seconds.) You have +0...4...5 Energy regeneration. Renewal: every time you cast a spell on an enemy.
Avatar of Lyssa
(From the Primary attribute of Dervish Mysticism)
Elite Form. (10...74...90 seconds.) Your Dervish enchantments recharge 50% faster and deal chaos damage with attacks. Steal 1 Energy from nearby foes when you lose a Dervish enchantment. This skill is disabled for 45 seconds.
Lyssa's Assault
(Dervish's Scythe Mastery Attribute)
Scythe Attack. Interrupts an action. If you are enchanted, the interrupted skill is disabled for an additional 1...8...10 second[s]. This attack does 50% of normal damage.
Lyssa's Haste
(Dervish's Wind Prayers Attribute)
Flash Enchantment Spell. (3...13...15 seconds.) Your Dervish enchantments recharge 33% faster. Initial Effect: interrupts all adjacent foes. End Effect: interrupts all adjacent foes. 50% failure chance unless Wind Prayers 5 or higher.
Are servants of Dwayna. One of a group of powerful humans known as the human gods.
Dwayna, a powerful divine mage and dedicated monk, due to her skill in the use of light energy and her dedication to preserving human life, is considered by the other humans as the god of light, life, and air.
The Avatar of Dwayna has a list of buffs themed after 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.
And
Holy Blessing:
You have +25 maximum Health and +3 Health regeneration.
Other fun things about Dwayna:
Avatar of Dwayna:
Elite Form. (10...74...90 seconds.) You deal holy damage. Whenever you use a Dervish attack skill, you lose 1 hex. Heal allies in earshot for 5...41...50 Health when you lose a Dervish enchantment.
Dwayna's Sorrow:
Enchantment Spell. Enchants allies near your target (30 seconds). Your party is healed for 5...41...50 whenever one of these allies dies.
Are servants of Grenth. One of a group of powerful humans known as the human gods. Grenth primarily focuses on the use of dark mist energy and the control of demons; because of that and because the human soul is demonic in nature, he is seen as the god of death and ice magic by the other humans. Grenth rules over the mist realm of the Underworld. Where he decides in which realm the humans devoted to him or the other human gods will go.
The Voices of Grenth, for a small fee, will buff the entire party with a beneficial effect from a list of buffs themed around Grenth.
These are those buffs:
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.
And
Holy Blessing:
You have +25 maximum Health and +3 Health regeneration.
Are servants of Balthazar; One of a group of powerful humans known as the human gods.
Balthazar, a powerful holy mage and a skilled forge master, do to his use of fire magic, would originally only be considered the god of fire by the other humans, but after defeating his father in combat, he would receive his father's title of god of war. Ashamed, Balthazar wears his father's helmet as a reminder of the act.
The Champions of Balthazar have a list of buffs themed after Balthazar and his history.
These are those buffs:
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.
And
Holy Blessing:
You have +25 maximum Health and +3 Health regeneration
Other fan things about Balthazar:
Avatar of Balthazar:
(In the Mysticism skill list for Dervish)
Elite Form. (10...74...90 seconds.) You gain +20 armor against physical damage, you gain adrenaline 25% faster, your attacks deal holy damage, you inflict Burning (1...3...3 second[s]) on nearby foes whenever you lose a Dervish enchantment. This skill is disabled for 45 seconds.
Balthazar's Aura:
( In the Smiting Prayers skill list for Monks)
Enchantment Spell. (8 seconds.) Deals 10...22...25 holy damage each second to foes adjacent to target ally.
Balthazar's Pendulum:
( In the Smiting Prayers skill list for Monks)
Elite Enchantment Spell. (5...9...10 seconds.) Causes knock-down to the next foe attempting to knock-down target ally.
Balthazar's Spirit:
( In the Smiting Prayers skill list for Monks)
Enchantment Spell. Target ally gains adrenaline and 1 Energy when taking damage.
Are servants of Melandru; one of a group of powerful humans known as the human gods.
Melandru, both a disciple and grandmaster of the Ranger way of life, is considered both the exalted teacher of the rangers and grandmaster of the art of communing with both the powers of life and the mist. As a result, she is considered by the other humans as the goddess of nature and earth. She teaches her most dedicated disciples, the Rangers, to learn to commune with both the stable and logical realms created from the power of life and the unpredictable and chaotic lands of mist to balance both the realm of men and beast.
Melandru's Watchers have a list of buffs themed after Melandru and her history.
Favor of the Gods:
You gain a 2% morale boost.
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
More about Melandru and her discipline:
Melandru's Shot:
(In the Marksmanship skill list for Ranger)
Elite Bow Attack. Inflicts Bleeding (5...21...25 seconds). Deals +10...22...25 damage and inflicts Crippled (5...13...15 seconds) if target foe was moving or knocked down.
Melandru's Arrows:
(In the Wilderness Survival skill list for Ranger)
Elite Preparation. (18 seconds.) Your arrows inflict Bleeding condition (3...21...25 seconds) and deal +8...24...28 damage to enchanted foes.
Melandru's Resilience:
(In the Wilderness Survival skill list for Ranger)
Elite Stance. (8...18...20 seconds.) You have +4 Health regeneration and +1 Energy regeneration for each condition and hex on you.
Avatar of Melandru:
(In the Mysticism skill list for Dervish)
Elite Form. (10...74...90 seconds.) You have +150 maximum Health, +30 elemental armor, and your attacks deal earth damage. Cure 1 condition from all party members in earshot whenever you lose a Dervish enchantment.
It's hard to explain it without giving the Guild Wars Original Trilogy its own standing ovation.
The Guild Wars Original trilogy themes are about mistakes of the past still casting a shadow on the present and future, the downfall of uncontrolled emotions like uncontrolled arrogance and fear, the battle to conquer not just that which is without but also that which is within, and also the struggle to maintain one's humanity. Such the struggles are the humans dealing with the aftermath of the three wars known as the historical event the guild wars, of which the battle with the imprisoned god like human mage Abaddon is a consequence.
And while they stop Abaddon from escaping his prison made by the other humans like him due to his violent protest against them limiting the magic of the lesser humans, such as preventing him from conquering Tyria and ruling humanity as he believes it's right.
Humanity is still divided; the other races are even more on their throats. After the war with Abaddon, things are even worse for the humans, and now Arachnia, who was once imprisoned by Abaddon, is free, and now she and the other demonic nightmare gods with animal-like minds are coming for Tyria due to their unending hunger for energy.
And how can the humans defeat the demonic nightmare gods and their minions? When they themselves are born from and draw power from the chaotic energy of the dream like mist like the demonic creatures their fighting, and such can succumb to their fears and urges and be twisted into joining the demonic ranks.
The sword and sorcery/science fantasy universe of the Guild Wars Original Trilogy give it that extra spice because even though there is magic and fantastical stuff, they still live in a down-to-earth world with the same problems and limitations as us.
Because they still struggle with age, hunger, the elements, sickness, and disease like us; they have to travel long distances with the same methods as in the real world, and they can't lift a five-foot weapon without braking every bone in their body, the stakes are not only higher but also even easier to empathize with the characters.
(Sadly, they completely threw away all of that after the Nightfall expansion, as the original writers left the studio in protest and Mythic UnEntertainment replaced it with a generic anime universe that is only about defeating the big bad of whatever the current saga is. So, that story will never be completed.)
https://youtu.be/x74tcjSNfLc?si=Y88HqjqjlAagk4c3
These days, if they even add a theme, it will never be of that caliber.
Mostly because Mythic UnEntertainment believes that it's two heavy or even two aggressive for the majority of people.
As the idea is that if the world isn't anime kawaii make believe land (a.k.a. hell) or the characters have bad sides, have made heavy mistakes, or, god forbid, have major flaws in their character, they might ruffle the majority of people's feathers and lose them, and they won't spend their money on the game.
And the idea of you playing someone who has a destructive nature or even being able, for example, to play as a justice-driven character who sides with the rich guy is seen as taboo.
So, the Guild Wars Original Trilogy isn't just a gem but also precious relic from a time of unfettered creativity.
The Titans are demonic creatures created in the Foundry of Failed Creations by twisting tormented souls. They adapt to the terrain, becoming molten rock in volcanic areas, icy in snowy landscapes, and fleshy or demonic appearances in the Realm of Torment. Although Titans usually have a unique three-legged shape, the lesser Titans spawned from them will resemble other creatures. The fire from titans in their fiery form are long lasting and hard to put out, even when their bodies turn to coal. Titans are said to obey the bearer of the Scepter of Orr.
Tormented Soul
The Foundry of Failed Creations
The Foundry of Failed Creations is a section within the Domain of Anguish. Before Abaddon regained power and his forces broke free, it was used as a Margonite prison operated by the Forgotten, holding particularly troublesome prisoners. The Fury was among them and, upon its release, it sundered and rearranged the prison into its now twisted form.
Realm of Torment
The Realm of Torment, also called the Nightmare Realm, lies in the Mists and is connected to the Underworld via the Bone Pits. It has become a place where individuals of twisted evil or corruption are banished to spend eternity in torment (hence the name). The various areas that make up the Realm of Torment are filled with aspects of the darker side of reality. The realm has been cut off from mortal access until Nightfall.
The Realm of Torment is where the fallen god Abaddon was imprisoned by the Five Gods of Tyria to avoid spreading his influence across the world. Imprisoned with him are his worshipers including the Margonites, former humans turned into demons by Abaddon, and demons of torment. As punishment for their evil deeds and corruption by Abaddon, the Lich Lord and Shiro Tagachi were also sent here.
Though originally meant as a prison for Abaddon and other corrupted souls, the Realm has become overrun by the god's influence. Though he remains trapped at its heart, his minions have overwhelmed the Forgotten wardens. As his madness and touch became more potent, souls of the innocent were also sent to this realm to prevent his power from spreading throughout the Mists. As Abaddon works towards Nightfall, the Realm of Torment and the world of the living draw ever closer until parts of the two begin to intermingle as the fabric of reality weakens.