Guild Wars Factions A Guide by Amrita Pureheart and Mandy Candy version 0.815 Copyright 2006- Shadowduck and Mandy Memory. All Rights Reserved. This guide can be printed and saved for your personal use. The guide MUST not be sold, or otherwise edited and reposted on the Internet. GameFAQs.com and Neoseeker.com are the homes of this guide, and will always have the most current version. If you wish to post this guide on your site, please request permission by emailing email@example.com Thanks! NOTE: CheatCC can now host this guide as well. This guide covers the starter Isalnd of Guild Wars Factions, and will cover all of Nightfall. First of all, let me introduce myself. My name is Justin, or in game my main Character (A Monk/Warrior) is Amrita Pureheart. I have been playing Guild Wars since the World Preview Event for the original Guild Wars game back in October 2004. I currently have five level 20 characters in the game world of varying professions. My friend and fellow player Mandy, who's in game main is Mandy Candy (Elem/Monk), has also been playing Guild Wars for a long time. She currently has five Level 20 characters in the game world as well. Together, we hope to bring the reader, the most complete guide to Guild Wars Factions/Nightfall available. As you read this guide, a few things to note: 1) The game world is always changing: any information is this guide is current and correct at the time of writing, but my change in the future. Efforts will be made to update the game as time goes along, but something might be missed. 2) As you read the guide, we will refer to the various panels that give the players information about their characters. The default keyboard assignment to pop-up that panel in game will be given after the name of the panel in parentheses. For example: To access your skills, use the Skills/Attribute Panel (K). By default, pressing the K key on your keyboard will bring up the Skills List. =============================================================================== Updates: May 23- Added in a new Ritulist Guide by Taka April 29- Added in a new Warrior GUide by Taka April- Sorry Finally time to play this again! November 4-11- Updates adding content to Nightfall Walkthrough sections. November 3- Added more of the walkthrough and quests October 27- Back from the death or depths of unknown places with Nightfall Beginnings! May 26- Added more quests to Section 13, and added info on Zen Daijun mission. May 22- New Section Started 11d- Advanced Training on the starter Island Updated section 11c with Assassin training quests. Added new quests in Section 12 as well. May 20- Completed most of the Primary quests on the island beyond picking your Professions. Monk quests are completed for this as well. Added Captured Son quest information in Section 12b. May 18- Started the Walkthrough and added about 25 quests May 17- Added around 50 skills to the Skills Section, more to come May 12- This guide was born with Sections 1-8. =============================================================================== Contents: (Each section can be accessed using the Find feature in Notepad/your web browser.) Preface- How Guild Wars Works 1. Basics 2. Guild Wars Attribute System 2a. Leveling 2b. Skills as Related to Attributes 3. Professions 3a. Warrior- Written by Taka Good Guide! I. Introduction 3a.1 II.Contact Information 3a.2 General Information 3a.G~ III.Axe Mastery 3a.3 IV. Hammer Mastery 3a.4 V. Strength 3a.5 VI. Swordsmanship 3a.6 VII. Tactics 3a.7 VIII. Secondary Profession Choices 3a.8 VIV. Your Job 3a.9 X. Some Crazy Ideas and Battle Tactics 3a.10 XI. Glossary of Terms used In this Guide 3a.11 XII. Version History and Credits 3a.12 3b. Monk 3c. Necromancer 3d. Mesmer 3e. Elementalist 3f. Ranger 3g. Assassin (on GW Wiki) 3h. Ritualist I. Your Role 3h.1 II. On your Mark, Get Set, Go! 3h.2 III. Secondaries 3h.3 IV. Build Ideas for Ritualist 3h.4 3i. Dervish (on GW Wiki) 3j. Paragon (on GW Wiki) 4. All about your Character and Conditions 4a. Conditions 5. Weapons 6. Runes 7. Armor 8. Upgrades 9. Items =============================================================================== Section I- Factions 10. Skills 11. Obtaining your Primary and Secondary Class 11a) Introduction 11b) New Mission Structure 11c) Training Quest Walkthroughs for each Profession a. Monk b. Assassin 11d) Advanced Skills Quests 12. Primary Quests and Missions for all Professions 13. Non-Primary Island Quests 14. The Factions Attribute Quests 15. Non-Primary Side Quests on the Mainland =============================================================================== Section II- Nightfall 16. Nightfall Beginnings 16a) Chahbek Village 17. Primary Training 17a) Dervish 18. Nightfall Mechanics 19. Kamadan- Jewel of Istan Quests and Getting to Level Five 20. Secondary Training 21. Leaving a Legacy- The Quest to Jokanur Diggings 22. The Path to the Mission of Jokanor Diggings 23. Misson at Jokanor Diggings 24. The Path to Blacktide Den 25. Mission at Blacktide Den 26. The Path to Consolate Docks 27. Mission at Consolate Docks 28. Koss is Captured! =============================================================================== Section III- Nightfall from Previous Games A. Nightfall from Cantha (Factions) B. Nightfall from Tyrna (Orginial GW) =============================================================================== Section IV- Hard Mode X. Legal Stuff =============================================================================== 1. Basics Guild Wars Factions is a game developed by ArenaNet based in Washington State USA. This game is an online role playing game. The player must have a connection to the Internet at all times while playing the game. This game is friendly to dial-up users, but having a broadband connection will greatly enhance the gaming experience. The game is Chapter 2 in the Guild Wars series. The player need not own Chapter 1 of the series to play this game. Guild Wars Factions is completely a self contained adventure. It is not an expansion pack for Guild Wars; however the two games are closely related. When a player installs Guild Wars Factions and creates an account using an email account and entering their access key, they will have full access to the game, and the ability to create four Factions characters. Note, if you own Chapter 1 as well, you have the choice of linking your account or keeping them separate. Linking the account gives you two extra character slots, so a total of 6 characters have full access (almost) to both games. =============================================================================== 2. Guild Wars Attribute System Guild Wars' skills (think of them as spells) are mostly based on its attribute system. Each profession has around 150 skills available for use; however you can only use eight at one time. Each Profession is described in Section 3. This section describes the attribute system used in Guild Wars Factions. 2a. Leveling When you create a character, you start a Level 1 with zero attribute points available to you. As your level increases, you gain attribute points to spend on your attributes. Your attributes are determined by the professions you choose for your Primary and Secondary Class. Your character will gain attribute points as follows: Levels 2-10: 5 points per level Levels 11-15: 10 points per level Levels 16-20: 15 points per level There are total of 200 attribute points in the game. When your character reaches Level 20, he/she will have 170 of these points. The other 30 are available in quests. See the Walkthrough Section for more details on these two quests. As you gain levels, your character will earn attribute points as noted in the list above. These points can be spent as soon as you earn them, and reallocated anyway you wish thereafter as long as you are in a Town or Outpost. Points may not be changed in missions or in explorable areas. Attribute points are changed in the Attribute tab of the Hero's Panel (H). 2b. Skills as Related to Attributes Almost all skills in Guild Wars Factions have a related attribute. When pointing to the skill description either on your Skills and Attirbutes Panel or your skill bar at the bottom of the screen the attribute that skill is tied to is shown in parenthesis after the skill description. Also, in your skills list, skills are grouped by their attribute (default- this can be changed using the dropdown at the upper-right corner of the window). For example: The Elementalist skill Fireball says: Spell. Target foe and all adjacent foes are struck for (7..112) fire damage. (Attrib: Fire Magic). This skill is tied to the attribute of Fire Magic and becomes more effective as points are spent on raising your level in Fire Magic. Any green number in a skill (in this example 7..112) are increased as attribute points are placed into related skill. Some skills are listed with no attribute: their effects do not change based on an attribute, and they are available to everyone of the profession the skill is tied to. An example of this is the Monk skill Resurrect. Any monk may use this skill and its effects are always the same, target party member is brought back to life. There are twelve attribute levels (or ranks) for each attribute. However, an attribute can be raised beyond twelve using runes, armor, and skills themselves. See the Upgrades Section for more information on runes, and the Armor section for armor information. The list below lists the amount of attribute points required for each level of an attribute: Level Points Required Total Invested 1 1 1 2 2 3 3 3 6 4 4 10 5 5 15 6 6 21 7 7 28 8 9 37 9 11 48 10 13 61 11 16 77 12 20 97 As noted, any green numbers in a skill description are raised when the related attribute for that skill is raised in the Skills and Attirbutes Panel (K). =============================================================================== 3. Classes/Professions There are eight classes or professions available to players in Guild Wars Factions. To experience the best of Factions (if you are a Chapter 1 player) create a Factions character. On the character select screen, click Create. You have two options here: Role-playing character or Player vs. Player Character. Section 10 covers PVP characters, for now click Role-playing character. You will be asked to pick one of the eight professions as your Primary class. All characters have a primary class and a secondary class. Each class has primary attribute that only a primary user of this class can access. The Professions are: Warrior, Monk, Necromancer, Elementalist, Mesmer, Ranger, Assassin, and Ritualist. Assassin and Ritualist were introduced with Guild Wars Factions are not available in the original Guild Wars game. Each profession is described below. In these descriptions example Skills will be gives. The ranges given in the skills are based on the attribute the skill is related to being between 1 and 15. For example: Do damage (9..18) to target. The skill would inflict nine damage if your attribute is level 1, or 18 damage if its level 15. 3a. Warrior I am replacing what I included about the warrior class with an excellent guide by my good friend Taka Ragranok. Hope you enjoy this! Disclaimer: I choose to include this Warrior Guide in mine, because it is much more through that what I had. The content is the sole copyright of Taka, and is used with his exclusive permission. The same rights that apply to my guide, apply to this section as well. Hope you enjoy it. =============================================================================== Hey, welcome to my guide! I'm Taka, and I am hoping that you are here to (hopefully) learn something! This guide is dedicated to the most armored Class in Guild Wars, the Warrior! To be a proper Warrior, you must realize that you are designed to soak up damage (abbreviated as dmg) and dish it out. You are designed to clash weapons with the bosses, body blocking them so they don't kill your teammates. You are the first line of defense, complete with skills that block attacks, give you adrenaline, and grant bonuses to the entire party. If people can get through or around you, they WILL go after your Monks, and you can't allow that to happen. This guide is dedicated to telling you about the various tricks, skills, and strategies that you need to know (and some you don't really need, but are there just for fun!). This is, in a sense, the G4TV of Warriors: The Warrior's guide for all the stuff you (should) care about. Table of Contents: At the beginning of the main guide. =============================================================================== 3a.1- A Hello Like no Other Allow me to formally introduce myself. I go by the penname of Tal, although my name is Strad. Don't ask me why, that's just how my parents named me. Anyway, I have one level 20 character in Guild Wars, a Warrior by the name of Taka Ragranok. And yes, I know it is not the correct spelling of the Sword. I could explain my reasons, but due to certain laws in my state, I cannot. Anyway, I am currently working on a Nighfall Monk by the name of Taka of Protection, a Dervish by the name of Taka The Scythe, a Ritualist by the name of Audrey Spiritcaller, and a PvP only character called Audrey Battlegirl as well as one Ranger in Prophecies, which is a guy called Cheney Marr. Through all of these, I have come to a basic understanding of aspects of almost every class, and will try to be as well-rounded as possible in my advice. =============================================================================== 3a.2- Contact Information: If you have questions about a Warrior you can email Taka directly at the following address below. Please only send focused questions on topic about Guild Wars. DO NOT send Taka e-mail asking him if you can host this guide on your site. Please direct all emails like that the contact information at the beginning of this guide. My email address is: AskTakaAboutGuildWars AT gmail.com (AT = @)* *For spam control As noted earlier, anything I assume to be hate mail or spam will instantly be deleted. So keep things polite, please! =============================================================================== 3a.G- General Information Alrighty, so you are a Warrior. This is good, because you have the heaviest armor in the game (it can reach an Armor Level -abbreviated as AL- of 100), not including shield bonuses. As a Warrior, you start out with very little energy (abbreviated as E), around 20, I believe...Do yourself a favor and leave all of those skills that cost 5 E apiece in your skill inventory. 5 E is a huge amount for a Warrior, since you gain only 2 back per second. Once again, the numbers decieve the eye, because a caster (such as an Elementalist, abbreviated as Ele) has a rate of 4 E regeneration (abbreviated as regen) per second. In general, focus on having AT LEAST half of your skill bar Adrenaline based, and you should be clear. Once you can get armor that increases E, you can add a few more E-intensive skills, such as Berserker Stance. Keep in mind that you will quickly need to balance your skill set, including Strength skills, your chosen weapon skills, and (in my OPINION,) a string of secondary profession skills OR tactics. Here is a quick reference to the attributes of a Warrior: Strength, the primary attribute: Increases usefulness of related skills and increases % chance for armor penetration by 1% for each rank. It also lets you wield more powerful shields. Axe/Hammer Mastery/Swordsmanship: With more points here, you can wield more powerful weapons of corresponding type. Related skills usefulness is increased, as well as your % chance to land a critical hit (abbreviated as crit) by 1% for each rank. Tactics: Increases usefulness of skills (duh), which are usually defensive in nature, as well as let you wield more powerful shields. Often, these defensive skills can be stances that provide defense bonuses, or things like Drunken Blow, which can dmg and inflict Status ailments. Please note that Strength is the only attribute unavailable to secondary warriors, considering Warrior isn't their primary class. Next, I'll discuss (in much greater depth) the various attributes in Alphabetical order... =============================================================================== 3a.3- Axe Mastery Ah, the axe, probably the most fun of weapons. If you are an axe warrior, you have a lot of power, especially once you can get to Kaineng Center. I say this because there are a lot of powerful skills there, and, while you probably won't be able to utilize them to the max for a while, you can still use them to kick plenty of butt. Take Executioner's Strike, for example. At 9 or 10 in Axe Mastery, it does a massive 34 dmg on top of your axe! That's huge, especially when you consider that that max dmg can reach up to around 41! That is a minimum of 47 dmg, or a maximum of 69! Combine that with armor penetration, and you might just land a triple digit, or close to it. As an axe Warrior, you can also equip shields, which provide an extra armor boost (up to 16, which applies to all parts of the body). This is especially nice if you gain Health bonuses for being in a stance, or just plain old health bonuses period. The best ones to get are ones that require strength-having more strength gives you higher chances to penetrate opponent's armor. Certain Axe skills are almost Area of Effect (AoE), the two most prominent being the elite Triple Chop (in Factions) and Cyclone Axe (core). These two skills each cost 5 Energy (abbreviated as E) to use, but can be devastating if you have a nice axe... It is always a good idea to coordinate a spike with your teammates if you are an axe warrior, that way, you can fully utilize everyone's power. Trust me, a 240 dmg Lightning Orb (with 20% Armor penetration,ie AP, to boot) plus the 58 dmg from your axe (which may be crit, AP, or both), plus the dmg from a poisoning arrow is no laughing matter. Think of it this way: they are in dire need of healing, and they are poisoned. That is effective! =============================================================================== 3a.4- Hammer Mastery In all honesty, I never really used the hammer. I honestly couldn't give you a reason, minus the fact that an experienced player gave me a frickin' amazing axe on my second day of play. Ah well. Anyway, hammers are masters of knocking down opponents, as well as having MASSIVE DMG! I am talking more dmg than Executioner's Strike! That is a crapload....Anyway, the max dmg of hammers is somewhere in the 18-35 range, and almost all of them are blunt dmg dealers. There are two that are different: and both are piercing dmg. Many hammer Warriors use Stoneskin gauntlets to increase knockdown time, which is a viable strategy. I'll try to give you more information as I start to play with one.. =============================================================================== 3a.5- Strength In my personal opinion, strength is just about the best primary skill in the game. Why? As noted earlier, per rank in this attribute, you gain 1% more chance of AP! It IS possible to get this rank up to 20, like all others, but you have to go through (pardon my language) Hell and High Water. Anyway, it can really turn the tide of battle if you can get AP at the right time. But you can't really control it. Oh well. =============================================================================== 3a.6- Swordsmanship Ah, the sword, my favorite real life weapon. People who use a sword can often times inflict near as much dmg as the axe, if not more, because some good sword skills inflict Bleeding and Deep Wound; Bleeding causes minor health degen and Deep Wound temporarily lowers overall health by 20%, as well as making healing spells used on that character less effective. Swords are also the other weapon of the Warrior that can be used in conjunction with shields. Swords have one drawback: A much lower max dmg cap than axes or hammers. Swords however, can do better average dmg per minute than axes. =============================================================================== 3a.7- Tactics Aside from the Protection Prayers and Earth Magic attributes, this has got to be probably the most defensive I've seen. Various stances, such as Balanced Stance and Defensive Stance, both provide a ample compensation to armor. This is useful in high pressure situations against enemies which can deal large amounts of dmg quickly. Balanced Stance is particularly useful against Hammer Warriors; it provides knockdown nullification. Defensive Stance increases your armor temporarily (no, you think?), and "Watch Yourself!" provides a nice armor bonus to everyone within earshot =============================================================================== 3a.8- Secondary Professions for Warriors As a general rule of thumb, Warriors do not work well having secondary professions that have skills that require large amounts of energy; instead, they usually use only one or two E-intensive skills from the secondary of their choice. There are, of course, exceptions to this rule, but still, the guidelines usually hold true. Listed below are the ten professions available, as well as my opinion of how they synergize together. Key: W = Warrior, R = Ranger, Me = Mesmer, E = Elementalist Mo = Monk, N = Necromancer, D = Dervish, P = Paragon, Rt = Ritualist, A = Assassin W/R: Personally, I did it for two reasons: Troll Unguet and Apply Poison; the former for a pre-battle regen to help lessen the pressure on Monks, if only for a little while. I use Apply Poison in conjunction with something like Hundred Blades or Triple Chop to make the poison spread to all the foes around me, just to apply pressure to the enemy monks. Soon I'll dabble in Beast Mastery, but the small E pool is gonna be hard to overcome... I'll also never go with Marksmanship, if only because: a. Skills are E-intensive (for a Warrior, anyway), and b. The Warrior armor is too strong to be used on the backlines, unless your guarding a monk, in which case you better have an extra melee weapon and some atk skills. Another bonus is "I will Avenge you!" which is often used with a pet to increase atk power and spd. A killer choice. My rating: 9/10. Apply poison is just too good to pass up. W/Me: I haven't yet tried this, though the low energy pool could really make this one suck. You might use conjure phantasm to help you lay the dmg on your opponent, but other than that, I honestly don't want to try it. A (in my opinion) bad choice. My rating: 4/10. The high energy hexes just don't sit well with the base Warrior energy pool. An ok choice if you don't go overboard on the hexes. W/E: This is one of my other favorites. Besides being the required secondary for the infamous Shock Axe build, I used some fire spells that could be utilized well by a Warrior, especially in PvE. I used Inferno as one of my two Elementalist (abbreviated as Ele) skills, due to the natural E-intensiveness of Ele Magic. Inferno, at a Rank of 10 in Fire Magic, did 100 fire dmg to all adjacent (abbreviated as adj) foes. My other skill I used during this time period was Fire Storm, which is a Area of Effect (abbreviated as AoE) spell. At a Rank of 10 in Fire Magic, it did 25 dmg per second to all enemies in the area. So long as you aren't going nuts in terms of number of Ele skills, this could really be a sweet build. An all-around good choice. My Rating: 6/10. With a few Fire skills, your dmg per second can really shoot through the roof. And you save the nuker a little bit of E, too. W/Mo: The much hated Paladin setup, used mainly by noobs and runners. I personally hated the build; whenever you started to get low on health, you would cast a healing spell, and then you'd lose it soon after. That's just my opinion, and I guess that it wouldn't hurt to have better timing, but I would much rather let a monk take care of it for me. Thank You, Monks! My Rating: 4/10. Unless you realize that Mending sucks and should NEVER be used for anything (except maybe casters...eh, still no!) and try to cast it on yourself, you are stupid. If you DO realize it, then maybe you could pull it off. A sub-par choice. W/N: I haven't even touched this one, though I think that it pretty much follows the same description of the mesmer secondary. Blood magic could make a very decent choice, though, considering you could really release the burden on the few monks that are actually by humans. A good example would be blood renewal. You could also utilize Plague touch in battle... My Rating: 6/10. A few Blood Magic skills and you might have a workable build, assuming you wield a melee weapon. Not too bad, actually. W/D: Hmm...Haven't tried this one yet, though I do have some speculation. You could pull this off if all you used from the dervish side was Scythe Mastery (and a powerful scythe, of course), and then Strength and Tactics from the Warrior. The Adrenal-based skills would charge quickly, considering you get adrenaline everytime you hit with a weapon, and since Scythes are the "hit all adjacent foes in front of you" weapon, you can quickly gain adrenaline for Tactics based skills, such as "Watch Yourself!" Combine this with "For Great Justice!" and Berserker's Stance, and you can spam "Watch Yourself!" over and over again. This could be brilliant. Plus, if you really want, you can put Avatar of Balthazar on your skill bar :). Just keep half of your skills adrenal, and you can really make this work.....of course, many Scythe Mastery skills need to have Enchants......hmmmmmm........ My Rating: This could very easily work, so long as you have good E-management or just simply good judgement on skill timing. I say 7/10; it loses one point because you can't pump up Avatar of Balthazar. =( W/P: Once again, haven't quite tried it, but I have played both. My opinion: They could really synergize well with each other. Paragons use shouts or chants (and various other types of musical singing..) which can often provide decent bonuses. This could be used to really pump up you fellow Warriors and the occassional Assassin or Dervish. Of course, all shouts can benefit them, but you know what I mean. My Rating: 6/10, only because you can't soup up Angelic Bond. You have the HP and the durability, so that can really stink. of course, you can use it to help absorb some of the dmg and abuse the opposing team hits your monk with. A very good choice overall. W/Rt: This was my original combination, and it can really kick butt if you can keep weapon spells on you for long enough durations, or if you spam the odd spirit to make your job even easier. The other nice thing is that is has a dedicated ressurecting skill, which usually belong only to monks: Flesh of My Flesh. Look that up on Guild Wiki. It can really save your butt. Main weakness: Short time frame to _actually_ utilize the weapon enchantments. Oh well. My rating: 5/10. You get a hard rez, and you can spirit spam. If only the weapon enchantments could be fully utilized! W/A: A mixed bag here. you can dual wield (daggers only, sadly), shadow step, and use three hit combos that can seriously kill. However, this requires ample investment in Crit. Strikes (the Assassin Primary attribute), as well as Dagger Mastery, and Deadly Arts. I am not a genius of the Assassin, so I can't help you here. See the Factions Assassin Guide for help. Pretty much, by dual wielding, you atk faster w/ less atk power, and if those combos are interupted, your entire chain is done for. Keep your blades sharp, but keep your wit sharper. My Rating: 6/10. The shadow stepping is worth at least one point, even if that is the only thing you utilize from this setup. Like I said, I can't really help you here, albeit just a little. =============================================================================== 3a.9- Playing a Warrior You, as a Warrior, have a job on the battle field. If there are two tanks (a warrior is a tank, along w/ the flash in-flash out sin, a sword-wielding paragon, and a Potent Dervish, preferably w/ the Avatar of Balthazar skill), you will be on the front lines, dishing out dmg to enemies and soaking up whatever they throw your way. You get to be upfront, telling the warriors who to atk and who to leave alone. Of course, always listen to your monk; they pretty much control if the team loses or wins. Always, always, always, always listen to your Monk. Get that through your head and your team will run smoother. Got it? Good. Depeneding upon your secondary, your _methods_ may be different. For example, a W/A might shadow step to enemy monks and unleash massive dmg (although shadow steps _can_ be bodyblocked), or you might teleport through the use of a Necromancer skill, such as Consume Corpse. Of course, the latter method also requires that someone by the Monk dies, so it could be a while.... Another strategy (and perhaps my personal favorite) is the use of Apply Poison if you have a Ranger secondary. This can apply pressure over time, which can kill a team if their monks aren't used to having every team member be inflicted with -5 health degen per second. Conjure Phantasm during the times you want to inflict serious degen. So can an Ele, if they are masters of Meteor Shower and/or Fire Storm. You will probably be the one called on to body-block passageways in arenas, considering you have the absolute toughest armor. You will often be the target of AoE spells of enemy Eles to try and out -spike or -degen your teams' monks. Try to keep the pressure _off_ your monks. I cannot stress this enough! Make sure they never run out of energy! =) =============================================================================== 3a.10- Don't Call Me Crazy These ideas are my own. Please don't claim them to be your own, as they are obviously not, and that is considered plagarism (ie, stealing another's work and calling it your own). I don't do that to you, so I expect that you return the favor. Now, on with the absolute crazy ideas! Feel free Battle Tactics: As I see more PvP, I will definitely see more. Keep checking back; I try to update everything on Sundays. Here's one thought for Warriors: If you are with 2 others (making the total 3, for you people who can't understand my writing), it _could_ be a good idea to have someone be the "Attack and Retreat Tank." I use this term to say this: Have one tank always keeping an eye on the monk. Whenever you see an enemy attacker break through the lines, the ART should try and head 'em off, giving the monk time to run. An assassin or a paragon (with a melee weapon; the spear does little good because it is ranged) can also do the job with ease. Builds: Here are my ideas for strange builds that could _possibly_ turn the tide of battle. All of my builds will follow this format: Name----------------------------------------------------- Profession Combination Attribute Ranks + Bonuses (provided by runes and armor) Equipment: weapon(s) recommended suit of armor Skills Summary, Advantages, and Disadvantages ---------------------------------------------------------- On with the builds! Please note that these are for characters w/ the max 200 attribute points ---------------------------------------------------------- Grenth's Paladin W/N Weapon Mastery of choice: 5 + 2 from armor + 1 from Rune Strength: 3 + 3 from armor + 1 from Rune Death Magic: As much as possible after above requirements are met. Equipment: Weapon of choice (preferably with 15% dmg bonus while hp is over 50%/max HP bonus) Shield of choice with as close to max armor as possible (dmg ^ while in stance/HP bonus) *omit this if you are a hammer warrior!* Choice of max Armor that gives E bonuses (gladiator armor works wonders) Skills: Berserker's Stance 3 Weapon Skills of choice, none of which can be Elites Animate Flesh Golem (Elite) Blood of the Master Dark Bond Rez Signet Summary of Build: Energy is an issue with this build, hence the Gladiator armor, which can raise you E to around 30! You start of with Berserker's to help you build up adrenaline and attack faster. After you start to get adrenaline, you can activate your weapon skills. For example, a Sword Warrior might choose to go Sever Artery, Gash, Final Thrust for a Small spike with additional degen. There are several different choices available, no matter what weapon you specialize in. After a corpse is made, quickly make a Flesh Golem (which will greatly aid you in battle). Use Blood of the Master if you need to heal it, otherwise, just keep fighting. If you get in real trouble, use Dark Bond, followed by Ctrl Clicking Endure Pain. I say to control click because if you don't, the monk will think you gave yourself a health boost, instead of proportinately increasing your health. Before battle, tell everyone what you are running, that way the monks know to keep you alive more than the other tank! If you die, that rogue Flesh Golem will tear your team apart! -------------------------------------------------------------- Poison (insert your weapon choice here) Warrior W/R Weapon mastery of choice: 11 Strength: 8 + 1 from armor + 1 from rune Wilderness Survival: 10 Weapon: makes no real dif, though poison duration increases are a really nice thing to have. Shield: read first four words of the above phrase, then add, "W/ Max Armor" Armor: Max armor w/ E bonuses Skills: Berserker's Stance Endure Pain 3 Weapon Skills of Choice (although Axe is probably the best way to go), one an Elite that hits all adjacent foes Troll Unguet Apply Poison Rez Signet/"For Great Justice!" Summary of Build: Energy is nowhere near as much of a problem as the Grenth's Paladin Build. At the beginning of battle, as the gates start to rise, use apply poison. Run into battle and immediately jump into the middle of everyone. Use the Elite if you want (if you use an Axe, you can make your Elite Eviscerate/Decapitate and use Cyclone Axe as the "Hit all Adjacent foes" skill) to spread poison all around, and when you get to about 80% health, use troll unguet. You might want to use Berserker's Stance after Unguet to make up for the dmg you missed out on dealing while activating it (Troll Unguet). If you wish, you may also desire to activate "For Great Justice!" right before you use Berserker's Stance for a Temporary extra 100% adrenaline gain, which probably charges up your weapon skills. Just watch your E, and use good judgement. More are Coming! I promise!-------------------------------------- =============================================================================== 3a.11- No good section is complete without the Glossary Welcome to my Glossary of all the terms used in this guide! I hope this can help to clear any confusions my abbreviations caused. Now, get studying! For more information about the words to describe skills, look it up on GuildWiki (Run search on wikipedia for guild wars, the link is at the bottom of the page) or look it up in the Guild Wars Manuscripts included with the game. If you desire, drop me an email and I will explain. Get it. Got it? Good! Atk: Attack. A physical way of damaging an enemy. Warrior, Assassin, Paragon, and Dervish Weaponry deals physical damage, unless otherwise noted on the weapon's description. Dmg: Damage. Loss of Health recieved from an attack. E: Energy. 'Nuff said. HP: To those who don't know this one, I pity you. It means Hit Points or Health Points. Rez: Ressurection. Ressurection Signets are commonly called Rez Signets or Rez Sigs. Max Armor: Armor which gives you max protection, duh! Max Dmg Weapon: Do I really need to say it? :) Adrenal: Having to do with skills that require Adrenaline to use. Adrenaline: A Warrior and Paragon way of using skills instead of E usage. For each successful hit you make on an enemy with an atk, you gain one strike of adrenaline. Paladin: A W/Mo combination where the monk emphasis is on Healing/Protection. Associated with Noobs (new players who think they know everything), Newbs (new players who realize they know nothing), and runners (people who will go with a group to get them to a new destination on the group members' maps. More terms to come!------------------------------------------------ =============================================================================== 3a.12- Section History (only applies to this section) Version 1.0: Started this on the March 17, 2007. Version 2.0: Updated this FAQ to send to shadowduck Credits: Just wanted to thank myself (for writing this and taking time to help you) You, the reader All of the writers at GameFaqs, you don't know how much you've helped me CJayC, for posting this, Shadowduck (aka Amrita Pureheart) for including my mini-faq in his guide........ and my fourth grade English teacher, for teaching me to never use the word "stuff" I don't know why; it just drove her up a wall. Section Copyright 2007 Strad Kirk Michael. All rights reserved. Usage rights are exclusive to shadowduck and any other sites/persons of Taka's choosing. Do NOT post this section or this guide without permission. =============================================================================== 3b. Monk The monk is one of the two support classes in Guild Wars. Monks are healers, use spells which protect themselves and other allies, and can deal damage using Holy Magic. Monks are one of the two classes that can resurrect players using a skill that does not disable itself after one use per quest. Monks have four attributes available to them: Divine Favor (primary), Healing Prayers, Protection Prayers, and Smiting Prayers. Divine Favor offers a healing bonus of 3 health per point spent in this attribute when casting a monk spell on a target ally (or yourself). So if I cast a healing spell on myself and my level in Divine Favor is 2, I would be healed for 6 + the effect of the spell. Each of the other three monk attributes does not have an effect other than raising the effectiveness of skills tied to them. Note, that any Monk can use the Resurrect skill, and the amount of health/energy given to the revived ally is the same for everyone not affects by attributes. Healing Prayers is an attribute tied to as the name implies healing spells. A monk specialized in healing prayers will be able to heal himself and others in the party while in battle. There are various healing spells that heal only one player, and one that heal the entire party. Note, any party healing skills will not heal NPCs (Allies) or pets in a particular mission with you such as Master Togo. To heal Togo for example, you must target him directly. Henchmen however are healed when using party healing skills. Protection Prayers deals with preventing damage from being dealt to a player or redirecting it to the monk. Skills in protection prayers can also raise health and energy of players. Smiting Prayers is the damage attribute for Monks. Smiting Prayers deals with dealing Holy damage to foes your party will face. Holy damage is a special type of damage that ignores armor. So the skill will do exactly the damage listed to all foes regardless of their armor. Holy magic will be dealt double to any undead type creature you might face such as the minion of a Necromancer. A skill listed to deal 15 damage would deal 30 to an undead type creature for example. 3c. Necromancer Necromancer (Necro for short) is the class of death and minions. Necros exploit corpses, steal life using drains and deal curses to foes. Necros attain their energy to cast spells from the death of other creatures around them. Necros are the only class that can create minions to assist the party in a battle. Necros have 4 attributes: Soul Reaping (primary), Death Magic, Blood Magic, and Curses. Soul Reaping gives Necro 3 points of energy per point invested in the skill whenever a creature (player or foe) dies near the Necro. Obviously, investing some points in this skill is the key to not running out of energy as a Necro. The other three attributes again, have no effect other than raising the effectiveness of the skills tied to them. Blood Magic deals with stealing health from foes via drain spells or by touching them. A drain spell is different from a damage spell as all health lost by the foe is gained by the Necromancer at the same time. Most drain spells drain health over time and add it to the Necromancer's total. A Necromancer can also deal Shadow damage, which like Holy damage ignores armor. Death Magic is magic that deals with corpses. A player specializing in death magic is often called a Minion Master (or often just MM in game). Necromancer's experience in Death magic can create minions to fight for the party by using the bodies of dead foes or allies. Each corpse can only be used once, after that it turns blacks and it not useable again. Death magic can also deal damage by create exploding corpses, and be used to give health to the caster. Curses deal with spells which hinders foes with various negative effects such as disease and poison which damage the player over time (and can add up quickly). Generally, a Necromancer specializes in one of the three magic types available, and adds remaining attribute points in soul reaping, and one attribute from their secondary class. 3d. Mesmer Mesmers are the class which uses magic to create problems for other players and foes. Mesmers can steal health, interrupt a player's actions, or cast other spells (generally Hexes) that generally hinder (and usually annoy) the player or foe. The Mesmer like most other classes has three classes of magic and one special skill. The primary attribute of the Mesmer is Fast Casting. The three magic attributes are: Domination, Illusion, and Inspiration. Fast Casting for each point invested slightly speeds up the casting time of your speeds. Exactly how much seems to be a mystery however. Domination magic is for controlling the actions of other players, Illusion Magic is used to interrupt players, change their actions and really annoy them in a PVP environment, Inspiration Magic is for energy stealing, and how a Mesmer keeps their energy up. 3e. Elementalist Elementalist is the profession of the elements or what most players would consider the Mage. Elementalist's spells come from the 4 elements of the earth (Fire, Wind, Earth, Water). The Elementalist can deal more damage than any other character in a short amount of time. Elementalists also excel in spells that affect multiple foes close to target foes. These spells are called Area of Effect (AoE) spells. There are 5 attributes available to the Elmentalist: Energy Storage (primary), Fire, Air, Water, and Earth. Energy Storage is one of the best primary attributes in the game. The effect is very simple, for every point invented the max energy on your character is raised by 3. Since Elmentalist spells require lots of energy to cast, this is very helpful. It is not uncommon to see Elementalists with 75 or more energy available. Energy Storage also has a very powerful spell tied to it called Aura of Restoration. This spell lasts one minute at a time and heals the Elementalist for between 152 and 400% of the energy spent to cast spells while its effective. This works for ANY spell from any class, so this is indeed powerful. However, to counterbalance this, certain Elementalist spells cause Exhaustion. This is a condition that lowers your max energy (it will show up as gray on your energy bar). The energy is gained back on time a few points per second but slower than normal regeneration. So, while your character's max energy is high, casting three or four spells which cause Exhaustion is worse than running out of energy, because your energy will be slower to regenerate. Keep this in mind as you play this class. Fire magic is the magic class for dealing damage to foes using various AoE spells and spells that target only 1 foe, but usually set them on fire which degenerates health quickly. Generally, AoE spells either cast at the location or the caster or the location of a target foe. All foes in the general area (around 20 feet) are effected by this spell as well. Most AoE spells last for 5-10 seconds and deal damage once per second. Water magic is the magic class for hindering moving or dealing damage to moving foes. Water's spells usually deal with ice or snow. These spells can damage the foe over a few seconds (like fire), or vastly hinder their movement by slowing them down up to 60%. A slow foe is one who is much easier to strike. There are also various skills in Water magic to cause knockdowns which render a foe helpless until he can get up. Air magic is the magic of lightning. Some of the most powerful spells in the game are available in this attribute. Such spells as Chain Lightning can be devastating to an opponent. Some Air magic spells also have armor penetration. Any skill which adds this value benefit notes this in its description. The penetration amount is usually 25%. So your foe's armor level is basically 25% lower against this spell. This is a very nice benefit indeed. Air magic also has spells which can knock a foe or group of foes to the ground. Gale is a good example of such a skill. The final attribute of the Elementalist is Earth magic. Earth magic is the mainly defensive attribute for Elemenalists. Earth spells generally protect the caster or their party from attacks or damage from foes. Earth does have some attack magic as such Stoning, but there are only a few attack spells to be found here. The dedicated earth mage is a support character built to protect the rest of the damage by reducing the chance a foe connects on an attack, or by raising the level of the party's armor. There are also spells here to increase the speed of the casters movement. As with the other classes, the best character will specialize in one of the magic classes, try to max out their Energy storage, and spend the remaining attribute points in their secondary profession. 3f. Ranger The last of the "core" (as ArenaNet calls the six professions which were available in the first game in addition to being available in Factions) profession is the Ranger. Rangers are archers, and generally attack with a bow. Rangers also have the unique ability to charm animals scatter through the game world, and have the animal join them in combat. Animal companions' level just like players and their attacks become more effective as they do so. The starting level and leveling rate is different for each animal that is available for charming in the game. Generally any animal whose name shows up in green can be charmed by a Ranger with the appropriate skill. Rangers have four attribute classes available for use: Expertise (primary), Beast Mastery, Marksmanship, and Wilderness Survival. Expertise lowers the amount of energy requires to cast Ranger preparations and attacks. For each point invested skills require about 3% less energy. Effective use of this attribute ensures a Ranger will rarely run out of energy. Beast Mastery as the name implies deals with animal companions. These skills are solely to enhance the effectiveness of your animal companion in battle, to heal it, or to bring it back to life in case it dies. Only a ranger can revive a fallen animal friend, Resurrection or other Monk spells do not work on animals. Marksmanship deals with making a Ranger's bow for effective. Like the weapon classes for a Warrior, each point invested in this attribute raises the damage of your bow and increases the chance of a critical hit. Generally, skills in this class raise the max damage one arrow can inflict modify the speed of your arrows, or the number of arrows shot at once. Any good attack ranger will spend attribute points in this skill. Finally, Wilderness Survival is the class of traps and other Enchantments that effect to environment as a whole. Traps are invisible to players and foes until stepped on, which triggers the trap rather negative effect. Rangers skilled in Wilderness Survival lay traps all over the field, hoping to catch an unsuspecting foe. Enchantments which affect the environment come in the form of rituals which appear in the game world can affect all creatures in range. Environmental enchantments affect all players and foes within range, not just foes hostile to party. Keep this in mind to use them effectively. The rituals modify everything from speed of bow attacks to dealing extra damage to foes struck. The following four professions I do not really know enough about to write a decent write, so I will link you to excellent ones on GW Wiki. Go to http://gw.gamewikis.org/wiki/Profession. Then click on the the one of your choice for lots for information on that Profession! 3g. Assassin =============================================================================== 3h. Ritualist 3h.1- Introduction Ok, as you all well know, I'm Taka. This is my second guide that I have sent to Justin, and once again, I hope to make this mini- -guide the G4TV for the Ritualist. While Guildwiki has a decent Rit guide, I thought to offer my experiences w/ the class, which, albeit getting to the mainland, I have still learned a lot since I first started, and have been looking at the skills for a long time now. I am trying to get today's Rits away from simple spirit-spamming and start getting them to actually do stuff that is worthwile, such as healing or nuking. So read on, Ritualists! =============================================================================== 3h.2 Your Role in Battle Ok, so you are a Ritualist. most people assume that you are a spirit spammer and, because of this, you sometimes have difficulty finding a group. first of all, don't spirit spam too much. A, it is cheap, and B, spirits can't move. Therefore, your minions cannot move how the Necro's undead pets do. Your main purpose is to help lessen the burden on healers, if only a little. You are supposed to combine the lightning damage of elementalists with the healing of monks. Don't believe me? ok, fine. Here is a setup for you: You are with a group that has only one tank. There is a sin w/ your group as well. You have 2 monks, as well as a ranger, 2 nukers and a necro (who happens to be a Minion Master) in your roster. If your sin dies (which, if you are playing w/ bad sins, will happen very quickly), there is only one warrior, which can not take a beating from 4 level 22 afflicted w/out being healed every 5 seconds. What should you do in this situation? Quite simple: Bring something like Shelter and Union (you may want to bring Recuperation for a little bit of regen), as well as Spirit Light, Spirit Boon Strike, a good rez (Flesh of My Flesh?), a self heal (Generous Was Tsungrai works wonders), and maybe a spawning power skill or two, as well as something like Channeled/Channeling Strike (not quite sure which it is...). You help to mitigate damage w/ those two spirits, can heal for about 100 health w/ Spirit Light, and do around 90 damage apiece w/ Spirit Boon Strike and Channeled Strike. A true Rit's role is never solely nuking, spirit spamming, or healing...It is a COMBINATION of the 3! You are the jack of all trades (in the casting line, anyway). One of the best qualities of Rits is to be able to think on your feet; you have to figure out how skills can stack (Generous followed by Channeled) and to think on your feet. You have to always be keeping an eye on the health of your party, the duration of spirits, and the HP of your enemies. Rits require true multi tasking capabilites, and that is why there are few good ones......no one wants to focus that much. In fact, it is similar to a Paragon...A good paragon can really buff your team to extremes. =============================================================================== 3h.3- Starting Out.. Ok, so you chose a rit.....I don't know if you are stupid, dedicated, brilliant, or all three. If you succeed at your job, people will praise the ground that your character walks on. If you fail, on the other hand.......well, that is the polar opposite. I would recommend starting in the following manner: A. Buy Resto Skills at first....they will help get get you in groups and keep that group alive... B. then get a few Channeling skills as well as a couple of spirits. I would recommend three: Union, Shelter, and Bloodsong. The first two help to mitigate damage, and the last one STEALS health. Not deal, STEAL. C. Upgrade your armor (most notably your chest and leg armor) at Ran Musu Gardens, if you can. This will help to cover your soft underbelly and protect you more. D. Get the 30 bonus skill points quickly. They WILL help you when you get to the mainland. And finally, E. As soon as you hit mainland, get a run to Kaineng Center. There, you can access (and buy) every non-elite Rit skill in Factions, which will help you deck yourself out even faster. After that, you are open to your own whims, but remember....Combination of the 3....Do not focus on one sole art. =============================================================================== 3h.4- Secondary Profession Opinions Once again, I'll be rating the secondaries of a class, this time, the Ritualist. W = Warrior E = Elementalist R = Ranger D = Dervish P = Paragon N = Necromancer Me = Mesmer Mo = Monk A = Assassin Rt= Ritualist Rt/W: Eh......not so much. You could use the stances and some of the tactics skills, but that is about it. My Rating: 3/10 Rt/E: Hmm.....More access to nuking skills....could work, though you lack good Energy Management. Alright, though. My Rating: 5/10 Rt/Mo: The ULTIMATE healing machine, but unable to remove hexes...Resilient weapon can cover for you for a little bit however. My Rating: 7.5/10 Rt/R: The ultimate spirit spammer, though I don't know why you would want to go this way...Though you do get a weapon. My rating: 6/10 Rt/Me: Hmmm. You have hex removal! Yay! This could work, too. Very well, at that. My rating: 7.5-8/10 Rt/N: You can summon minions w/ more Hp...but that would not be the best way to go...You could hex, though, which would make your job easier. Leeching your opponents health isn't that bad... My rating: 7/10 Rt/P: Once again, shouts, chants, and stances. Although these would work a bit better than the Warrior...after all, your buffs would go to casters...If you are back there w/ em... My Rating: 6/10 Rt/A: I see very little potential other than shadow arts, but that is still very lacking. My rating: 3/10 Rt/D: Read the above, but change Shadow Arts to Earth/ Wind Prayers. These seem to work a bit better than the sin, however... My rating: 5/10 =============================================================================== 3h.5- Build Ideas Ok.....I honestly don't know a whole lot of Rit builds, but here are a couple that seem to have worked so far: Taka's Pure Shing Jea Monastery restoration Rit: Recuperation Generous Was Tsungrai Soothing Memories Spirit Light Flesh of my Flesh Weapon of Warding Vengeful Weapon Resilient Weapon At this point, you would pretty much put everything to the Restoration Magic Line. Go figure. No, as in literally, go figure. Taka's SJ Monastery Combination Ritualist: Generous Was Tsungrai Recuperation Weapon of Warding Channeled Strike Spirit Boon Strike Bloodsong Flesh of My Flesh *Optional* For the optional, I would recommend something like Resilient Weapon, to lessen the burden on the monks. If you are acting as the main healer, find a really good spirit or skill that can heal people. I have a Few offensive spells to help heal your spirit (Spirit Boon Strike) and Channeled Strike to maximize your potential. If people hammer on you, then yeah, bring all of your healing prowess, but otherwise, bring two nuking skills. Might I recommend Spirit Rift? It has a delayed reaction, so if you know that it will kill it in 3 seconds (after all, the Warriors are attacking it, you know), fire it to strike the final blow. =============================================================================== Counters of The Ritualist Rh.6 Ok..so you know that you must be a jack of all trades....but anyone else that has read this guide now knows that also. They will try to figure out counters to your ways...and it isn't hard. You binding spells take forever to cast...A ranger could use Broad Head Arrow, or something similar, just to interupt you. Darn those good rangers! :P Ok...so how are YOU gonna counter their counter? How are you gonna make it so that THEY cannot get the better of you? Any ideas? What, you have nothing? Ok, if you have a Mesmer Secondary or on the same team as a mesmer.. they can cast Mantra of resolve on you (correct this if I'm Wrong). This makes it so that you do not get interupted on the next spell. If that is a spell that is crucial...well, that would not be good if it was interupted. So, get Mantra to effect you. Here is another issue: You are a squishy! That means you have little armor! The only time I EVER see a rit on the front lines is whenever they have Spiritual Strength (or whatever it is) to keep them from getting killed in 3 axe strokes. To counter this...remember, you can run! Put anything between you and that annoying warrior! I remember this fact from Nobleman Azure, who inspired me to become a rit in the first place: "Your spirits have collision. PUt them between you and a warrior. That can buy you a couple of seconds, which helps a whole lot in reality." And it is true; 1.5 seconds will help. Think about how far your character runs in one second. You would be running that distance AWAY from that warrior. Unless he has Sprint or Enraging Charge, he won't catch up to you. However..he WILL start to go after the monks on your team. I guarantee it. Now that you know a couple of counters to the rit, I hope that you will be able to find a couple on your own. Be smart and creative when in a conundrum, and remember to use the enviroment. Now, go out there and prove the guy that wrong said, "Blind (wo)men can't pwn/own!" My credits, which applies only to the rit guide: Shadowduck (aka Amrita) for hosting this miniguide. Nobleman Azure...You don't know how your guide helped me to learn the way of the Ritualist..for that, I thank you, and wrote this guide to help lazy people who don't wanna click "Back" on their browser to go to your guide, which I think is definitely WAY better. :P Myself, for writing this and proving Amrita wrong, that Ritualists are crap. In truth, you just pwned! By a blind man! (of course..my rit is a female w/out the headpiece showin.. she is waay to cute for the headpiece. :P) :) You for actually reading this. CJayC for making Gamefaqs, often called the greatest collection of idiots on the intraweb! I love the site! =============================================================================== 4. All about your Character and Conditions When you create a character of course the character starts at Level 1. Your character will have no skills, 100 health and 20-40 energy based on your primary class. Warriors start with the lowest energy, and Elementalists start with the highest. How quickly your energy regenerates also depends on your profession. As with any role playing game as you battle foes and complete quests your character will level. Leveling will allow your character to gain Attribute points as discussed in Section 2, 20 health, and 1 skill point. Skill points are used to purchase skills from Skill trainers through the world. This is different from the first Guild Wars game, skills beyond the basic ones earned in training quests are no longer given through quests they must be purchased. As you purchase skills the amount of gold required will increase starting at 100 and maxing out at 1000 gold (or 1 Plat). So, at level 20 (the max level) your character's base health will be 480, and it will have earned 170 attribute points. Energy is not increased by leveling; only skills or armor can raise max energy. Health can be modified with runes, either in positive or negative direction. This will be discussed in the section on Runes. 4a. Conditions Various conditions can afflict your character while in the game world. Most of these conditions are negative and generally either cause your character to lose health, reduce the speed in which it moves, or hinder its attacks. The various conditions are described below: Poison: Causes health degeneration of four, usually inflicted by a ranger, and usually lasts for 45 seconds or more. Water in various swamps is also poison to players, but usually the health degeneration is only one or two. Disease: Causes health degeneration of four also, usually inflicted by a Necromancer. This effect usually lasts for under 30 seconds, unlike Poison. Bleeding- Causes health degeneration of three, inflicted by a Warrior type character using an attack skill or a Rangers trap. Generally bleeding lasts for greater than 30 seconds. Fire (Burning)- The most damaging condition causes health degeneration of seven, but usually only lasts less than ten seconds. Blind: Causes most melee attacks to miss their mark, and generally is most devastating to a Warrior character. Rangers will also miss most of their shots. This effect generally lasts around 30 seconds, and in often inflicted by a Mesmer or Elementalist. Deep Wound: Inflicted by a Warrior foe most often using an attack skill, your max health is reduced by 20% for the duration of the effect usually around 30-45 seconds. Cripple- Inflicted again by a Warrior or a Rangers traps, being crippled will greatly reduce your spell for the duration of the effect usually 30 seconds. Dazed- Basically "Blind" for mage characters. The amount of time needed to cast spells doubles, your spells are easily interrupted by attacks, and generally this can cripple a mage. Weakness- Greatly reduces the damage dealt by your character. Again this is most crippling to Warrior characters. Weakness does not effect skills only attacks. Exhaustion- See Section 3e the Elementalist for more information on this condition. =============================================================================== 5. Weapons In addition to skills, of course, all characters can attack with a weapon as well. Weapons come in various types and are either one handed or two handed. Two handed weapons such as staffs are for mage characters and generally offer more bonuses than one handed weapons to make up for the loss of using an off-hand item. Each weapon type is described below: Swords: one handed- used by Warriors 15-22 Max Damage range Axe- one handed- used by Warriors, 6-28 max damage Hammers- two handed- used by Warriors, 19-35 max damage Bows- two handed- used by Rangers, 15-18 max damage Wands- two handed weapons used by Necros, Elementlists, Monks, Mesmers, Ritualists, 11-22 max damage Staff- two handed- used by Necros, Elementlists, Monks and Ritualists, Mesmers as well, 11-22 max damage range. Generally has an energy bonus between 2 and 12 depending on the staff. Daggers- two handed weapon- used by Assassins- Generally attack for low damage but attack must quicker than other weapon types. 7-17 max damage Weapons can be modified by a weapons crafter in any town or outpost for 10 gold. This will add 20% damage bonus to the weapon, but this will also customize the weapon for you, meaning it cannot be sold to another player. All but basic weapons also have requirements attached to them. This requirement will be listed in the description of the item. Any character can use any weapon, but to use the weapon as listed, your character needs to meet the requirement. The requirement will be a certain level of an attribute, for example a fire staff will usually have a requirement of fire magic. =============================================================================== 6. Runes Armor can be modified in Guild Wars Factions by using Runes. Runes are purchased from players, the Rune Trainer, or found in the game world from monster loot. Any armor drop whose name is blue, purple, or gold colored in the game world will contain a Rune will salvaged with an Expert Salvage Kit. See the section on Armor for more on Salvage kits. When a player indentifies a Rune using an Identification Kit (purchased at the merchant for 100 gold) that Rune is unlocked on their account. A player may now use this Rune on any player-vs.-player character created. Runes, of course, are not just limited to PVP players. Runes come in 3 types: minor, major, and superior. Runes raise your level in attributes by up to 3 points. There is a rune for each attribute in the game in each of the three types. Runes can only equipped for your Primary profession, with the exception of Vigor will any player can equip. A minor rune will raise your skill in the related attribute by 1. A major rune will raise your skill by 2, but lower your health by 50. Superior runes, raise your skill by 3, and lower your health by 75. Each player can have 5 runes equipped at any one time (as there are five pieces of armor). Once a rune is equipped, it cannot be removed from the armor without destroying the armor. If a character wishes to change a Rune, they can apply a new rune to the same piece of armor, which will destroy the old Rune. There are 2 special types of Runes that do not modify attributes. They are Vigor and Absorption. Vigor runes raise max health and can be equipped by any player. Absorption Runes absorb damage, and may only be equipped by Warrior characters. Unlike other runes, Vigor and Absorption Runes have no health lowering effect at the major and superior levels. Vigor runes raise max health by 30/40/50 based on level. Absorption runes reduce damage by 1/2/3 based on their level. When found in the game world a minor rune will be colored blue, a major will be purple, and a superior will be colored gold. The game has been modified so unlike in the past, each color will always produce a Rune of that type. Rune drop can be easily identified as they will always drop on Armor dropped from monster kills. =============================================================================== 7. Armor The most important item you can buy in the game obviously is your armor. Without it, your deaths will come quickly and often. Armor in Guild Wars is handled a little differently than other games in the genre. Armor can only be bought from armor crafters, and is customized for one player. Armor cannot be traded or sold to other players; it is yours and yours alone. The armor a level one character starts it, will not give you very far. Armor Level (how effective your armor is at absorbing damage) varies by class. Warriors can have armor of up to AL 100, Necromancer and Rangers AL 70, Monk and Elmentalists, and Mesmer only are able to craft AL 60 Armor. Armor is crafted by visiting an armor crafter in town. Not all towns have crafters, most outposts do not. To craft armor you will need supplies, usually one common material, and one rare material, plus gold. Basic armor is 150 gold per piece, max armor is 1.5 plat per piece of 15 plat for special armor. Crafting materials can be purchased from traders (the expensive way), players (the cheaper way) or from armor drops in the world (the free way). Buy an Expert salvage kit from a merchant in any town or outpost (400 gold). This will let you salvage 25 times. You can buy Superior kits for two plat that salvage 100 items. Anyway, once you buy a kit to salvage an item you have picked up, double click your salvage kit, and then you item you wish to salvage. Items given as quest rewards cannot be salvaged, as well as starter items given to you. Almost any other item in the game can be salvaged for materials. Always use expert/superior salvage kits because they give you the chance to salvage rare material like silk or leather. Armor generally requires 20-75 of the common material and 2-12 of the rare material per piece to craft. Once crafted use your Inventory (I) popup to equip your new armor. To add runes to your armor, double click the rune and then double click the piece of armor you wish to add it to. The rune is automatically added and the name of your armor will change to reflect this. Guild Wars Factions adds six new sets of Armor for each class. In most towns there are 3 armor crafters each selling a different set of armor. You can also find armor crafters in the Kurzicks and Luxon towns. However, if you have lots of Kurzick faction, don't expect the Luxon armor crafter to talk with you. There is one piece of armor that does not need to be crafted; this is shields used by Warrior type characters. Shields have an armor level between 1 and 16 and often have requirement to use. The requirement for any shield will be listed in the description. The requirement will be either a certain level in the Strength or Tactics attribute. =============================================================================== 8. Upgrades All weapons in Guild Wars Factions can be upgraded to perform more effectively in battle. Each weapon can hold up to two upgrades (some purple and gold items you find will already have two, you cannot add more) which are applied by double clicking the upgrade and then the item. Upgrades can be purchased from other players, or salvage from item drops which are upgraded already in the game world. Make sure to use an expert salvage kit to salvage the upgrade. The names for weapon updates are listed below: (The list was compiled using the Guild Wars Wiki.) --------------------Weapon Upgrades(Non Stave)------------- Sword- Upgraded with a Hilt, Axe/Hammer upgraded with a Haft, Daggers Upgrades with a Tang, and Bows with a String. Unless noted below each upgrade will work with all weapons listed above. The first four all convert physical damage to the listed element. The name of the upgrade is added to the name of the weapon. (Fiery Long Sword for example.) Fiery- Fire Damage Ebon- Earth Damage Icy- Ice Damage Shocking- Lightning Damage Barbed- Lengthens bleeding duration by 33% (Not available for Hammers) Crippled- Lengthens Crippled duration by 33% (Not available for Hammers) Cruel- Lengthens Deep Wound duration by 33% (Not available for Bows) Poisonous- Lengthens Poison duration by 33% (Not available for Hammers) Heavy- Lengthens Weakness duration by 33% (Axe and Hammer only) Silencing- Lengthens Dazed duration by 33% (Bow and Dagger only) Furious- Double Adrenaline on hit (2-10% chance depending on upgrade- Sword, Hammer, Axe only) Sundering- Armor Penetration of 20% on hit (10%-20% chance depending on upgrade- not available for Dagger) Vampiric- Life Stealing: 1-3 life per hit (for Swords, Axes and Daggers) Life Stealing: 1-5 life per hit (for Hammers and Bows), Health regeneration of -1 for all weapons Zealous- Energy Gain of 1 on hit- Energy regeneration of -1 ----------------------Weapon Upgrades (Staves) ------------ Staves (Staffs) are used all classes other than Warrior and Assassin. They can be upgraded as follows, used a Staff Head. (Again, thanks Guild Wars Wiki!) Defensive- Armor +4 or +5 Insightful- Max Energy +1 to +5 Hale- Max Health +10 to +30 ---------------------Weapon Upgrades #2--------------------The second set of weapon upgrades change the name of the weapon by adding to the end of the name. Fiery Long Sword of Defense for example, would be long sword which does fire damage and has been upgraded with a Defensive sword pommel to raise armor. All these upgrades can be applied to any weapon as long as they are the proper type (a sword pommel cannot be applied to a staff). Swords are upgraded with pommels, Axes, Bows, and Hammers with grips, Staffs with wrapping, and Daggers with handles. Defense Armor +4 or +5 Shelter- Armor +4 to +7 (vs physical attacks only) Warding- Armor +4 to +7 (vs elemental attacks only) Fortitude- Health +20 to +30 Enchanting- Enchantments last 10% to 20% longer Blood Magic (or any attribute- there is an upgrade for each one)- +1 while using skills - 10% to 20% chance Slaying a Creature Type- Damage +10% to 20% vs. that Creature Type =============================================================================== SECTON 1- GUILD WARS FACTIONS- THE STARTER ISLAND =============================================================================== 10. Skills There are 150 skills or so for each profession in Guild Wars Factions. Each of the core 6 classes were given 25 new skills in Factions. I do not even hope to cover every skill available in the game as that would take a really long time. Instead, I am going to focus on some of the most used skills in the game using a few builds that I have run in the game. Any numbers in ( ) are effected by the related attribute listed. Note, you only have one elite skill equipped at any one time. Thanks to GameAmp.com (guildwars.gameamp.com) for providing skill descriptions! 10a) Elementalist Skills: These skills are basically for a fire mage or called a Nuker in the game. The skills are mainly AoE skills that effect a foe and any foe around it. =============================================================================== Aura of Restoration Attribute: Energy Storage Energy Cost: 10 Duration: 60 seconds Recharge: 20 seconds Type: Enchantment Effect: For 60 seconds, you are healed for (152%-350%) of the energy cost each time you cast a spell. =============================================================================== Immolate Attribute: Fire Magic Energy Cost: 10 Duration: (1-3 seconds) Cast Time: 1 second Recharge: 5 seconds Type: Spell Effect:Target foe is struck for (5-41) fire damage and is set on fire for (1-3) seconds. =============================================================================== Fireball Attribute: Fire Magic Energy Cost: 10 Cast Time: 2 seconds Recharge: 7 seconds Type: Spell Effect:Send out a ball of fire that strikes target foe and all adjacent foes for (7-91) fire damage. If the view of your foe is obstructed this skill will fail. =============================================================================== Meteor Attribute: Fire Magic Energy Cost: 5 Cast Time: 3 seconds Recharge: 30 seconds Type: Spell Effect: Target foe and all adjacent foes are struck for (7-91) damage and knocked down. This spell causes exhaustion. =============================================================================== Meteor Shower Attribute: Fire Magic Energy Cost: 25 Cast Time: 5 seconds Recharge: 60 seconds Type: Spell Effect:Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for (7-91) fire damage and knocked down every 3 seconds. This Spell causes Exhaustion. =============================================================================== Inferno Attribute: Fire Magic Energy Cost: 15 Cast Time: 1 second Recharge: 20 seconds Type: Spell Effect: All adjacent foes are struck for (30-114) fire damage. =============================================================================== Phoenix Attribute: Fire Magic Energy Cost: 15 Cast Time: 3 seconds Recharge: 25 seconds Type: Spell Effect: A fiery phoenix rises at your location, striking adjacent foes for (7-91) fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional (15-75) fire damage. =============================================================================== Rodgort's Invocation Attribute: Fire Magic Energy Cost: 25 Cast Time: 3 seconds Recharge: 15 seconds Type: Spell Effect: Target foe and all nearby foes are struck for (15-99) fire damage and are set on fire for (1-3) seconds. =============================================================================== Breath of Fire Attribute: Fire Magic Energy Cost: 10 Cast Time: 2 seconds Recharge: 30 seconds Type: Spell Effect: Create Breath of Fire at target foe's current location. For 5 seconds, foes adjacent to that location are struck for (5-35) fire damage each second. =============================================================================== Bed of Coals Attribute: Fire Magic Energy Cost: 10 Cast Time: 3 seconds Recharge: 30 seconds Type: Spell Effect: For 10 seconds, foes standing still near this location are struck for (5-29) fire damage each second. Any foe knocked down on the Bed of Coals is set on fire for (3-7) seconds. =============================================================================== Double Dragon (Elite) Attribute: Fire Magic Energy Cost: 15 Cast Time: 3/4 second Recharge: 30 seconds Type: Spell Effect: For two seconds, foes adjacent to this location are struck for (7-112) fire damage each second. This spell causes exhaustion. =============================================================================== Energy Boon (Elite) Attribute: Energy Storage Energy Cost: 5 Cast Time: 1 second Recharge: 5 seconds Type: spell Effect: You gain (10-20) Energy. Energy Boon causes Exhaustion. =============================================================================== Ether Renewal (Elite) Attribute: Energy Storage Energy Cost: 10 Cast Time: 1 second Recharge: 30 seconds Type: Enchantment Effect: For 7 seconds, each time you cast a spell, you gain (1-5) Energy and (5-20) Health for each enchantment on you. =============================================================================== Ether Prodigy (Elite) Attribute: Energy Storage Energy Cost: 5 Cast Time: 1 second Recharge Time: 5 seconds Type: Enchantment Effect: Lose all Enchantments. For (5-20) seconds, you gain Energy regeneration of 6. When Ether Prodiy ends, you take 2 damage for each point of Energy you have. This spell causes Exhaustion. =============================================================================== 10c: Monk Skills Monks can come in three flavors: Healing, Protection, or Smite (Damage Dealing via Holy magic). I will focus on Healing spells for now. Expect Protection and Smite spells to be added in a future update. =============================================================================== Signet of Devotion Attribute: Divine Favor Energy Cost: 0 Cast Time: 2 seconds Recharge: 5 seconds Type: Signet Effect: Heal target ally for (14-83) health. =============================================================================== Divine Healing Attribute: Divine Favor Energy Cost: 10 Cast Time: 2 seconds Recharge: 30 seconds Type: Spell Effect: Heal yourself and nearby party members for (10-210) health. =============================================================================== Heal Other Attribute: Healing Prayers Energy Cost: 10 Cast Time: 1 second Recharge: 3 seconds Type: Spell Effect: Heal target other ally for (35-151) health. (You cannot use this spell to target yourself.) =============================================================================== Heal Party Attribute: Healing Prayers Energy Cost: 15 Cast Time: 2 seconds Recharge: 2 seconds Type: Spell Effect: Heal All party members for (16-67) health. This skill does not heal pets or NPC allies traveling with your party. It also does not heal players out of compass range. (Players whose names are dimmed.) =============================================================================== Healing Breeze Attribute: Healing Prayers Energy Cost: 10 Cast Time: 1 second Recharge: 2 seconds Type: Enchantment Effect: For 10 seconds, target ally gains health regeneration of (3-8.) One of the best healing spells in the game, especially if Healing Prayers attribute is above around level 9. =============================================================================== Infuse Health Attribute: Healing Prayers Energy Cost: 10 Cast time: 0 Recharge: 0 Type: Spell Effect: Lose half your current health. Target other ally is healed for (100%-129%) of the amount you lost. =============================================================================== Mending Attribute: Healing Prayers Energy Cost: 10 Cast Time: 2 seconds Recharge: 0 Type: Enchantment Effect: While you maintain this enchantment, target ally gains health regeneration of (+1-3.) Caster has one less point of energy regeneration while this enchantment is in effect. =============================================================================== Word of Healing (Elite) Attribute: Healing Prayers Energy Cost: 5 Cast Time: 0 Recharge: 4 seconds Type: Spell Effect: Heal target other ally for (16-80) points. Heal for an additional (15-100) points if that ally is below 50% health. =============================================================================== Healing Hands (Elite) Attribute: Healing Prayers Energy Cost: 5 Cast Time: 0 Recharge: 25 seconds Type: Enchantment Effect: For 10 seconds, whenever target ally is struck by an attack, that ally is healed for (5-35) health. =============================================================================== Monk Resurrection Spells The monk is one of the two classes that an revive fallen party memebers. Resurrection spells will not resurrect pets or NPCs. =============================================================================== Resurrect Attribute: None Energy Cost: 10 Cast Time: 6 seconds Recharge: 5 seconds Type: Spell Effect: Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy. =============================================================================== Restore Life Attribute: Healing Prayers Energy Cost: 10 Cast Time: 8 seconds Recharge: 6 seconds Type: Spell Effect: Touch the body of a fallen party member. Target party member is returned to life with (20%-65%) health and (42%-80%) energy. =============================================================================== Rebirth Attribute: Protection Prayers Energy Cost: 10 Cast Time: 6 seconds Recharge: 0 Type: Spell Effect: Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for (10-4) seconds. This spell consumes all your remaining energy. =============================================================================== Resurrection Chant Attribute: Healing Prayers Cast Time: 8 seconds Recharge: 0 Type: Spell Effect: Resurrect target party member with up to your current Health and (5%-29%) Energy. This spell has half the normal range. Hands down the BEST resurrection spell in the game. The ONLY spell other than Resurrection Signet that revives a party time with up to 100% health. =============================================================================== Resurrection Signet Attibute: None, any player can use it Energy Cost: 0 Cast Time: ? Recharge: WHen a boss is killed in the current mission/quest Type: Signet Effect: Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. =============================================================================== 11. Main Factions Walkthrough Part 1: Introduction to Factions To start, create a character as described in Section 3- Professions. Once you create a character you will come into the world as a level 1 character with 100 health and 20-40 energy based on your class. Your character will be in an explorable area with a few NPCs and Master Togo. If you have never played Guild Wars before, it would be wise to run through the tutorial by talking to Instructor Ng. If you are an experienced player, follow Togo to skip the tutorial. You will be teleported to the first town and gain 2000xp + 2 skills for your primary class. If you so choose to complete the tutorial, Ng will lead you around the area having you kill monsters. You will also gain a starter weapon (not very good, try to get a better one ASAP), and a basic idea on how to play the game. This tutorial is not very complete, and does not cover any advanced game play techniques, nor does it explain anything about your class. After each step, talk to Instructor Ng to continue. An NPC that requests your attention or has a quest for you will always have a Green! over his/her head. At the end of this tutorial sequence Ng will set you on your way. Talk to Loco to get your reward (2000xp) and be transported to the first town of the game which is Shing Jea Monastery. Note, to players familiar with the first Guild Wars game, there is no presear area beyond the tutorial. All areas of the game starting from Shing Jea, are accessible at any time by your character. There is not an area of the game in which you are unable to return. Once in town, look around and explore a bit. Shing Jea offers all major services such as armor, traders (rune, scroll, dye) Storage, a new type of collector called Quartermasters, and other services. Quests will reward you will Monastery credits will you can trade into the Quartermasters for various items such as Salvage and Identification kits. Merchants still sell them if you have the gold to buy them of course. The various quests you will receive on the island will be the next update to this walkthrough. 11b- New Mission Structure This seems as good of time as any to cover the new mission system present in Factions. There are a total of 13 missions in which to complete in Factions. Two of them are on the starter island, and eleven are on the mainland. If you are used to the mission structure in the first Guild Wars game, this one will take a little getting used to. Bonus mission objectives have been done away with completely (much to the cheer of many a Guild Wars player), and has been replaced with a 3 level system: Standard, Expert, and Master. Each reward stacks, and achieving a Masters level reward on a mission will earn you the reward for all three levels. The rewards are as follows: =============================================================================== Standard- 1000xp, 100 gold, 1 skill point Expert: 1500xp, 150 gold, 1 skill point Master: 2000xp, 200 gold, 1 skill point =============================================================================== So completing a mission at Masters Level will earn you 4500xp, 450 gold, and 3 skill points. (To earn the Protectors of Cantha title complete all 13 missions at Masters Level). To achieve the 3 levels, most missions time you, and each level is based on how quickly the mission is completed. A few missions base the rewards on how well the objectives are met: like how many NPCs you kept alive out of 12. 11c. Training Quest Walkthroughs for each Profession More of these will be added all the time! Some of them might be named wrong, but the general idea of them will be correct. I am going to add Monk quests first. The quests are given in order. The person who gave you the reward from the last quest will offer you the next quest. =============================================================================== Quest Name: Forming a Party Type: Primary for ALL Professions Given by: Ludo in Shing Jea Difficulty: Very Easy Objective: Form a party with hench or players Tips: Talk to Ludo to give this quest, make a party with other players or Henchman and go into Sunqua Vale and talk to Ludo again. Reward from Ludo: 1000xp, 10 gold, MMonastery Credit =============================================================================== START MONK QUESTS =============================================================================== Quest Name:Locate Sister Tai Type: Monk Quest Given by: Headmaster Amara in Shing Jea Difficulty: Easy Objective: Locate Sister Tai in Sunqua Vale Skills Given: Healing Breeze, Orison of Healing, Bane Signet Tips: After getting the quest from Amara form a party with hench and go seek out Sister Tai in Sunqua at the top of the hill almost due North from the start in Yundin Circle. Reward from Sister Tai: 100xp, 10 gold =============================================================================== Quest Name: Slate Mate Type: Monk Quest Given by: Sister Tai in Sunqua Vale Difficulty: Easy Objective: Heal a Warrior who is fights another Warrior for 1 minute skills Given: Healing Touch, Reversal of Fortune Tips: Spam Healing Breeze on him, and this is really easy. Reward from Sister Tai: 1000xp, 50 gold =============================================================================== Quest Name: Track Down Brother Pe Wan Type: Monk Quest Only Given by: Sister Tai Difficulty: Very Easy Objective: Find Brother Pe Wang Tips: Anyway, once Tai gives you this quest, just follow the area to Pe Wang in Kinya Province. Reward from Pe Wan: 600xp, 50 gold =============================================================================== Quest Name: Seeking a Cure Type: Monk Quest Only Given by: Brother Pe Wan Difficulty: Very Easy Objective: Gather nong berries and tai ling bods. Collect 1 of each and return to Brother Pe Wan. Skills Given: Resurrect, Retribution Tips: From Pe Wan run past the sign that says Tomatt Pass and across a bridge, the berry bush will be on the left, click it once. The green arrow will now point down the path to the other item. Its not far, its off to the right. Click once and Return to Pe wann. This quest requires no fighting. Reward from Pe Wan: 1500xp, 100 gold, Monastery Credit =============================================================================== END of MOnk Quests Continue to Section 12- Island Quests and Missions for All Professions =============================================================================== BEGIN ASSASSIN QUESTS Quest Name: Seek out Headmaster Lee Type: Assassin Only Given by: Ludo Objective: Find Headmaster Lee in Shing Jea. He will have a Green ! over his head. Reward from Headmaster Lee: 250xp, 20g =============================================================================== Quest Name: Locate Jinzo Type: Assassin Only Given by: Headmaster Lee Skills Unlocked: Dancing Daggers Objective: Find Jinzo in Sunqua Vale. He is northest of the starting point. Tips: Get at least a monk hench to come with you, Ludo will give you 1000xp for getting a hench. See Forming a Party above for details. Reward from Jinzo: 100xp, 10g =============================================================================== Quest Name: Opening Strike Type: Assassin Only Given by: Jinzo Difficulty: Easy as can be skills Unlocked: Fox Fangs, Death's Charge Objectives: Kill 5 Minions Tips: Talk to Jinzo again after he gives you the quest to start it. Minions will appear one by one. Kill them. A overeager lv 1 NPC will help you making this pathetically easy. After five, see Jinzo for the reward. Reward from Jinzo: 1000xp, 50g =============================================================================== Quest Name: Track Down Panaku Type: Assassin Only Given by: Jinzo Difficulty: Fairly Easy Objective: Find Panaku in Kinya Provence. Just follow the map arrow. Try to run by the Crimison on the path. This can be difficult with only 2 in your party. If you find yourself in trouble, map back to Shing Jea and pick up 2 more hench. Reward from Panaku: 600xp, 50g =============================================================================== Quest Name: Dual Strike Type: Assassin Only Skills Unlocked: Shroud of Distress, Twisting Fangs Given by: Panaku Difficulty: Fairly Easy Objective: Assassinate Swift Honorclaw in Aerie the Tengu Village Tips: Speak with Panaku a second time to begin the quest. Just follow him to Aerie which is a fairly straight path. Once there, dispatch Honorclaw (easy with 4) and then talk to Panaku for your reward. Reward from Panaku: 1500xp, 100g, Monastery Credit =============================================================================== END ASSASSIN QUESTS Continue to Section 12- Island Quests and Missions for All Professions =============================================================================== 11d. Advanced Skills Training Once you have a Primary and Secondary profession, there will be new quests available to you from the Trainer from your Primary profession. To refresh your memory, the trainers are as follows: Warrior- Headmaster Zhan Assassin- Headmaster Lee Monk- Headmaster Amara Ranger- Headmaster Greico Necromancer- Headmaster Kuju Elementalist- Headmaster Vhang Mesmer- Headmaster Kaa Ritualist- Headmaster Quin Based on your primary profession the trainer will give you a quest called <Your Profession Name Here> Insingia. YOu will have to go to the dojo and complete quests teaching various skills. If you wait until around level 10 to do these quests, they are pathetically easy. Each quest Ng offers has the same reward: 500xp, 50g. Below is the list of quests you could be offered. The reward for all the Insingia quests is the same. 2500xp, 75g, and a Monastery Credit. Quest List: Advanced Defense Techniques (All) (Weng Gha) Condtion Removal (Monk, Necro, Ritualist) (Weng Gha) Skill Chanting (All) (Sujun) Defense Against Hexes (Mesmer, Monk) (Lo Sha) Disruption (Elementalist, Monk, Ranger, Mesmer, Ritualist) (Talon) Snaring Course (Assassin, Ranger, Warrior, Ranger) (Kai Ying) Disenchantment Course (Assassin, Memser, Necromancer) (Mei Ling) Basically all of these quests work the same. Talk to Ng, and request access to the Dojo. Once inside talk to the NPC listed above twice to start the quest. Most involve killing one or more NPCs. All NPCs are level 10. To defeat one, only 50% of their health must be gone. When their health bar turns green they are defeated. End each quest by talking to the same NPC to talked to start, and return to Ng for your reward. Before each quest Ng will give you skills based on your primary and secondary class. Equip them if you wish. If you are over level 10 before trying these, its so easy it does not matter what you bring along skill wise. When done with Ng return your trainer for the reward and a new quest based on Primary profession. Warrior: The Kaguchi Brothers Monk: Port of Plague Elementalist: The Stone of the Elements Necromancer: Old Friends, Dark Times Mesmer: The Box of Illusions Ritualist: Power Surge Assassin: Cleansing the Steel Ranger: The Red Frog The reward for all the above quests (obviously you can only complete one) is 2500xp, 100g, and a weapon or armor specific to your class. The requirement on the item will always be 4. =============================================================================== Quest Name: The Kaguchi Brothers Type: Primary Warrior Only Given by: Headmaster Zhan Requirement: Completed Warrior Insingia Difficulty: Moderate especially if under lv 10 with starter armor Objective: Kill the two Kaguchi Brothers in Panjiang Peninsula Tips: Map to Tsumai Village to start and get a least a monk, if you are under level 10 or have starter armor get a full party of 4. Head south- west and find the 2 Kaguchi Brother among the Crimson. There are arond 10 Crimson around and they will all attack you. A warrior over level 10 with a monk hench backing them will be fine. Ignore the Crimson totally and attack the brothers. Once they are defeated map back to Shing Jea to collect your reward. Reward Item for Warrior: Armor Level 10 Shield (Req 4 Strength) =============================================================================== Walkthroughs for the rest of these quests- Coming Soon! =============================================================================== 12. Primary Quests and Missions for all Professions Primary Quests are listed first. Sections 13 and 15 deal with optional quests. The first quest you will do twice, once when you complete your primary traning and again when you complete training for your secondary profession. The quests which are not listed a Primary are Optional. All primary quests and missions in the game are covered in this section, in the order of the story. The quests basically to be completed in the order shown. =============================================================================== Audience with Master Togo Type: All Secondary Trainers will give this quest when you complete their training Given by: Brother Pe Wan (Monks), Difficulty: Very Easy Objective: Return to Shing Jea Monastery, and find Togo in Linnok Courtyard (up the white steps). Tips: Speak with Togo for Reward Reward from Master Togo: 600xp, 50 gold Continue to: Return to Section 11c and complete the quests for your Secondary Class, or if this is your secondary do the quest below. If you are doing the quest the FIRST time to pick a secondary, take all the secondary profession quests from Togo. Each one will give you 50xp even though you are going to choose one in the end. =============================================================================== Choose your Profession Type: Primary (All Characters) Given by: Master Togo in Linnok Courtyard Difficulty: Very Easy Objective: Gain your Secondary Profession Tips: Speak to Togo to get the quest and accept the Secondary profession you chose before. Speak to Togo again for reward. Togo will also show you all secondary skills that were unlocked but not equipped. Just hit Cancel to not equip them. Reward from Master Togo: 3500xp, 250 gold, Monastery Credit Coninute to: A Formal Introduction =============================================================================== A Formal Introduction Type: Primary Difficulty: Easy with Togo at Level 20 Given by: Master Togo in Linnok Courtyard Objectives: Speak with Togo in Sunqua Vale and then follow him to Minister's Cho's Estate Tips: Togo is slow so be patient, or just run way ahead and he will catch up. He is Level 20 afterall, and the monsters here pose no threat to him. When Togo makes it, speak to Guardmaster Zai. Reward from Guardmaster Kayao in Cho's Estate: 2000xp, 150 gold, 1 skill point Continue to: Minister Cho's Estate Mission =============================================================================== MISSION: Minister Cho's Estate Type: Mission Difficulty: Easy with Togo at Level 20 and Yijo Tahn at lv 10 Given by: Find a party and have the leader hit the Enter Mission button to start. Objective: Kill off all the sicked soliders as you make your way to Minister Cho. Togo being Level 20 can take a large amount of punishment but the Mission will fail if he somehow dies. The mission will also fail if Yijo Tahn dies (not likely) The mission concludes with a boss fight against Minister Cho who is Level 11. Recommended Party: Tank, Monk, Nuker, and Mesmer (Though for this, it really does not matter.) Recommended Party Hard Mode: Healing Monk, Nuker, Tank, Minon Master Requirements for each Level of Reward (Actual Mission Rewards are listed in Section 11b just above): Standard: Complete Mission Expert: Complete Mission in under 25 minutes Master: Complete the Mission in under 20 minutes Location upon Completion: Ran Musu Gardens Hard Mode: All the guards are now level 23 and the 2 bosses (warrior and necro) are now Level 23. All guards attack 33% faster and have 33% faster recharge. The pets are level 23 and use the elite Warrior skill Primal Rage. The guards still use Frenzy, and are easy to kill. Just be careful in the middle of the mission when there is a group of seven. Make sure your monk stays in the back. The AI is much smarter in Hard Mode, and the guards will go after your monk first. If you always keep the guards in front of your tanks, this mission is still pretty easy. The time limit has not changed for Hard mode. The mission must be completed in 20 minutes for the Masters reward. =============================================================================== OUTPOST: Ran Musu Gardens Here you have the chance to buy better armor. If you can afford it is a good idea to go ahead and do so. Armor is 150 gold for each piece plus crafting materials. YOu will need 5 pieces of armor. The total investment should be around 1200 gold. If you are a caster, your armor is only level 5, this armor is level 30 a huge jump. This will make the second half of the island far easier for you to manage. =============================================================================== Quest Name: Warning the Tengu Type: Primary Difficulty: Easy to Moderate. Easy with 4 people. Given by: Ang the Ephemeral in Rau Musu Gardens Objectives: Destory the Afflicted creatute after talking to Sour Honorclaw in Aerie the Tengu village of Angchu. Tips: Go out into Kinya Province and head west towards the mountains. The village in on the top of the hill and will be guarded by Naga. After talking to Aerie head southwest and dispatch a lv 14 Assassin named "Afflicted Creatue" Return to the village for your reward. Reward from Sour Honorclaw: 1500xp, 75 gold Continue to: The Threat Grows =============================================================================== Quest Name: The Threat Grows Type: Primary Difficulty: Easy with a good group of 4 Given by: Sour Honorclaw in Aerie upon completion of Warning the Tengu. Objectives: Destory the Sickened Guards attacking Kaitan Village. Tips: Travel from the Tengu village to Panjiang Peninsula. If you are following this walkthrough and have not been this way before, you can pick up an easy 1500xp by escorting the guy at the door to Panjiang Peninsula back to Tengu Village. See the Non-Primary section for more details. Anyway, once you get to Panjiang Peninsula locate Sister Tai. She will have you kill some sickened guards attacking the village. This quest is really easy if you have a good group of 4. When you have finished taking care of the guards return to Sister Tai for your reward. Reward from Sister Tai in Panjiang Peninsula: 1500xp, 100g Continue to: Journey to the Master =============================================================================== Quest Name: Journey to the Master Type: Primary Given by: Sister Tai Difficulty: Togo might get mad if don't come right away Given by: Sister Tai in Panjiang Peninsula after completeing The Threat Grows. Objective: Go talk to Togo in Linnok Courtyard. Tips: Map back to Shing Jea and go to the courtyard. Have a party of 4 ready if you wish to do the next quest right away, it starts from here. Reward from Master Togo: 1500xp, 100g Continue to: Road Less Traveled =============================================================================== Quest Name: The Road Less Traveled Type: Primary Given by: Master Togo Difficulty: Pathetically easy, I soloed it with a Level 9 warrior Objective: Escort Pe Wan to Seitung Harbor Tips: First after getting the quest from Togo talk to Guard Tsukaro. After telling him yes 35 times you want to continue you will be taken to an explorable area, Saoshang Trail. Once there speak with Brother Pe Wan who will announce he isn't a monk so don't except much. Actually, this quest is so easy, he might as well not be there. Fight through the monsters and make your way to the Harbor. See Pe Wan inside for your reward. Reward from Brother Pe Wan in Seitung Harbor: 1500xp, 100g Continue to: Looking from Trouble =============================================================================== From this point on until the end of the island, the max party size icreases to six. =============================================================================== Quest Name: Looking for Trouble Type: Primary Given by: Brother Pe wan in Seitung Harbor Difficulty: Moderate, Level 15 creatures start appearing Objectives: Find the NPCs in Jaya Bluffs, Kill the creatures attacking the village. Tips: Start out by getting a party of 6 and proceed to Jaya Bluffs. Here you will encounter new creatures like Yeti in 3 types, Nerco, Monk, and Warrior. The lv 15 Yeti are warriors, Longhaired Yeti are lv 13 and monks, and the Red Yeti are lv 12 and Necro. These will be the toughest monsters you have faced so far. Take out the Longhaired Yeti first as they will heal the other Yeti, making your fights longer. Find Zho, Talon Silverwing, Panaku, and Lo Sha in this area. They are on the western side of the explorable area. Once you find them, you will follow them to the Monastery and destory the afflicated creatures. There are about 30 of them, so this quest is the hardest quest you have faced so far in Factions. With six people however, its not too hard. Once you clear the place out see Zho for your reward. Reward from Zho: 2000xp, 100g Continue to: To the Rescue =============================================================================== Quest Name: To the Rescue Type: Primary Given by: Zho upon completing Looking for Trouble Difficulty: Moderate, about the same as the last quest Objectives: Find Su, Sister Tai, Kai Ying, and Professor Gai in Haiju Lagoon. They wil be in Linkei Township which is east from the starting point. You will face various afflicated creatures who are mostly lv 15. Take it slow and you will be fine. Note, the afflicated creatures implode on death and do damage to anyone close by. Once you get to Linkei, your quest will update and you will have to defend the Township. A couple waves of Afflicated creatures will come calling. This won't be harder than it was getting to Linkei. When they are all dead, talk to Su for your reward. Reward from Su: 2000xp, 150g Continue: To Zen Daijun =============================================================================== Quest Name: To Zen Daijun Type: Primary Given by: Su when you complete To the Rescue Difficulty: Rather easy compared to the last two quests Objectives: Follow the same NPCs from the last quest to Zen Daijun. Tips: The path is straight forward, take out the Afflicated as you come to them. The NPCs need to make it to Zen Deijun for this quest to be successful. Su tends to get stuck, just talk to her to get her moving again. Once all the NPCs are safely there the quest will update. Speak to Master Togo. After this, speak to Brother Manjui. Say yes to him 35 times to enter Zen Daijun. Inside speak Manjui again for your reward. Reward from Brother Manjui: 2500xp, 150g, 1 skill point Continue to: Zen Daijun Mission =============================================================================== MISSION: Zen Daijun Type: Mission Given by: Find a party and have the leader hit the Enter Mission button to start. Difficulty: Moderate, not really hard however. Objective: Clear out all the Afflicated from the area. Togo must stay alive. Tips: Beware of the purple haze. This causes health degen of six, when you come in contact with it or touch anyone who has it. Zuurra will cast a spell called Blessing of the Kurin randomly. Using a skill when this spell is in effect will remove the degen right then. Also, just use any skill. All that really has to be done to beat this mission is defeat the 3 bosses at the end (Necro, Monk, Ritualist) but in reality you have to clear everything out. Take it also and use a ranger or other ranged attacker to pull the Afflicated in manageable groups. Overaggro will cause failure. After you beat the three bosses at the end the mission is over. YOu will be transported back to the Harbour. Requirements for each Level of Reward (Actual Mission Rewards are listed in Section 11b): Standard: Complete Mission Expert: Complete Mission in under 25 minutes Master: Complete Mission in under 20 minutes Location upon Completion: Seitung Harbor Here you have two choices. You can either talk to First Mate Xiang to start the quest to the mainland or talk to Zuura to start the second 15 point attribute quest which is described in Section 14. =============================================================================== Quest Name: A Masters Burden (Part 1) Type: Primary Given by: First Mate Xiang in Seitung Harbor Difficulty: Moderate in Part II Objectve: Find Togo in Wajjun Bazzar and travel with him to next mission Tips: I am going to break the quest into two parts, because it is much better to buy better armor for the second part of the quest and especially for the mission. The game here does a poor job to letting you know without max armor you will last very long, and gives you no clues on where to buy it. Anyway, after getting the quest from First Mate Xiang, talk to him again and request passage to the mainland. Once there speak with Headmaster Greico who will tell you to find Togo in Wajjun Bazzar. Go into the outpost the Marketplace. =============================================================================== OUTPOST: Marketplace This is the main outpost that offers most services on the western side of the island. However, there is an armorer here and thats what we are interesting in at the moment. Find the exit to Bukdek Byway so we can make our way to Kaineng City which is the main city here (and has armor crafters). Marketplace to Kaineng City: (Solo Route- you don't need hench for this) Once out in the Byway head East and take your first path to the North (it wont be far). Heading north you will cross two bridges along the way. Continue north until you reach a dead-end. Turn left (west) and go down the slope, and then resume your journey North. You will come to townsfolk and some Afflicited. IGNORE them (they are lv 20) and you only have basic armor. Run right past them (they are mostly interested in the townsfolk) and up the metal (black) steps. Continue until you reach another dead-end. Turn east to arrive at Kaineng City. =============================================================================== TOWN: Kaineng City The main town on the northwestern part of the mainland of Cantha. All services are available here including three armor crafters. Each armor crafter sells different style armor, but the protection level in the same. This is max armor and costs 1500 gold for each piece plus materials. Materials vary but generally 175 of common crafting material are required, and 32 of a rare material. When done buying armor, skills, and anything else, there are two choices. If you own Guild Wars the orginial game, you can travel to Trynia at this time. Otherwise, return to the Marketplace to continue with Masters Burden. OPTIONAL Kaineng Quest: Chaos in Kryta Given by: Guardsman Chiepo in Kaineng City (he is near the exit to the Bejunken Pier) Difficulty: No fighting, solo it Objective: Find Mhenlo in Bejunken Pier and travel to Lions Gate. Follow these steps: 1. Find Mhenlo and talk to him in the Pier (go up the steps, find steps down to the left once you go up.) 2. Talk to Armian to secure passage to Lion's Gate 3. Talk tO Lion Guard Neiro to gain access to Lion's Arch 4. Claim your reward from Firstwatch Sergio (skills trainer). Reward from Sergio: 1000xp, Access to Trynia The object of this guide is to cover Factions content only, so for walkthroughs of the orginial game I kindly refer you to GameFAQs for several excellent games which cover Guild Wars Chapter 1. =============================================================================== Quest Name: A Master's Burden (Part II) Assuming you are in the Marketplace again, gather a party of 8 (players or hench) and exit to Wajjun Bazzar. =============================================================================== 13- Non Primary Island Quests Quest Name: Study Buddy Given by: Yazoying in Shing Jea once you complete A Formal Introduction Objective: Escort Yijo Yahn to Tsumai Village Difficulty: Easy Tips: Get the quest tom Yazoying and then speak to Yijo Tahn in Sunqua Vale. Escort him to Tsumai Village, and speak with Sister Choi Ju in Tsumai Village to complete this simple quest. Reward from Yazoying: 1500xp, 75 gold, Monastery Credit =============================================================================== Quest Name: A Belt Pouch Given by: Neing the Tanner Difficulty: Easy to Moderate Objective: Find Herder Tsiyingju in Panjiang Peninsula and talk to him about Hides. Destory a group of Crimson attacking the village, and speak with Herder Tsiyingju again. Tips: Make sure you have a group of 4, either players or hench. Map to Tsumai Village and enter Panjiang Peninsula. Once there speak to Herder Tsiyingju and go kill the Crimson. The Crimson will be really tough to solo, this is why you have the party of four. Once you dispatch them, Tsiyingju will give you the hides you need. Return to Neing for your reward. Reward from Neing the Tanner: 1500xp, 75 gold, Belt Pouch =============================================================================== Quest Name: Appearance of the Naga Given by: Captain Zinghu in Shing Jea Difficulty: Moderate Objectives: Map to Tsumai Village and speak to Sister Choi Ju. Go out into Sunqua Vale and find Zen Nai Falls and dispatch the Naga there on the island. Reutrn to Zinghu for your reward. Reward from Captain Zinghu: 1500xp, 75 gold, Monastrery Credit =============================================================================== Quest Name: Togo's Ultimatium Given by: The Emperor's Blade Difficultly: Moderate to Easy depending on level Objective: Deliver Togo's Ultimatium to Captain Quimag in Panjiang Peninsula Tips: Gather a party of four and go out into Panjaing Peninsula. Travel to the SW tip of the explorable area killing the Crimson at you go. Once you get to the SW tip, find and talk to Quimag. The quest will update. Return to the Emperor's Blade to pick up your reward. Reward from Emperor's Blade: 3000xp, 150g, Monastrery Credit =============================================================================== Quest Name: Seige of Tsuami Village Given by: The Emperor's Blade Requirement: Togo's Ultimatium Difficulty: Hard unless you come back and do it after you bought max armor Objective: Destory 18 groups of Crimson, 9 in Sunqua Vale, 9 in Panjiang Peninsula. Tips: It does not matter which side you do first, gather a party of 4 and be prepared to deal with about 50 Crimson in waves. All the Crimson at the start with be level 3, and will progress to level 7 and 8. The final wave will continue a Level 15 boss like character. Both sides are pretty much exactly the same. There are more NPCs to help you in Panjiang Peninsula however. Once you dispatch all 18 groups, return to Emperor's Blade for your reward. Reward from Emperor's Blade: 3500xp, 175g, Monastrery Credit =============================================================================== Quest Name: Quimang's Last Stand Given by: The Emperor's Blade Requirement: Togo's Ultimatium and Seige of Tsuami Village Difficulty: Moderate to Hard Objective: Kill Captain Quimag in Panjiang. Tips: Return to the same place as you did in Togo's Ultimatium. There Crimson (lv 3-15) will aggro more easily, so a party of 4 is best here. Once you get to the SW tip of the explorable, kill Quimang and return to the Emperor's Blade for your reward.By heading east at the start, you can pick up some NPCs that will help you. Reward from The Emperor's Blade: 4000xp, 200g, Monastrery Credit =============================================================================== Quest Name: The Naga Source Given by: Captain Zinghu in Shing Jea Requirements: Complete Appearance of the Naga and Minister Cho Mission Difficulty: Moderate Objective: Travel to Haiju Lagoon and talk to Scout Shenfai. Go look for Naga on the north beach past Daochu Village. Three groups of spawn one at a time in the water. Dispatch them and then return to Scout Shenfai for your reward. Tips: Make SURE you have a party of 6 this quest can be difficult. You will encounter new monsters (Yeti) in Jaya Bluffs. These monsters are up to level 15. Take out the Longhaired Yeti first in any mob, they are monks. The game has bene pretty easy up to this point. It gets considerablely more difficult here, especially if you didn't buy new armor in Ran Musu Gardens. To make this quest much easier start in Zen Daijun and avoid the Yeti. Reward from Scount Shenfai: 2000xp, 150 gold, Monastery Credit =============================================================================== Quest Name: The Thieving Nanny Given by: Paomu in Haiju Lagoon (near where you receive the quest To Zen Daijun) Difficulty: Rather Easy Objective: Find Mara and Paomu's coin purse. Tips: First talk to Nei, who is standing right next to Paomu. Travel northwest along the beach and past the Dragon Lilly's (which are good experience and rather easy way by the way) to find a pile of bones. Guarding them will be a level 11 Ravenous Drake. Defeat this Drake which will drop the coin purse. Gather the purse and take it to Paomu for your reward. Reward from Paomu: 2500xp, 100g, Monastery Credit =============================================================================== Quest Name: Setimental Treasures Given by: Miller Quong in Haiju Lagoon Difficulty: Moderate Objective: Find Miller Quong's chest on Yuroso Island in Haiju Lagoon. Tips: As soon as I complete the quest Reward from Miller Quong: 2500xp, 100g, Monastery Credit =============================================================================== Quest Name: The Captured Son Given by: Lady Mukei Musagi in Seitug Harbor Difficulty: HARD! This is easily the hardest quest on the island. Objective: Save Jatoro from the Crimson Skull. Tips: It is best to start this quest from Zen Daijun, as you save quite a bit of running. Head north until you see the hoarde of Crimson around a bunch of houses. There are around 100 of them and they hit HARD. Kill a few at a time and retreat to regain your energy. Running in head first will ensure a quick death. Ranged attacks work better here than tanking with warriors. This quest will be near impossible with henchman because they are not understand evade tatics or retreating if they are engaged. This quest is best completed with 6 players level 15 or higher. Once you take care of all the Crimson, talk to Jatoro to get a letter. Return the letter to Lady Mukei Musagi from your (well deserved) reward. Reward from Lady Mukei Musagi: 4000xp, 500g, Monastery Credit =============================================================================== 14- Factions Attribute Quests This section describes the two quests on the island to gain fifteen attribute points, to acheive the total possible of 200. Without these quests, a level 20 character will only have 170 attribue points available to spend. =============================================================================== Quest Name: The Lost Treasure Given by: Raitahn Nem in Ran Musu Gardens Requirement: Successful Completion of Minister Cho's Estate Mission Difficulty: Moderate Objective: Clear Minister Cho's Explorable of Sickened Guards (basically repeat the mission). WHen you get to the cave, you will find the treasure. Tips: With a group of 4 having bought new armor, this quest is not that hard. Remember: Keep Raitahn Nem alive. If he dies, the quest fails. Once you find the tresure see Raitahn Nem for your reward. Reward from Raitahn Nem: 4000xp, 175g, 15 attribute points =============================================================================== Quest Name: An Unwelcome Guest Given by: Zunraa in Seitug Harbor Requirement: Successful Completion of Zen Daijun Mission Difficulty: Moderate Objective: Restore Zunraa's presence by cleansing the valley of miasma. Tips: Once getting the quest go out into Zen Daijun (explorable). Follow the quest arrow around making sure to pull Zunraa through the purple mist so it will disappear. Zunraa must be alive, but the quest will not fail if he dies. To revive him, go ring the bell at one of the Shrines. Once you have cleared all the mist, and defeated the Corrupted Zunraa at the end, talk to Zunraa for your reward. If he alive, in the explorable, or back in town if he dies. Reward from Zunraa: 4000xp, 175g, 15 attribute points. =============================================================================== SECTION TWO: GUILD WARS NIGHTFALL =============================================================================== 16. Nightfall Beginnings Ah the new game is upon us- Guild Wars Nightfall. This new chapter in the Guild Wars Trilogy (now) introduces many new features, the most interesting of which is the Hero system. If you want to read all about the game and its new features- please check out GuildWars.com. The point of this guide is how to play the game, not you sell you a copy :P. When you start on Elona the new island you can choose to take the tutorial, or pass it up. If you have played a Guild Wars game before, skip it. You already know everything covered. You will gain 2 skills based on your profession and a Res Sig. Proceed to follow your quest arrow to the end and gain enterance to the first mission area. =============================================================================== 16a) First Nightfall Mission- Chahbek Village Basically once you get in the mission. Kill everything in sight. There are 2 ships and ground units scattered about. Take out all the ground units first. Most are lv 0 or 1 and are really easy. There is one level 4 boss near the north ship. Once you clear out all the ground units, and the mission updates, go look for Firing Oil. It is near the 2 giant cataputs in the middle of the mission area. Take 1 oil to each catapult and click the firing level 2 times. This will destory both ships and end the mission. If no Sunspears die, you acheive Master Reward. If 1 dies, Expert, and if 2+ die standard. The reward level breakdown for this Mission is as follows: Master- 1000xp, 100 gold, 1 Skill Point Expert- 750xp, 75 gold, 1 Skill Point Standard- 250xp, 25 gold, 1 Skill Point Rewards stack, so the max reward on a mission is 2000xp, 200 gold, and 3 skill points. =============================================================================== 17. Primary Training Once your party completes the mission, you will drop in an explorable area near an NPC named First Spear Dehvad. Speak with him to gain the quest "Primary Training." Based on your profession, you will need to talk to at least 1 expert in that area to compelte the quest. However, since each expert teachs you skills, its in your best interest to talk to both NPCs from your chosen profession. As this guide is updated all professions will be listed along with the skills received. 17a) Dervish If you decided to be a Dervish, you are lucky because I did too, so this section is updated first. Run around until you find Lisha and Nagozi. Talk to both of them to learn 5 skills. Lisha teachs you Chilling Victory and Cripping Sweep. Nagozi tosses in Whirling Charge, Heart of the Holy Flame, and Grenth's Fingers. Once you have beat up a few target dolls if you want to test the skills return to First Spear Dehvad. ALL Professions Have a chat with Devhad to pick up 250xp, 50 gold, and 5 Sunspear Promotion Points. Devhad will also teach you 1 more skill from your profession. FOr Dervish this is Imbune Health. Devhad will also now offer you a new quest "Honing your SKills." To have further dealings with Devhad, you must be level 5. By now you should be level 3 or so, but still 2 to go. Talk to Second Spear Binah to enter Kamadan- Jewel or Istan the first town of the game. =============================================================================== 18. Nightfall Mechanics There are a few things that directly impact the gameplay of Nightfall that actually need to be mentioned in this guide. Not so much to tell you how great the game is, but tell you how to use the new features. 18a) Heroes There are tweleve heroes in the game that will join you through the game. You may have 3 heroes in your party at any given time. Heroes are like Henchman, but the player has vastly more control over them. The player can select the skills a Hero can use, choose their secondary profession, and directly control the Hero in battle if he/she wishes. The Hero can be given weapons/shields by a player or have runes added to their armor. The armor itself auto upgrades as levels are gained, but addtional upgrade options can be purchases in towns. Any skills a player has unlocked on their account in the primary profession of the Hero is avaiable for that Hero to use. So, owning another Guild Wars game gives you a head start with your heroes. Elites can be used by Heroes even at early levels. The first hero granted to you is Koss a warrior. As I play through the game, I will provide a complete list of Heroes and their professions here. List of Heroes: Koss- Warrior Dunkoro- Monk Melonni- Devrish 18b) Sunspear Promotion Points Directly related to Heroes are Sunspear Promotion Points. As you gain them, you advanced in ranks and are granted titles. For each rank gained, you earn 1 hero skill point. Some towns have special Hero skill trainers which sell Hero only skills. Each skill costs 1 point. No gold is required to buy a Hero skill. The attibute quests for the 30 attribute points not gained by leveling are also earned by advancing in ranks. There are various ways to earn points, the easiest being completing quests and slaying foes of the proper type (more on this in the next seciton). The ranks are as follows, number of points required are in (). Sunspear Sergant- 50 Points Sunspear Master Sergant (100)* Sunspear Second Spear (175) Sunspear First Spear (300)* Sunspear Captain (500) Sunspear Commander (1,000) Sunspear General (2,500) Sunspear Castellan (7,500) Sunspear Spearmarshal (15,000) *When acheiving this rank you will earn 15 attribute points and 2000xp after speaking to Runduk in Sunspear Great Hall. =============================================================================== 19. Kamadan- Jewel of Istan Now with Section 18 out of the way, so you understand the basics of Heroes and points, lets return to the game itself. You should be around level 3 at this point and standing in Kamadan the first town. There are quite a few quests here to complete. The order I give the quests is not the only order in which to complete them, that is compeltely up to you. However, the order I list them is the quickest way to get 100 Sunspear Promotion points, 15 attribute points, and reach level 5. First, I will list the quests in the standard format used in this guide, and then explain the order I used. So either way you are set. =============================================================================== Quest Name: Honing Your Skills Given by: First Spear Dehvad Difficulty: N/A Objective: Reach Level 5 Tips: Read the walkthrough below on how to reach Level 5. Talk to Dehvad once you do. Reward: 500xp, 50 good 10 Sunspear Promotion Points Quests Given Next: Secondary Training and Command Training =============================================================================== Quest Name: A Personal Vault Given by: Xunlai Agent Juah Difficulty: If you can complete this quest, quit the game right now Objective: Open a storage account Tips: Talk to Juah to pick up the quest and then talk to the Xunlai agent next to her to access your storage. Since this is the first time, you will be charged 50 gold. No problem, since we gained 200 on the mission. After opening the account (and getting the storage upgrade for another 50 gold too) chat with Juah again to pick up 500xp. Easy eh? =============================================================================== Quest Name: Need More Stuff Given by: Nenah (Collector) Difficulty: Easy Objective: Slay Juenvile Termites until they drop 2 legs. Tips: As the objective suggests, so kill juenvile termites until you get 2 legs. Return to Nenah for your reward. Reward given by Nenah: 500xp, 50 gold, 5 Sunspear Promotion Points, Belt Pouch, Battle Commendation (can be traded to NPCs for salvage kits, bags, and ID kits) =============================================================================== Quest Name: Armored Transport Given by: Mehino (Armor) Difficulty: Easy Objective: Meet Dengo in Plains of Jarin and escort him to Sunspear Great Hall. Tips: Before activting Dengo, clear the area on the path to the Hall over monsters. Otherwise Dengo stops for every single one which is annoying. This way, he only stops once, where you must dispatch 4 corsair. Easy. Once he gets to Great Hall, you are done. Return to Mehino for your reward. Reward: 500xp, 20 gold, 5 Sunspear Points (SPP from now on- if you dont mind!), 2 Tanned Hide Squares, 2 Bolts of Cloth =============================================================================== Quest Name: Material Girl Given by: Kahlm Difficulty: Easy Objective: Talk to Pelei in Plains of Jarin and kill 10 Killer Iboga. Tips: If you want to do this quest, do not kill any Iboga because you need them for the quest. Talk to Pelei, (near the door to the east) to active the quest. Kill 10 and talk to Pelei again. Return to Kahlm for your reward. Further enchance your cause by having a chat with the Sunspear Scout by the Rez Point to pick up double XP and 1 SPP for each plant you kill. Reward from Kahlm: 500xp, 100 gold, 5 SPP, Expert Salvage Kit =============================================================================== Quest Name: Map Travel Inventor Given by: Mauban in Plains of Jarin Difficulty: Depends on how hard it is to press M on the keyboard Objective: Map travel back to Kamadan and speak with Alekaya. Tips: Pick up this quest from Mauban, who is near the door of the Sunspear Great Hall on the eastern side. Map back to Kamadan and find his mother Alekaya. Talk to her twice to get your reward. Reward: 250xp, 50 gold =============================================================================== Quest Name: Nehdoka's Hog Hunt Given by: Nehdoka in Plains of Jarin Difficulty: Pretty Easy Objective: Lead Nehdoka to the shore and protect him while he tames a hog. Tips: It is easier to clear out the area around the water west of the Sunspear Great Hall before picking up Nehdoka. Otherwise, he likes to get involved in fights, and manages to get killed rather easily. If you clear the area first, there is no fighting on this quest, just leading him to the shore and back to Yapano. Reward: 1000xp, 100gp, 10 SPP =============================================================================== Quest Name: Rising in the Ranks Master Sergent Given by: Runduk in Sunspear Great Hall Difficulty: N/A Objective: Gather 100 SPP Tips: Read the walkthrough below for the fastest way of using these quests to get to 100. Once you get 100 return to Runduk for your reward. Reward: 2000xp, 15 Attribute points =============================================================================== How to get to Level 5 and 15 Attribute Points: The quests above can be done in any order of course, but the way I did it seemed the easier. I used my Dervish, Koss, a monk hench, and a Paragon, though any combination will most likely do as long as there is 1 healer. From Kamadan, head out into the Plains of Jarin. First all, speak with the Sunspear Scout by the Rez Point and accept his offer. He will give you a special skill that doubles your XP and awards you 1 SPP for every plant monster you kill. Not bad. Your first step is to clear the path from Dengo to the Sunspear Great Hall to the north. Do not talk to Dengo yet, because he will fight everything which is annoying. Avoid killing insects for the moment that you might see, just take out the plants. Once you reach the Sunspear Great Hall, locate the other Rez Point and another Sunspear Scout. This one will give you the same double xp and 1 SPP for insects. Now return to Dengo taking out the insects in the way on this pass. Pick up Dengo and follow him to the Great Hall. You will have to dispatch 4 Corsair on the way, but nothing else. Easy eh? After this, head west and start clearing out everything from the Great Hall to the shore. You will encounter several Juvenile Termites which might drop the 2 legs you need for "Need More Stuff." Once you get to the shore and all the monsters have been cleared, return to The Great Hall and pick up Nehdoka. Lead him back to the western shore, where we will tame a hog. Lead him back to Yapano to complete the Hog Hunt quest. Now go back to the water and start exploring. There will be two packs of termites to clear out which should give you at least the 2 legs you need. You can sell the extras in town to people who don't want to find them for some extra gold. Avoid killing any Scale monsters for the moment. In the swamp (I guess thats close enough) there is a 3rd Rez Point and another Sunspear Scout who gives you double XP and 1SPP per scale. Now with all three active, clear out everything in the Plains of Jarin. This should get you to around 130 SPP, and enough for the first attribute point quest and Level 5. Easy eh? Once you get done killing things walk back to the SUnspeear Great Hall and enter. Have a chat with Rundok to pick up your rank of Master Sergant, 2000xp, and 15 attribute points. Step back outside and find Mauban to the east of the Hall. Pick up his quest, and map travel (M) back to Kamadan and locate Alekaya. Talk to her twice to pick up a quick 250xp and 50 gold. Get your other rewards while you are here as well to reach Level 5. Return to Dehvad and complete Honing your Skills. Now it is time to pick up a secondary profession. =============================================================================== 20. Secondary Training So now, you are Level Five and have two new quest from Devhad, Secondary Training and Command Training. Yes, I realize there are more quests you can do in Kamadan, but getting a secondary is important, so let's do this first. Once you talk to Devhad and get the quests proceed to talk to Second Spear Binah to return the Chanbek Village. Talk to Devhad and then go talk to one of the Experts in the Secondary Profession of your choice. Consult Section 3 Professions for information about the various professions. Once you choose one the expert will give you 2 skills. Return to Devhad to receive 500xp, 50 gold, 5 SPP, and Battle Commendation or BC. Pick your secondary to get 500xp more and another 50 gold. He will then give you the quest Leaving a Legacy. More on this one in a moment. Also in the same explorable is an NPC named Tactian Hai. He is almost back at the village on top of a platform. Go find him and talk to him to start Command Training. In this quest your Hero (and hench if you have any) must conquer three areas on the map without your help. Talk to Haj to start the quest. See the numbers under the compass? Click the 1 and then find the pilar labeled "Area One" on the map and click it. A flag will appear on the map, and Koss will travel there. When "Area One" in the upper left of your screen turns Blue, move on to Area 2. Koss will have to take out 2 simple monsters here, no problem. If you want to control Koss, click the 1 next to his name in the Party Window (P). This will bring up the skills Koss has equipped. Click on a skill to use it. Once Koss dispatches the 2 monsters, and the Area Two turns Blue, repeat for area 3. After all 3 are blue, return Koss to Area 1 to compelte the quest. Talk to Devhad back at the start to pick up 250xp and 125 gold. Before going any further, I would recommend going ahead and killing monsters in the Plains of Jarin to get 300 SPP and the rank of First Spear. You will also reach Level 6 in the process. Also if you want, compelte all the optional quests in Kamadan. I will detail those in a future update. One easy quest that will help you is detailed below. =============================================================================== Quest Name: Suwash the Pirate Given by: Sehti in Sunspear Great Hall Difficulty: Pretty Easy Objective: Locate Suwash the Pirate Tips: Return to the Plains of Jarin and follow your quest arrow to locate the first group of Corsair. You will have to dispatch 4 small groups to complete the quest. Head west from the start, all four groups are this way, with 1 at the beginning of the swamp, 2 and 3 in the swamp, and 4 on the other side. After taking out all 4 groups talk to Suwash to complete the quest. Return to Sehti for your reward. Reward: 500xp, 50 gold, 5 SPP =============================================================================== 21. Leaving a Legacy- The Quest to Jokanur Diggins Now that you have 300 Sunspear Promotion Points return to the Sunspear Great Hall and talk to Runduk to pick up 2000xp and 15 more attribute points. Congrads, you have all 30 bonus ones now! Go back out into Plains of Jarin and head west. If you didn't go the quest I talked about just above before, you mind as well do it now as its on the way to Champions Dawn, which is to the west across the swamp. Once you reach Champions Dawn enter. This is an outpost, and your henchman will increase in level to 6 from 3 for the next quest. Anyway, once you enter on the right talk to Mufuun to pick up the quest Scholarly Affairs. Its right on the way to where we are going, so no point in passing it up. Once you do this, locate Quarrymaster Bohanna and talk to him. He will give you orders to meet Dunkoro in Cliffs of Dohjolo. So gather your party or hench and proceed to the Cliffs. Once out there, talk to both Zerai and Dunkoro. Once you talk to Dunkoro, the next part of the quest will appear which is to talk to Hamer on the other side of the area. The reason we picked up Zerai as well, as for this quest you must dispatch 12 Beautiful Ibogas and pick up their blossoms. There are 12 in the area around the path, and since they are level 10, it's good experience points. Follow your quest arrow toward Hamar and you will find 3 Beautiful Ibogas on the path. Kill them and pick them their blossoms before moving on the path. Further down the path, there will be 2 or 3 more Iboga, but do not kill them yet. On the east side, you will see a Rez Point and a Sunspear Scout. Talk to him to get double XP and 1 SPP per plant, then take out the Iboga for about 50 xp each. Pick up the blossomsof course as well. Go around to the right when the path splits, unless you want to fight some level 12 monsters. Most likely that is not a good idea at this point. Hamar will be standing there with some bodyguards. Talk to him to move the quest along. Now you have to take out 5 groups of Skee. There is Rez Point to your right which will give you double xp and 1 SPP for the skee so take advantage. Lead Hamar using your quest arrow to the first group of skee at a brige. Groups 1 2 will end up being one and because of the bridge they cannot scatter. So AoE spells like Fire Storm work great here. Move along in the open area along the beach I guess and take out the other 3 groups. With a party of four, Dunkoro who is a monk and the bodyguards this is really easy. Once you take out all five groups the quest will update and tell you to have a visit with Diggmaster Gatah in Jokanor Diggins. Well, it just so happens Zerai wants to go there too! So, this is why we did both quests at once. On the path to Jakanor, there will be five or six more Beautiful Ibogas which will get you to 12. Once you get to Jokanor, wait for Zerai to enter and the quest to update before you do. Welcome to Jokanor Diggins! Reward for Scholarly Affairs from Midauha: 250xp, 50 gold, 10 SPP, BC Reward for Leaving a Legacy from Digmaster Gatch: 1000xp, Dunkoro becomes available to your party, 125 gold, 10 SPP Below is the typical quick reference for quests: Quest Name: Leaving a Legacy Given by: First Spear Devhad in Kamadan Difficulty: Pretty Easy Objective: Take out 5 groups of Skee aftering contacting Hamar and then escort Dunkoro to Jokanor Diggins -------------------------------- Quest Name: Scholarly Affairs Given by: Mufunn in Champions Dawn Objective: Escort Zerai to Jokanor Diggins after collecting 12 Beautiful Iboga Blossoms from monsters in Cliffs of Dohjolo. =============================================================================== 22. The Path to the Mission of Jokanor Diggins Oddly enough the path to the mission of Jokanor Diggins starts at Jokanor Diggins. There are two quests we must complete, and another Hero to unlock before the mission becomes avaiable. After completing "Leaving a Legacy" Digmaster Gatah will offer you "The Honorable General." Accept this quest and prepare your party. Make sure Dunkoro is in your party and give him all healing spells. This will help you greatly. If you have it unlocked you can even equip him with Mending, cast it on your yourself, then disable it so he wont spam it on everyone. You must be of rank Second Spear to start this quest, but if you are following this walkthrough you are already First Spear! Leave out of the portal into Zehlon Reach. The monsters here are levels 8 to 13, so they will be a bit more difficult. If you have been following this walkthrough, you should be Level 7, so it won't be a big problem. The hench here are Level 9. Make sure to chat with the Sunspear Scout to pick up the Insect Bonus, and then head east into the water. You will have to fight several groups of termintes and lances on the way. Grub Lances are monks, so take them out first so they cannot heal the termintes. AoE spells work nicely here, as the monsters tend to travel in packs. On the edge of the lake there is a 2nd Rez Point offering Plant Hunt. Pick that up, because there some plants to kill. Once you get the Hunt start going almost west until you find an NPC named Hatuk. Ignore his quest from the moment, but just to the west of him is the path we need to continue. Head up the path, taking out the monsters you see, amd talk to General Morgahn. You have three minutes to defeat all the Kourons in the area or kill more of them then they kill of your party. This is not very hard, but find the monk (look for the one casting monk spells) and take him out first. Then the rest is easy. I took them all out in around 2 minutes. Once you do this, the quest will update. Enter The Astralarium and speak with Emissary Dijmir to pick up your reward. Dajmir will offer you the next primary quest which is Signs and Portants. Koss must be in your party in order to complete this quest. If you are playing with a friend, only 1 player needs to bring Koss along. Return to Zehlon Reach and talk to Dajmir to start the quest. The objective of the quest is to locate your third Hero Melonni. Move back down the path towards Hatuk. If you want to score an easy 1000xp accept his quest as its right on the way. Move west across the lake back towards Jokanor Diggins. There will be several plant monsters around, take care of them and locate the Great Fire Flower, a Lv 10 monster. Take it out quickly and then talk to Hatuk to pick up 1000xp and 100 gold. Keep heading west, and Melonni will be in front of the lake. Talk to her to start a small cutscene. After the scene, take Melonni back to Joknar Diggins and examine the Inscribed Wall (click on it) to start another cutscene. When its over, talk to Digmaster Gatch to get your reward. The mission is now accessable. The quests talked about in this section are broken down below with their rewards. Quest Name: The Honorable General Given by: Digmaster Gatch in Jokonar Diggins Requirment: Rank of Sunspear Second Spear or Greater Objective: Prove yourself worthy to General Morgahn Reward from Emissary Dajmir: 2000xp, 250 gold, 20 SPP, and 1 BC =============================================================================== Quest Name: Signs and Portants Given by: Emissary Dajmir in The Astralarium Objective: Locate Melonni and take her back to Jokonar Diggins Reward from Digmaster Gatah: 1500xp, Melonni becomes a Hero, 125 gold, 15 SPP Quest Name: Great Fire Flower Given by Hatuk in Zehlon Reach Objective: Kill a Level 10 Fire Flower for Hatuk Reward from Hatuk: 1000xp, 100 gold =============================================================================== 23. Misson at Jokanor Diggings Gather your party, and make sure Melonni is added in the party, because she is required for the mission to start. Once in the mission area, Kormir joins the party, and she will remain with you for the duration of the mission. Anyway, start off heading North and a little west towards the big castle looking thing on your map. This is where the entire mission takes place. There are four trials you must pass in order to complete the mission: Stone, Fire, Perseverance, and a Boss fight. In the trial of stone, you must defeat all the Restless Dead and Restless Corspes in the chamber, and then take out a LV 12 Darehk the Quick who is running around with a stone tablet. Once you defeat him, there will be a pedistal by the door at the left of the start on which to put the tablet on. This will open the door to the next area, Fire. Before we move on to Fire, a few words on the Trial of Stone. The stone columns will shoot out darts which turns the screen a greenish colour and afflicts you with health degen of 1 for 10 seconds. Try to avoid them. Certainly avoid the Stone Crushers which will result in an instant death. Death Penalty is not assessed on deaths that occur this way however, nor does it count to your total. Anyway, the Restless Corpses are warrior types and the Restless Dead are Necromancer who spam Deadly Swarn and Vile touch. You will also see Level 12 Sunspear Ghosts roaming around. DO NOT KILL THEM. The reward level for the mission depends on how many of these stay alive. Back to the mission now, and the Trial of Fire. Here there are two stone tablets laying on the ground, once right at the start and one up the steps to the right of the start. There are also Restless Dead and Corspes around. Deal with them as you move along. There are three places in this chamber where there are 2 large columns on either side of the path. Every 10-20 seconds a line of fire will shoot from one column to the other. If you happen to be standing in the middle, expect about 150 damage plus being set of fire. To avoid being caught in the middle. Lure the monsters away, so Kormir won't get catch in the middle either. Take both stone tablets and place them on the two pedistals by the door at the far end of the chamber to open the door. This completes the Trial of Fire. Next up is the Trial of Perseverance in which you must guard a level 12 NPC, Kahdash while he places a stone tablet. Just focus on wiping out all the monsters in the area, and Kahdash should not have to many problems staying alive. He does a good job running around where spawn points. Once he places the tablet, the final door will open to a cutscene showing a stone tablet which can change forms change to a monster. This is the boss for the mission. Anyway, clear out the chamber to the left and middle of all the monsters before going after the boss who is a real pain in the ass. He is a Lv 13, who can use skills from three classses including elites. Once you clear out the area of the undead, you can tackle the boss: Apocrypha. He will use skills from Devrish, Mesmer, and Paragon classes. His elite is the Mesmer skill Crippling Anguish. Have you party wail on him, and make sure your monk heals everyone as Apocrypha can dish out damage rather quickly. After a while, you will finally defeat him which will conclude the mission via a cutscene. The reward breakdown is as follows for this mission: Master- 2000xp, 200 gold, 1 skill point Expert- 1500xp, 150 gold, 1 skill point Standard- 1000xp, 100 gold, 1 skill point Again the rewards stack so the max reward is 4500xp, 450 gold, and 3 skill points. To acheive masters, all Sunspear Ghosts must remain alive. If one dies Expert level is acheive. If both die, Standard reward is given. Once the mission is over you will be back in Kamadan, and First Spear Devhad will have a new quest for you: Isle of the Dead. =============================================================================== 24. THe Path to Blacktide Den Once you accept the quest Isle of the Dead from Devhad, map yourself to Champion's Dawn. Gather your party, and leave out into the Cliffs of Dohjok. Go southeast towards the mine, and locate the 2nd Rez point at the top of the hill. Just to the south, you will find the squad led by Nerash. The quest will update and you will be directed to Issnar Isles to take out some undead monsters. Head to the south and look for a path going down in between two rocks. This path will lead around and up to an outpost called Bekor Harbor. Enter the outpost which allows for a party size of 8! Well add 4 more hench or players to your party and prepare to leave out the door to Issnar Isles. If your party contains a Devrish or Monk equip a spell that deals holy damage. It will double the damage dealt to all the Undead! If you don't have either, bring Melonni and equip her with Heart of the Holy Flame. Make sure to keep it up on her at all times. The object here is clear out four groups of lv 15 undead. They will be in packs of four or five (usually 4) roaming around the area. When you attack one, they will all swarn so be ready. Try to lure them away from the normal creatures that are already here before attacking, having Lv 15 Scales and 4 Undead, is not a pleasent thing. The first group wil be right near the door alone. Dispatch them and move into the water and cross it. Walk up to the Rez Point on the other side and pick up Corsair Bounty from the Scout. Now you get the usual bonus (double XP + 1SPP) for each Corsair you slay. MOve forward, when you see the Corsairs, stand there for a few minutes. It seems as if the Corsair don't like the Undead, and they will take out the 2nd group for you! How nice of them eh? Well once the Undead are gone, move forward and dispatch the Corsairs. Keep moving east past where the Corsair were, and group 3 will be back in the water. Get rid of them and start to move north, up the hill and cross the big bridge to meet Group 4. Now the quest will update, and tell you there are 3 more groups in Melntani Keys you need to take out. Move SE and find the portal for Kodlano Hamlet which is another outpost. Once you are ready, leave out into Mehtani Keys. The first group of Undead is just east of the drop point. Take them out as usual, and then follow the water until you see a path on the right going up. Head up the path, and cross a bridge. The 2nd group of Undead is just across the bridge. Be careful of the Corsair in the area as well. Take the other path you see back down the hill so you can run under the bridge. Run back in the water towards the Rez Point on the other side. Just beyond this is group 3 with some Corsair. This time the Corsair don't seem so eagar to help you so you will have to fight both sets of monsters at the same time. Try to lure the Undead away from the Corsair and dispatch them first, then focus on the Corsair. Once you clean up the Undead (you don't have to kill the Corsair, but it's good XP), return to Devhad to collect your reward which is 1000xp, 100 gold, and 10 SPP. A new quest will be offered now called "Bad Tide Rising." Once you get the quest, gather your party and leave via the portal to Sun Docks. Here you will meet up with General Yurukaro. He will tell you to protect Kamadan from some monsters. There are 10 or so of them and all Level 12. They are of the variety from the Underworld or Fissure of Woe just much lower levels. However, they are still Chaos monsters, so be careful. Once you kill them all, (and close the rifts) return to Devhad from your reward. (1000xp, 100g, 10SPP) You will then pick up a new quest again, this one is called "Special Delivery." Return to SUn Docks once getting the quest and speak with General Hayao this time. He will deploy some troops and send you to talk to Castellan Puuba in the Sunspear Great Hall. Map there and chat with her. She will tell you to go find Jerek in Issnar Isle and give him some orders. Map to Kodlano Hamlet, and up your party to 8. Leave out to Isle and go due West to find Jerek. He will want you to fight him! He is lv 20, but pathetically easy since you have 8 people. Once you bash him to 5% health, he will decide to talk to you. Return to Puuba in Sunspear Great Hall to collect your reward. (1000XP 100g, 10SPP) Puuba will offer you a new quest called "Big News Small Package." Gather your party and go out into the Plains of Jarin to find Jerek. Talk to him and return to Kodlano Hamlet. Get your party up to 8 and leave out to Mehtani Keys. Go SE across the water and down the beach to find a 20 gold and a Cryptic Scroll Piece. Take it back to Jerek in Jarin to pick up your reward. (1000xp, Tahlkora joins, 125 gold, 10SPP) You now have four heroes! Jerek will give you a quest called "Following the Trail. Tahlkora must be in your party in order to do this quest. Map out to Champion's Dawn and leave to Cliffs of Dahjok. There are groups of Corsairs here roaming around. Each group will have 4 or 5 Corsair and 1 boss type monster. The Corsair Captains carry the Cryptic Scroll Pieces. You will to find 5 more (so you have 6 total). This quest is the hardest one you have attempted thus far. There are 5 groups of Corsair roaming around the Cliffs and you must take out all of them. Each group as noted, contains 5 or so Corsair Thugs/Captains etc and then one Lv 14 or 15 Boss character who carries the Scroll Piece. Just follow your quest arrow and slowly take out each group. Try to take out the other non-Corsair monsters first, so they don't aggro in making the quest even more difficult. Once you get all but the last piece, you will have to talk to Captain Mindhebehh. Once you do there will be a cutscene and you will be teleported to Blacktide Den. Have a word with Savage Nunbe for your reward. (1000xp, 100g, 100SPP). Now the group size goes back to eight and prepare for the mission of Blacktide Den! =============================================================================== 25. Mission at Blacktide Den This mission started off the marsh/swamp whatever you want to call it. The objective is simple, just make it to the end and kill everything in your path. However, this will only get you the standard reward. You have to do a bit more to get Expert or Master. The reward level is based on how many Rinkhal Monitors you kill. Expert is 3 or more and Master is all 5. Anyway, when you start the mission you are going to be heading south/southwest. The monsters will be Skale levels 13 to 15 with a few level 17 bosses mixed in. The wrong paths will be blocked off by Corsair. Heading south you will come to a clearing with monsters in which you must fight. This is the Ironfist Envoy. Once you clear them out you can steal their gear and look like Corsair. Clear it out to start the 2nd half of the mission which is following an NPC Captain Besuz and killing monsters. One of the Monitors you have to kill is right on the path. Around the middle of the mission area there is one path to the east (left) thats is not blocked by Corsair. Take this path and proceed to the left to find 2 more monitors. Three down, two to go. Return to the Cap't to follow him and clear out the groups. The Captain will lead you to Kahyet. One of your heroes blows your cover that you are not even Corsair so Kahyet and the Captain turn hostile along with two Level 12 Grasping Chaos monsters. Take all five down to end the mission. However, don't kill them all just yet. Instead, kill all but 1 of the Chaos monsters and head back up the path. Look for an opening on the left with Skale. Follow this path until it ends. Along the way you will find your last two Rinkhal Monitors. With all five dead, return to the end area finish off the Chaos monster to end the mission with Master reward. Rewards are as follows: Master- 2000xp, 200 gold, 1 skill point Expert- 1500xp, 150 gold, 1 skill point Standard- 1000xp, 100 gold, 1 skill point Again the rewards stack so the max reward is 4500xp, 450 gold, and 3 skill points A little more on the fight at the end. Since you have 8 people, even though Kahyet is level 18 and the Captain is level 15, this fight should be very easy. I just took out the Cap't and then Kahyet. They won't follow you very far past the end area, so if you get in trouble just retreat. When the mission ends you are in the Sunspear Great Hall. Puuba has a quest for you, "The Iron Truth." Take this quest to continue the storyline. =============================================================================== 26. Path to Consulte Docks After getting "The Iron Truth" go talk to Jerek in Plains of Jarin. Then map yourself to Blacktide Den and talk with Savage Nunbe. Next, gather your party and head to the Mehtani Keys. Your objective here is to defeat Ironfist on the SE corner of the map. There will be lots of Corsair on the path, so be careful. Follow the path, there is only really one way to go, and you will cross two bridges enroute to Ironfist. WHen you get there, be careful Ironfish is level 21. However, with 8 people he is not very hard. After you clean up the area, talk to him. Then return to Jerek for your reward, and a new quest "Trial by Fire." Reward: 1500xp, 125gold, and 15 SPP. The new quest is LAME. I guess they cannot be all good though eh? Talk to Jerek and tell him you are ready to go to court. You are in a court trying to convince people to believe the Sunspears. Well whatever. When the Elder tells you to summon a witness pick Dunkoro. He will run his mouth and the general will ask you a question. Select the 2nd answer: Without us Apocrypha would have killed hundreds of people." Next, send for Ironfist. After he talks it up for a while, the answer to the next question is: "We stopped the next Corsair invasion." Finally, send for Melonni and listen to her. Answer the final question: "We are at peace with Kourna." After the lameness is over, report to Puuba for your reward: 1500xp, 125gold, and 15 SPP. Puuba now offers you three quests: War Preprations: Recruiting Training, Wind and Water and Ghost Reconnaissance. You can do them in any order you want, and they are all very easy. Lets start with Recruit Training. Go into Plains of Jarin and find Kormir. Then talk to Nerashi and take the Sunspear Recruits SW to the shore and take care of the monsters there. Very easy. Return and talk to Ahtok, and then Rojis. Recruit Training Complete. Next, map yourself to Kodlano Hamlet and speak with Captain Bolduhr. Go out into Mehtani Keys and find some Sailors wanting to perform a ritual. Defend them from Level 15 Water Djinn. There are around 10 of them, and they are easy. After you finish all of them, Kinya Kela will appear. Talk to her, to receive the "Blessings of Wind and Water." Part 2 complete. Finally, map to Blacktide Den, gather your party and exit into Lahtenda Bog. Follow your quest area, pretty much due south until the path ends at an altar/ platform. Use the /kneel command in front of it to summon three level 12 ghosts. All three are stupid easy, so take them out in any order. Alright Part 3 done. Return to Sunspear Great Hall and talk to Puuba to pick up 1500xp, 125g, and 15 SPP for each of the three quests. Also get the quest "The Time is Nigh" from her. You must be the rank of Sunspear Captain to accept this quest, but if you have been following this walkthrough, you should be at that rank already. Map to Kamadan and talk to Second Spear Binah to gain entry to Churrhir Fields. Listen to Kormir babble uselessly about stupid things and then talk to her when the quest updates. Return to Kamadan and go to the Consulate and talk to Assistant Hahnna. She will send you to Consulte Docks where you can pick up your reward from Raidmarshal Mehdara. He will also offer you the next mission when you are ready. The reward is the standard one: 1500xp, 125g, 15SPP. Now, if you have one of the other two Guild Wars games, you can take your Elona character to those games. Even if you have no interest in ever playing your Elona characters in other areas, do the quests because its an easy 2500xp for each one. So, owning both games gets you a quick 5000xp! There are two NPCs in Kamadan by the docks that offer you the quests. Both of them have you go find Mehlno in Consulte Docks, and he sends you the the proper area. The reward as I said for each one is 2500xp. There is no fighting required on either quest. When you are finished (if you did it) with the sideshow, the next step in the mission at Consulte Docks. First, I would recommend getting to around Level 17. Go do side quests to level up. I will add in side quests in a later update. =============================================================================== 27. Mission at Consulte Docks The mission is annoying. All party members will have 600 health and 80 armor which helps vastly here. The object of the mission is basically to wipe out all the enemies in the area. There are a lot of them ranging in level 16 to 24. A more detailed breakdown of this mission will follow in a future update. When the mission is over, you will lose Koss, so your first objective on the mainland is to get him back. =============================================================================== 28. Koss is Captured! After the mission you will land at Yohlon Haven. Proceed to speak with Sunspear Modiki. Who will give you a quest called "Haunted!" to begin the recuse of Koss. Step one is to talk to Zudash Dejarin who is located in in Yoholn Haven by the exit. Once talking to him exit into the explorable Marya Coast. Make sure to speak with the wandering priest to pick up a bonus for insects. Double XP and 4 SPP instead of just 1! Follow the path, N/NW around the rocks to find Elder Jonah in a "town" part of the explorable. There is a merchant here as well. When I ran this quest, there were 2 chests in the area that both yielded gold items. The keys are 450g a piece. So, go for it if you wish. When finished, speak to Guardsman Bahsi to enter the underground complex. Clear out the area of monsters (just follow the quest arrow around). The queens are monks and there is one lv 26 boss in this area. The rest are just garden variety insects. Once you clear out the last group, a cutscene will follow. The area will be converted to the Sunspear Sancuary. Talk to Loni to pick up your reward (2500xp, 200g, 100SPP). Loni will give you a new quest. =============================================================================== Section III- Nightfall from Previous Games A. Nightfall from Cantha (Factions) If you are at level 20 and want to take a Factions character to Elona and play Nightfall content start by talking to Imperial Guard Linro in Kaineng Center. He will offer you two quests: "SUnspears in Cantha" and a second quest [Insert Name Here] that allows you to get a special hero for owning Factions. For now, we will cover actually going to Elona. After you take the quest, gather a party of 8 of either players or hench and proceed to Bejunkan Pier. Here you will find Kormir, our hero from Elona. Talk to here and accept her quest which will transport you to Kaineng Center as an explorable area which is under attack. There are four chaos rifts here and lots of lv 24 and 28 monsters. Clear the 4 chaos portals by attacking the monsters directly around them. YOu will pretty much have to clear the entire area to proceed. It is not hard really, just there are quite a few of them. Once you clear all 4 portals, a timer will start to count down and you will return to the Pier. Talk to Kormir again and you will be transported to Sun Docks. Pick up your reward of 1000xp from Seamarshal Bendro. He will then offer you a quest called "Battle Preparations." Accept this quest and proceed to the Plains of Jarin, which is accessable outside of Kamadan. Once outside on the Plains, talk to Kormir. This will cause 4 heroes to be unlocked for your use: Koss, Dunkoro, Melonni, and Tahlkara. Tahlkara will also learn Shield of Absorption. Once you are done here return to Kamadan and talk to First Spear Dehvad. Before you leave, fix your Heroes skills. Any skill unlocked on your account is avaiable, so upgrade them from their defaults. This won't matter now, but will soon. You can also give your heroes any secondary profession you wish.Now talk to Second Spear Binch to enter Churrnir Fields, after adding one hero (does not matter who) to your party. You will have to complete the Command Training quest here. To begin talk to Tactian Hai. In this quest your Hero (and hench if you have any) must conquer three areas on the map without your help. Talk to Haj to start the quest. See the numbers under the compass? Click the 1 and then find the pilar labeled "Area One" on the map and click it. Aflag will appear on the map, and Koss will travel there. When "Area One" in the upper left of your screen turns Blue, move on to Area 2. Koss will have to take out 2 simple monsters here, no problem. If you want to control Koss, click the 1 next to his name in the Party Window (P). This will bring up the skills Koss has equipped. Click on a skill to use it. Once Koss dispatches the 2 monsters, and the Area Two turns Blue, repeat for area 3. After all 3 are blue, return Koss to Area 1 to compelte the quest. Talk to Devhad back at the start to pick up 250xp and 125 gold. Since I am lazy, and just copy and pasted this from above, Koss can mean whatever hero you brought along. However, since Koss is a warrior, he is the best one to bring probably. After completing Command Training, Devhad will send you to the Sunspear Great Hall to see Costellan Puuba. Travel there by going into the Plains of Jarin and going north and a little west into the desert. Puuba is on the left as you enter the Great Hall. She will give you 1500xp, 15 SPP, and a BC. She will also offer the a quest "The Time is Nigh." Accept this quest and return to Churrnir Fields. Listen to Kormir babble by the shore with the Sunspears and then talk to her. This will start a cutscene. After she is finished, return to Kamadan, and leave through the exit to the Consolate. Talk to Asst Hahnna. When you are done, you will be in Consolate Docks a mission area. Speak with Raid- marshall Mahdara to finish the quest and pick up 1500xp, 125 gold, and 15 SPP. From here on out, the story joins the main game, so refer to the "Mission at Consolate Docks" above to continue with the walkthrough. =============================================================================== Section IV- Hard Mode On April 19, Arena Net added a new mode to Guild Wars called "Hard Mode." This mode is vastly more difficult then the old game, now called "Normal Mode." To access Hard Mode, you need to of beaten one of the three GW games at least once. All level 20 characters on your account will then have access to Hard Mode for that game. I will have notes for Hard Mode in the mission write-ups for each mission describing the differences. To access Hard Mode- just click on the Red Helment at the top of you party window. The map will change, and the fun begins! =============================================================================== X. Legal Entire guide copyright 2006 by Justin Crompton. All rights reserved. Guid Wars Factions & Guild Wars Nightfall are a registered trademarks of Arenanet. All other trademarkers are the property of their owners. You not under any condition sell this guide or otherwise profit from it. This guide is written solely to benefit the Guild Wars community. If you find this guide a website other than GameFAQs, NeoSeeker, or 1up.com please email me at: firstname.lastname@example.org The latest guide will always appear at these sites, and they are the ONLY sites authorized to display this guide.