Download Guild Wars

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For generations, war and chaos raged across the land of Tyria.. The sequel to, Guild Wars 2 is an developed by ArenaNet and published. Like the original, there are no monthly fees. In addition, with the release of the first expansion, the core content has become free to play, with a few relatively minor restrictions. Purchasing the game gives full access to both the core and expansion content with no additional cost.

Unlike the original, much of the content takes place in persistent zones, while instanced ones are still used in the form of dungeons and story missions. The game is set in the continent of Tyria, on the world of, 250 years after.

Content updates that add story, rewards & more to the world of GW2.

Five have awakened and are wreaking havoc across the planet; cutting off continents, flooding cities and, in the case of, raising undead armies. The following races are playable: • Humans - the humans played in the. Their once-great kingdoms in Tyria have largely fallen to ruin, with Kryta being the only remaining and the home of the modern heroes. • Norn - the oversized but otherwise human-like race of and, capable of.

Driven south by the frost dragon, Jormag, they make their home in the Southern Shiverpeaks. • Charr - a race who were enemies in the first game.

Half and half, with a strong streak of self-determination. They have reclaimed Ascalon from humanity and now reside there.

• Asura - a diminutive, big-eared, formerly subterranean race consisting of, responsible for the and various other. Driven from their by Primordus at the end of, they now control much of the Tarnished Coast from their, and shrewdly leverage their position as the local to compensate both for their small stature and their small numbers. They are a new addition to the lore, with the oldest being born 25 years before the start of Guild Wars 2 from a tree that was planted in the original game. Wintransfer Download Free. They have a powerful, where new sylvari are grown with innate knowledge passed down to them by the tree, drawn from the pool of collective experiences of living sylvari who return to commune with their parent, infusing them with a powerful communal morality. They share their homeland of the Tarnished Coast with the asura, who in the past treated them, believing them at first to be nothing more than clever magical automata. The game has eight core available, with a ninth — the Revenant — introduced in the Heart of Thorns expansion. These classes are divided into Scholars (light armor), Adventurers (medium armor), and Soldiers (heavy armor).

Any race is able to play any profession equally well and each profession has a 'unique mechanic' that greatly distinguishes it from the others. With the release of Heart of Thorns every class also gains access to an elite-specialization, which adds new mechanics to the existing ones and possibly broading the experience with those classes. The first indentation is the specialization that requires Heart of Thorns to access, while the second are the ones that require Path of Fire. • - A scholar profession focusing on, not surprisingly, magic based on the standard.

Unlike most other classes, instead of swapping weapons, the Elementalist can swap 'attunements', which change all five weapon skills to a new element; fire focuses on damage-dealing, water on healing, air on crowd control, and earth on defense. With their slew of 20 weapon skills combined with a wide variety of utility skills, they are highly versatile in combat. • The Tempest wields a warhorn, perform shout skills, and 'overload' the attunements to generate large and strong AoE-effects. • The Weaver has mastered the ability to wield two of the elements at once and use stances. They usually wield a sword in their main hand, while their other hand controls a second attunement, and their third skill is unique, dependent on the two elements wielded and the weapons used. • - A scholar profession based on the manipulation of death. Both the death of surrounding creatures as well as numerous skills build up a resource named 'Life Force'.

This can be used to cloak the necromancer in the 'Death Shroud', which replaces the weapon skills and layers a second health bar, absorbing the damage from Life Force rather than the actual health. Together with his naturally large health pool this gives him quite some steadfestness. • The Reaper, grants access to the greatsword weapon, shout skills and an alternative 'Reaper's Shroud'. Their skills offer damage and crowd control, invoking the style of. • Scourge, on the other hand, essentially give up their shroud ability to summon sand wraithes that they can channel abilities through. They use a torch to help them with this.

They use Punishments to defeat their enemies. • - A scholar profession focused on illusion magic. Their fighting style is based around the creation of doppelgangers, that can be shattered to hurt enemies and/or buff themselves. They are divided into phantasms (easy to spot, additional effects) and clones (identical but powerless). These illusions can be furthermore used as a distraction. The Mesmer also applies Confusion with many of their attacks, a negative condition that inflicts damage on the victim whenever they use any sort of ability.

• With the Chronomancer, the Mesmer gains an elite specialization that revolves around time. They can equip shields for increased defensive and supportive capability, and gain abilities to alter their allies' skill cooldowns with an effect called 'alacrity'. • In the desert, mesmers instead specialize as Mirages.

They wield an axe in their mainhand, and give up their ability to dodge for the Mirage Cloak, which allows them to avoid hits without interrupting their actions, but don't change their position. They specialize in Deception magic. • - An adventurer profession with an animal companion. Those companions are permanent and follow him into battle, can for the ranger, since they are much more difficult to hurt than other creatures.

Both the ranger and their pet revolve about boon sharing and wearing down the enemy with an array of skills that allow them to stay away from the enemy. Equipped with the longbow, the ranger has the longest range of all classes. • The Druid is a step towards a classic healer. They can wield staffs and temporarily transform themselves into Celestial Avatars capable of healing and sustaining small squads of allies. They learn glyphs that change function whether or not the druid is in Celestial form. • Soulbeasts learn to merge with their pets, not only learning new Stances but some of their pets' skills.

They wield a dagger in their main hand. • - An adventurer profession that makes use of their vast mobility to surprise attack single enemies. Instead of having cooldown timers on their weapon skills, the Thief consumes 'Initiative' instead. Thus he can spam a strong attack multiple times before running out of initiative. Their set of skills revolve around evasion, stealth and 'stealing' to gain a unique, one-use attack that differs depending on the target enemy.

• The Daredevil takes the concept of the duellist further, granting a third endurance bar for more dodges and an array of physical utility skills that interrupt and disable enemies. Their trademark weapon is a staff, but used as a rather than a.

• The Deadeye is a sniper class, using a rifle to shoot enemies from afar. They use Cantrips to increase their accuracies, and have a new mechanic of Malice that does extra damage to their marked target. • - An adventurer profession that uses guns, and rifles, as well as a number of technological gadgets for offense, healing, and control. Like the Elementalist, they are only able to carry one weaponset, but makes up for that with 'kits', that replace the weapon skills for different purposes. Additionally the Engineer has 'toolbelt' skills, gaining one each for every utility skill equipped. Thematically he's able to set up little gadgets and turrets to fight with, including comically inspired skills like a battering ram on a spring, rocket boots or spilling slicky oil.

• The Scrapper uses to manipulate the battlefield and provide various forms of utility autonomously. They wield a gigantic hammer in battle, specializing in area of effect damage, crowd control and some defensive capability. • The Holosmith picks up a sword and a Photon Forge, that allows them to summon various holographic weapons. They use Exceed skills, and have a heat meter that relates to how they use their forge.

• - A soldier profession and master of arms that can use nearly every weapon in the game. Every weapon grants access to a, consuming adrenaline which the warrior builds in combat. Their variety of skills allow the Warrior to be used in multiple roles, whether as the frontline of a squad, focused damage dealer, or supportive player with crowd control and Banners for stat buffs.

• The Berserker elite-specialization gives the warrior a that greatly enhances their adrenaline-based attacks. They can equip a torch and deal powerful fire-based condition damage. • Spellbreakers are a boon-denial class, wielding daggers in both hands and specialize in Mediation skills. They give up one rank of Adrenaline in order to be able to Full Counter enemies. • - A soldier profession that can use Virtues (Courage, Justice, and Resolve) to aid allies in combat or to power up the Guardian's own passive abilities. Many skills carry an offensive and a defensive component, which makes their use a double edged sword.

They're mostly found in melee range, while lacking strong ranged moves. • The Dragonhunter gains the ability to use a longbow and trap skills. Virtues also become more physical when activated, manifesting as a spear of immobilizing light, wings that convey the Dragonhunter to a target destination, or a wall-shield to block enemy attacks. • The Firebrand, meanwhile, trades their virtues for Tomes, which allow them to summon ancient books. They also learn Mantras, which each have 3 charges, with the last being more powerful than the previous two.

They wield an axe in their main hand. • - A soldier profession introduced in Heart of Thorns, and restricted to players who have bought an expansion. They can use their connection to the Mists to invoke the power of legendary figures and channel attacks from/through the Mists. Their access to legends give them access to different playstyles, as support, pure damage, condition damage or healing. The Revenant has the fewest choices for abilities, being limited to one ability for each slot for each legend they can invoke.

Their concept is loosely based on the Ritualist from: Factions, which could summon spirits and channel powers from the mists. • The Herald elite specialization allows them to channel Glint, the benevolent dragon that rebelled against her masters and sought to protect Tyria instead. Heralds can equip shields to protect and heal allies. Invoking Glint provides access to 'facet' skills which provide auras and buffs when first activated, and can be consumed/re-activated to unleash powerful area-of-effect blasts. • The Renegade elite specialization summons Kalla Scorchrazor, the female charr who helped fight the shaman caste and allowed females to fight in warbands once more. They wield a shortbow, summon Kalla's warband members to buff allies, and can tear a fabric in reality to do various attacks.

The game has a level cap of 80, with skills and abilities being a mixture of weapon choice and individual customization. Instead of traditional quests, it makes use of 'Dynamic Events' and 'Renown Hearts', which simulate quest conditions out in the world for the player to solve rather than filling up a quest log in a town. There are also individualized personal stories based on a player's race and what choices they made during character creation. Some characters will also react differently to players depending on their class, race or background selection. Since January 2013, the developers have released regular 'Living Story' updates.

These updates provide episodic story chapters that last roughly a month before being made unavailable. Since these updates are all building towards a bigger story, for people who want to catch up, a summary of the story so far can be found, and some kind Youtubers have As of July 2014, the Living World has become more episodic, with a storyline unlocked for level 80 characters if they log in during the 2-week span and then able to play through the story whenever they want on all characters. Players who do miss this window will be able to buy the chapters for gems. On October 29th, 2015, ArenaNet released their first, 'Heart of Thorns'.

This expanded the game by adding explorable areas to the west, adding a new class, and giving each class ways to expand. Unlike many modern MMOs, the level cap has not be raised, and there is no new gear tier.

November 17th added in other elements promised in the expansions, such as raiding, the new squad interface allowing for a party of 10 players, and new legendary weapons that can be unlocked. After a major leak of information, Anet officially confirmed that they were working on a second expansion intended for release some time in the second half of 2017. On September 23, 2017, the second expansion, 'Path of Fire' was released, taking place in the Crystal Desert and onward into northern Elona.

•: There are a lot of loose threads in both the personal story and even some odd strands from back in. However, a couple of these have returned later on. It's implied that some will be resolved in the living story. Here's a sample of ones that might not be picked up. • A fairly minor one - after reaching a certain level in the charr story, Smodur the Unflinching will mail you that he is going to keep track of your progress.

However, as the game progresses, you will never heard anything from him. It's Rytlock who will actually mail you throughout the story instead of him. It was probably intended that the sender was supposed to be Rytlock and not Smodur, but it's still not corrected. • Another charr-related one - if you decided to spare your father in the quest related to 'honorless gladium' background information, he will say that he will keep in touch with you. He never shows up again nor even writes you a letter. • One of the second possible Sylvari story arcs has you work with a pair of Wardens Carys and Tegwen.

In a later arc, one of the options you're given is to seek assistance from the very same Wardens, because they have been to Orr before (in the first arc, you join them in that trip). It's not quite an aborted arc, but it is aborted as 'your' arc. Resulting in a very awkward scene for the player as they view a scene that seems generalised to work with anyone's story.

• Those two show up much later once more when the player plans to attack an Eye of Zhaitan and decides to trap it, resulting in another re-introduction of the characters for players who did not meet them before. • Another sylvari storyline involves meeting another sylvari named Malyck. He is apparently born from a different tree, and ends his arc by going off to find it and his brothers and sisters born from it. Most believed he would return during Heart of Thorns, when we go deep into the Maguuma Jungle to kill Mordremoth, but he never appears, nor do any other 'Pale Trees,' as this was apparently cut for time. • Eir went into the Ascalonian Catacombs to retrieve, reforge it and give it to Logan in an attempt to remake Destiny's Edge. This is never seen happening and Logan doesn't show up wielding it. The main reason this story is probably abandoned is because Eir died during Heart of Thorns.

• After you join an Order, the old plotlines are dropped. When you finish the order quests, your tasks don't really pop back up. In general, all personal story arcs outside of Zhaitan lasts for about 10 levels or 3-4 instanced zones, after which it is wrapped and forgotten, no matter what the epilogue might suggest. •: A few of the achievements fall into this category. •: The Achievement tab of the Hero Panel keeps track of most achievements available in the game. For every 500 achievement points, an achievement chest is awarded to the account. •: The very first thing you do in the game is take part in a large-scale skirmish that ends with you fighting side-by-side with a former member of Destiny's Edge against a large boss.

•: Rata Novus is this, essentially. An asura krewe that fractured off during their ascent to the surface, still staying somewhat underground, they developed technology both ancient and advanced compared to the Rata Sum asura. Most significant about them is that they have a dedicated dragon research lab. They also all disappeared long before the Five Races could find them again.

•: The Durmand Priory falls into this during some of their field missions. •: A whole lot of Aeriths and a handful of Bobs. Non-humans have mostly fantastic names like Trahearne and Rytlock Brimstone. Humans sometimes have fantastic names like Kasmeer, but also sometimes have more benign names like Logan Thackeray. Norn split the difference, with vikingesque names (example: Eir Stegalkin). •: • Gaheron Baelfire in the Citadel of Flame story mode.

• Palawa Joko poses as a god-king figure to his people, but has the power to back it up. •: In the human personal story, Kellach. The combination of an Orr artifact and being followed by did not do well for his sanity. To make it sadder, he still loved his queen even while insane and corrupted. •: As revealed with the Head of the Snake update, The Bastion Of the Penitent raid acts as one for the Mursaat towareds their main captive Saul D'Alessio, who was kept alive for over 250 years through the mystical Eye of Janthir. •: One of the playable races were previously thought to be vicious, butchers who were mankind's greatest enemy and once almost destroyed them in a devastating war, but were eventually revealed to have previously been a noble before they were led astray into demon worship by their own sorcerer caste and eventually broke free, redeemed themselves and returned to their roots, now fighting with technology while maintaining a still very strained relationship with humans.

Wait, there are in this game? Oh, you mean Charr! •: The game almost encourages this, as some rewards are equipment that are better stats for a lower character, or a Daily PVP achievement being to win a match as a specific class. •: Largely averted, as even the most antagonistic race tends to have at least a few friendly individuals in it and many of them really do have good reasons for acting the way they do. Played completely straight in two cases, however: Dragon Minions (whether created outright or victims of ) and the reptilian Krait are never shown in anything even remotely resembling a positive light, and the Krait in particular are more or less an entire species of professional (despite lacking feet to do the kicking).

•: What broke up. Logan went to protect the human queen Jennah from one of the elder dragon's minions just as the group was getting ready to kill the dragon himself. The group failed without Logan, and one of its members, Snaff, and Glint died. •: • The Claw of the Khan-Ur, a weapon lost to the Charr for centuries before being returned to them by the humans in an effort for peace.

• Sohothin and Magdaer are ancient holy swords, and one of the few weapons which can harm the dragons. Sohothin is now wielded by Rytlock Brimstone, while Magdaer was broken when King Adelbern cursed Ascalon. The sword is retrieved by Eir in the Ascalonian Catacombs, who is planning to reforge it and gift it to Logan in an effort of bring back the members of Destiny's Edge. • Some legends also state that if a member of the royal family returns to Ascalon with either of the swords the curse of Ascalon will be broken. The only surviving member of the royal family is the duke of Ebonhawke- while nominally queen of humanity, Queen Jennah is descended from the royal family of Kryta, not Ascalon (Kryta and Ascalon were actually at war with each other just before the start of Guild Wars 1). • Sohothin demonstrates its true power in Path of Fire when Rytlock gives your character the sword, and you use it to mow down Balthazar and his minions.

•: Kept alive (see ) for centuries, the Mursaat try to break Saul D'Alessio style, to make him their puppet. Until the arrival of the player's squad, he can't do anything about it, even if they succeeded, since the Mursaat have been killed off long ago.

•: Finding and getting to many of the vistas entails a lot of platforming for an MMORPG. Having hidden jumping puzzles is also unusual in the MMO genre. • Some of the Living World content also falls under this category. One of the more extreme examples is the SNES-inspired Super Adventure Box release, nestled between the first battle against and the release that buffed Tequatl. •: Completing the personal story ends with the Pact gearing up to take down the next Elder Dragon. • At the end of Path of Fire, Balthazar has been defeated, but Kralkatorrik, powered up by much of Balthazar's power, flies off, creating yet more Branded territory. •: The toughest content will be rewarded with gear that has stats on par with the normal gear at that level, but with far cooler looks.

It's also untradable, so that having a full set of this armor means that you've beaten that challenge every way possible. • Lampshaded with the description to one of the heart quest rewards: 'Nice work, now have some pants.'

• The majority of the rewards from the Hall of Monuments based on the player's achievements from the first game and Eye of the North. • The rewards for completing the Halloween event are a title. You can get XP by killing random creatures in any area, regardless of level. However, it is by far the least efficient means to gain XP. • On the other hand, grinding for resources is important. Money grinding is very, very common with champion farming (who drop a lot of cash and extra items), and dungeons are required to be done multiple times for dungeon tokens that are then exchanges for various things like exclusive armor skins.

• Many of the achievements are nothing but grinding, which most players wouldn't do unless there was an achievement tied to it. Some achievements give little rewards, other than achievement points, unless all the achievements in a 'set' are completed.

•: • Over the course of your personal story, you'll meet a. Not all of them will make it through alive. • The Heart of Thorns expansion expanded the story of the core characters, and some of them die, too. Three major characters die during this arc: Faolain, the once-leader of the Nightmare Court and former love interest of Caithe; Eir Stagalkin, one of the founding members of Destiny's Edge and Braham's mother; and Trahearne, leader of the Pact and close friend to the.

• The Path of Fire expansion goes one step further to show how anyone can die and has the Player Character die in an ambush courtesy of Balthazar. Thankfully they get back to life, but it takes some time. •: A collection of journal entries from three members of the provides most of the backstory for the Bloodstone Fen disaster in Living Story Season 3.

The journals were written by a religiously fanatic, the in charge of security and a young apprentice who and eventually executed for it. Tellingly, the achievement to collect all pages is named 'A Conspiracy of Dunces'.

• A similar journal could be found scattered throughout Ember Bay of the once team leader. Unlike the previous example, these logs are lost once discovered and cannot be reread in any fashion. Six human gods, six Elder Dragons, six major races (counting the unplayable tengu, which were originally supposed to be playable), each corresponding to the awakening place of each Elder Dragon note humans - Zhaitan, charr - Kralkatorrik, asura - Primordus, norn - Jormag, sylvari - Mordremoth, tengu -, six racial skills per race (for humans, they correspond to one of the six gods each), six orbs in The All and the supposed vision of the Eternal Alchemy in Omadd's machine (which, again, seem to correspond to the Elder Dragons).

•: 'This is my story.' •: The Guild Bounty target 'Devious Teesa' is a near-literal example, being wanted for 'theft, attempted assassination, and incorrect filling of Patent Form 12.21-D'. •: Look at ◊ comparing Guild Wars 1 with Guild Wars 2. •: Zigzagged in the cut scenes. They are usually 2D images, moving slightly, but can have actual sprites integrated into them, like the introductory cutscene and the introduction to an Order. This includes your character, so you look like you and not just some placeholder. • Super Adventure Box had blocky, 8-bit like sprites and landscapes.

This can be pretty jarring since you are still rendered as you are anywhere else. •: The Guild Wars are a historical event in the game's universe which had already concluded before the first game even took place. Guild Wars 2 doesn't even have Guild vs Guild content, unlike the previous game, making this even more so. •: NPC AI in a lot of the personal story missions is simply broken; the NPCs simply don't have an aggro range at all, so even ones specifically accompanying you for your protection, or your Order mentor, will stand around cleaning their nails while. They'll only fight if they themselves take any damage from an enemy, but enemies are and will ignore the NPCs completely, leading to ridiculous circumstances where an entire Pact squad can be standing literally nose-to-nose with a small horde of Risen without flinching while the Risen beat their commander to death. The only way to get them to fight is to bait them into an enemy AOE attack. •: The dialogue is generalized to anyone that hears it.

A sylvari will meet Trahearne early on in its story, and will know all about his research. Once you join an order, this is all explained again when you 'meet' Trahearne again.

Of course, this example in particular is relaxed slightly with a bonus cutscene between the sylvari PC and Trahearne. • This is particularly egregious if you're playing as a norn: in one high-level personal story mission, Trahearne explains norn memorial customs, instructing the player on how to properly eulogize a fallen compatriot.

If you are a norn, though,. •: Almost every class has access to these somehow, and some races do as well, via Racial Skills. Thieves Guild and Ambush for Thief, clones for Mesmers, turrets for Engineers, minions for Necromancers, elementals for Elementalists, pets and spirits for Rangers. Warriors are the odd man out, summoning Banners that just give buffs to the party instead of AI-controlled units. • The elite racial skills for asura, charr, human and sylvari can also summon attack drones. Asura can summon an autonomous golem, charr call upon their warband mates, sylvari summon a druid (an ancient wood spirit creature), and humans summon two for the player as attack drones. • And just to round out the list, anyone who pre-purchased the game, or later purchased the Deluxe edition, has an elite skill unlocked for all characters on their account that lets them summon a spirit wolf.

• As of the Heart of Thorns expansion, engineers can, after unlocking their elite specialization, have small, steampunk helicopter drones follow them around that provide various functions. •: Some of the bosses are huge! And don't move around much. •: Transformations morph the player into something else with a unique set of skills. While this trope is the case in -areas, this trope is mostly averted in. Every transformation is worth a pick.

It also grants a hard-to-remove stability and one sellingpoint to make a better job at some aspect in a combat. The Tornado gives a powerful AoE-knockback, the Plague is incredibly durable, since it can also blind an enemy in vicinity, the Lich gives access to an immensly strong and piercing auto-attack and the Juggernaut is a powerful, that makes the character a temporary. It may bring you to the attention of the enemy fraction, but smartly used it can turn the tide of a battle. •: Due to the charr's naming conventions, pretty much every charr has a name like •: • In the platforming game, your foes are mostly either, or 'mean' in a non-threatening way like most mooks from classic games. Great care was taken to make the Tribulation Cloud, an invulnerable only encountered in, look as crazed and bloodthirsty as possible without breaking the cartoony art style. • Anyone who consumes too much bloodstone dust seems to end up in this category.

•: • During 'Head of the Snake' chapter (season 3, episode 4), Demmi Beetlestone returns after no mention since the initial Personal Story. She dies in the final instance of this chapter by her father's hand, who we then subsequently kill. • Last seen in Guild Wars 1, Glint's son, Gleam/Vlast, was killed in his first appearance in a to protect the main character.

•: All of charr society is structured around their. •: Most charr have this going for them naturally, but the voices of Rytlock and the male are especially impressive. Bonus points, the voice of Rytlock is brought to you no other than. •: ' and variations of it when your Order mentor faces certain death to buy you time during the Battle of Claw Island. • The player character can have some of these, with each dependent upon the class and race.

'Your power is only equal to the sum of your knowledge' - Durmand Priory •: Both Kasmeer and Marjory fit this category. While there were hints of it sooner, the climax of Living World Season 1 included a between the two human females. While Kasmeer may be a and Marjory a, they never really fall into the stereotypical trap. In fact, their homosexuality is treated more like a footnote than a major character trait. •: Invoked by some armour arts, most prevalent in medium armor for adventurer classes. Free Download Mathswatch Higher - Get Better At Maths And Revise! Programs there. •: Compared to the more magical/technical classes, the Warriors. They never use magic or devices in fighting (the closest are the banners and they're not used for offense but for support) and all of their abilities are raw strength.

Taken with Berserker, which amplifies said raw strength. •: The Mesmer elite skill Moa Morph turns enemies into far less dangerous moa birds (or tuna fish, if used underwater). • The fight with Xolotl is based around it, with her regularly turning the characters into different forms. • A random event, involving opening a chest and chasing down a Skritt Burgler, may turn you into a creature based on where the event is started. •: The battle against Mordremoth.

•: Norn can transform into a Bear, Wolf, Raven, or Snow Leopard form. The kodan look very much like permanently-transformed Polar Bear men. Dialogue in Bitterfrost Frontier suggest that this might be inverted for the norn, originally being kodan.

•: • Rangers specialize in being this. • The elementalist with the right glyph equipped can summon elementals to fight beside them. The type of elemental depends on their attunement at the time of activation. • Ogres wear this trope as their cultural Hat. Few ogres are ever seen without their pets and they often make heavy use of them in combat. •: The Order of Whispers is an extensive spy network with agents planted all across Tyria.

It meddles in politics to keep the nations united and strong enough to face the Dragons, and is especially active in helping the humans and charr maintain their truce. •: Played with in the sylvari's Wyld Hunts, which are one part prophecy and one part mission given to sylvari in the before they awaken. It instills an instinctual drive to complete their given Wyld Hunt, which can range from defeating a threat to the Pale Tree to simply solving a problem. Additionally, at times, Dreamers can receive visions of important events or people in their future in the form of symbols, such as the first chapter of the Sylvari Personal Story. However, it should be noted that it is entirely possible for Sylvari to fail their Wyld Hunt, as Riannoc did when he was killed by the lich he was sent to defeat.

• The Pale Tree believes strongly in this trope. Mender Serimon: Sapling?

I’m here to help you acclimate. To help you understand your place in this world and identify the purpose Pale Mother has given you. Ceara: I’ll find my own place, thank you very much.

And it’s hardly my purpose if someone else gives it to me. Mender Serimon: You’ve awakened with a wealth of confidence.

But don’t presume too much. We all make choices in life, but sometimes choices are made for us. Especially we children of the Pale Tree. It is the way of things. Ceara: The way of things? Thank you for attending my awakening, mender.

But where my life is concerned, I will be the one who chooses. •: Quaggan, a race of roly-poly anthropomorphic manatees. When they get mad, they increase in size, turn sharp and craggy, and gain. •: Because kill-stealing and ninja looting is pretty much nonexistent in this game, you'll see players constantly coming to the rescue of other players in trouble and even resurrecting them if they go down.

• In the personal story, Logan Thackeray in the final chapter. After staying behind to hold off a tide of undead with no hope of survival, he reappears just as your airship is going down. On a much bigger, much more powerful experimental airship. •: The kiss between Marjory and Kasmeer in the last chapter of the Scarlet Briar living story.

It also confirms all (pretty obvious) hints of their homosexuality. •: Greatswords. Warriors, guardians, rangers, and mesmers are able to wield them. Necromancers are also able to in the expansion. • Interestingly, mesmers do not use them as swords, but as a focus for. • The elementalists can summon 2 giant flame swords.