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Player vs Player

Player vs. Player games in Guild Wars 2 are easy to learn and quick to join but offer a variety of challenges for new players, casual gamers, and tournament PvPers alike.

In PvP matches, teams of players compete to eliminate each other and capture strategic objectives to score points. Enormous diversity can be injected into PvP games by changing the strategic objectives—players may have to survive a strafing dragon in one match or destroy an enemy siege weapon supply depot in another. Of course, there are always opposing players to contend with...

In "hot joinable" PvP, new and casual players can easily hop into an ongoing match and start playing right away without worrying about setting up teams beforehand. Competitive players looking for more organized play can try tournament mode, which pits teams of five players against each other in pick-up tournaments as well as monthly and player-run tournaments.

Everyone plays at the same level in Guild Wars 2 PvP, where skill and strategy provide players with the winning edge. All players are set to max level and given all the skills and gear they need to meet their opponents on even terms.

Combat

We've got a lot of amazing things planned for combat in Guild Wars 2, and I'll try to cover as many of them as possible before wearing out my welcome. Let's start with the basics. The Lead Designer Eric Flannum speaks.

Basics

One of our priorities in developing Guild Wars 2 has been to make the simple act of moving around and interacting with the world an enjoyable experience for our players. We often refer to this as introducing "joy of movement" into the game. This means being able to jump and swim freely, but it also translates directly into combat. To reinforce the importance of movement in the game, we want your character's position in combat to really matter. You'll see a lot of attacks in Guild Wars 2 that encourage and reward tactical player movement and positioning.

Guild Wars 2 is the story of YOU, and the heroic adventures you experience in the massive, dynamic world of Tyria. With the customizable, personal storylines in Guild Wars 2, you can explore a fully interactive MMO world with your friends and follow your character's own unique narrative.

Your story begins when you create a character. The choices you make at the beginning of the game - race, profession, and biographical details - set your character on a customized story track. But it doesn't end there - as you adventure, the decisions you make spin off into new storylines and new directions. Your character's story reflects your interest and your choices - no two players will have the same experience.

Guild Wars 2 offers storytelling that is both epic in scope and personally meaningful. What is your story?

Read more about personal stories from Ree Soesbee (Lore & Continuity Designer for Guild Wars 2) after clicking "Read more"!

Enter the living world of Guild Wars 2 - filled with thousands of dynamic events that ebb and flow through the course of your adventures. One day there may be a thriving village filled with vendors and townspeople, the next day that village may be a smoking ruin overrun by centaurs.

Dynamic events evolve and cascade across the world in response to how you, the player, interact with them, leaving persistent effects in the game world. Will you save that village or let it burn? The choice rests with you and your fellow players.

The Dynamic Event system in Guild Wars 2 is built to be scalable and encourage impromptu group play where players are naturally cooperating together and not worried about encroaching on each other. The more the merrier!

Read more from Colin Johanson (the Lead Content Designer for Guild Wars 2) after clicking "Read more".

There are places in Tyria where only the most experienced, well-equipped groups dare enter. We call them dungeons, but in reality these massive, instanced adventure areas are set in a wide range of settings above and below ground. From the searing heat of Sorrow's Embrace to the grandiose halls of Caudecus's Manor to the haunted depths of the Ascalonian Catacombs, dungeons in Guild Wars 2 come in many different forms.

Dungeons are designed for teams of high-level players who must work together in order to overcome their perils. Each dungeon instance is divided into a story mode and an explorable mode. In story mode, you'll delve into a gripping plot that reveals more secrets of Tyria. Once you've experienced the dungeon in story mode, you can unlock the challenging explorable mode content. The sandbox-style play of the explorable mode has several strategic options, each of which creates a different set of obstacles and goals in the game.

The risks are immense but the rewards are great for those who brave the dungeons in Guild Wars 2 - each dungeon holds its own unique armors and weapons.

Read more about Dungeons from Jeff Grubb (Lore and Continuity Designers for Guild Wars 2).

"... we fight for our homes, our Gods, and our Queen. Nothing can break our Spirit!"

The humans of Tyria are an embattled race. Over the past three hundred years, they have lost much of their territory. Old enemies and new races threaten traditional human lands on all sides. Yet the human race survives, defending their remaining lands and maintaining the human spirit as they have for centuries. Their greatest city, Divinity's Reach, shines as a beacon of hope for the people of Kryta and beyond--even those dwelling deep within charr territory. The human legends are indelibly imprinted on the souls of all the races of Tyria, be they friend or foe.

This is their story.

History

The humans of Tyria originally came to this part of the world from the south. They soon spread throughout the kingdoms of Orr, Kryta, and Ascalon, displacing other peoples, including the centaurs and charr, in the process. Internal squabbles and wars weakened the human nations, so that they were in no shape to defend themselves when the charr invaded Ascalon.

Ascalon fell before the charr magic of the Searing. Rather than surrender to the charr, King Adelbern invoked the Foefire, a powerful curse that transformed his people into ever-vigilant ghosts. Orr vanished beneath the sea, only to rise years later as a kingdom of the undead ruled by the Elder Dragon Zhaitan. Lion's Arch was inundated and then reborn as a city of many races. Kryta plunged into civil war, and only survived due to the actions of its valiant heroes.

Yet through it all, humanity persevered, protecting the best qualities of its people and history. Although surrounded by challenges and confronted by threats within and without, the race survives and thrives in a world that becomes more deadly by the day.

Divinity's Reach

Humanity's greatest city is Divinity's Reach, founded in the wake of the flooding of Lion's Arch. Built upon ancient Krytan tombs and situated on a bluff, the city provides a strong bastion against a dangerous world. Survivors of the other human nations and refugees from distant lands have poured into Divinity's Reach, swearing fealty to the crown and creating a proud, beautiful city.

"Brain, not brawn, will change the world!

The diminutive asura are the smartest people in Tyria. Just ask them; they will tell you. Once, they were the undisputed masters of a powerful underground civilization, but were driven to the surface by the Great Destroyer, the herald of the Elder Dragon Primordus.

Since their arrival on the surface, however, this long-eared race has prospered. Initially squatting among the ruins along the Tarnished Coast, their mastery of arcane forces has allowed them to regroup, rebuild, and tame this new, savage world. Now their mystic technology is found across the continent, and other races view the asura with a respect they feel they deserve. Yet even as they succeed, their accomplishments are threatened by internal conflicts, personal pride, and individual greed.

History

The asura were originally a subterranean race, adapted for their cavernous homes deep beneath the surface. They had evolved excellent senses—their long ears and wide, luminous eyes missed nothing—and sharp teeth for an omnivorous diet. They were uniformly brilliant as a people, analyzing, solving, and utilizing the intricate nature of magic itself. Using this power, they spread throughout the Depths of Tyria, linking distant locations with their asura gates and building great underground citadels on places of incredible arcane power.

To their horrified surprise, one of those spots proved to be the home of an Elder Dragon champion. The Great Destroyer, a legendary figure among the dwarves, stirred. Using the very portals the asura had built over its lair, it spread its minions throughout the underground, destroying the bulk of asuran civilization and forcing the survivors into the dangerous and unknown surface world.

The asura were nothing if not resourceful. Armed with what knowledge they had salvaged, and blessed with a surplus of inventive geniuses, they soon dominated the region of the Tarnished Coast. Their golems pushed back the jungles. Their levitation spells set their towns above the dangerous surroundings. And their reconfigured gates allowed them to cross a new world filled with dangerous and alien races. Ingenuity and organization gave them the advantage necessary to prevail.

"With the roar of engines and with the thunder of guns, we rip each day from the life's teeth"

The feline charr of Tyria are a victorious race challenged by their own success. They have survived defeat, oppression, and civil war. They have returned, reconquered, and rebuilt their original homes. Their mighty fortress, the Black Citadel, dominates the surrounding ruins of the human city of Rin, and their non-magical technology is the mightiest in the land. Yet despite their success, they are challenged by divisions among their people, the power of the Elder Dragons, and the ghosts of their own victories.

This, then, is their story.

History

The charr made the open lands east of the Shiverpeaks their home for many long years before the arrival of the humans. After they were driven from Ascalon, they engaged for centuries in a war with the humans, only to have their efforts stymied by the power of the human gods and technology. However, they rallied and eventually invaded the human nations. Distant Kryta resisted their incursions, but both Orr and Ascalon ultimately chose self-destruction over defeat by the charr.

The charr paid for their success dearly; the old High Legions (Ash, Blood, and Iron) were put under the yoke of the Flame Legion, who researched forbidden magics and worshipped dark, false gods. The Flame Legion also subordinated the charr females, who had previously been equals to the males. As the war lengthened, each success was attributed to the inherent rightness of the Flame Legion's crusade, while each failure was used as an excuse for others to sacrifice for the good of the Flame Legion shamans.

In the end, the charr did take Ascalon, but its maddened human king chose to invoke his own dark magic, the Foefire, which stripped the souls of his people from their bodies and left them to eternally guard their land as ghosts. The Flame Legion won the battle, but their victory condemned the charr to an eternal insurrection.

The charr females defied the rule of the Flame Legion, gathering with them rebellious factions from the other charr legions. The Iron, Blood, and Ash Legions joined the uprising after the insurgents' leader, Kalla Scorchrazor, won the support of the Iron Legion Imperator. Together, they cast down the Flame Legion shamans and regained control of the fate of the charr race. The Iron Legion, for its part, took control of Ascalon.

"If you're bold enough, your legend will live forever"

The norn are a race of valiant, shape-changing barbarians. Boisterous, strong-willed, and passionate, the norn are an independent people that swear fealty to no single being. They thrive in their mountain stronghold by the sharpness of their senses, the quickness of their wits, and the strength of their massive forearms. They are guided in this world by their Spirits of the Wild, who embody the virtues of the mightiest beasts. As a people, they are quick to anger, even quicker to smile, and treat each new day as a personal challenge. They drink and feast and hunt with equal gusto, and fear few things. They are steadfast allies and implacable foes.

History

The norn hail from the frozen mountains of the Far Shiverpeaks, leagues to the north of the human kingdoms. Their history is one of heroes, spirits, and impossible deeds. A norn warrior remains immortal only as long as she is remembered by descendents and only as long as her songs are sung by skaalds around the lodge fires. So it has been for times uncounted.

This changed with the arrival of Jormag, the Elder Ice Dragon. Stirring from its frozen sleep, the dragon erupted into the living world. The norn first fought it in the manner that they had always fought--as valiant heroes seeking to defeat the beast in single combat. Hundreds were slain, and the norn themselves forced from their homelands.

The Spirits of the Wild aided the norn in their flight. Some died protecting them; some remained behind to fight Jormag and were lost. Others, the greatest of their spirits--Wolf, Bear, Raven, and Snow Leopard--guided the norn to safety in lands once belonging to the dwarves.

Hoelbrak

The norn are not a people of cities--they prefer simple steadings carved out of the wilderness, where survival depends upon one's own power and ability. Yet Hoelbrak acts as a focal point of norn civilization, for it is here that the Spirits of the Wild led the great hero Aesgir and the fleeing norn to safety. In the years since its founding, norn from all over the Shiverpeaks have come here to trade, to meet, to brag, and to drink, but only a few have made it their year-round home.

Evil threatens Tyria, but our Dream will guide us through darkness ... to Dawn"

The sylvari are an enigma. Humanoid in form, plantlike in nature, they are recent arrivals in Tyria and have roamed the world for only twenty-five years. They are all born of a single parent—the mighty Pale Tree that dominates the Tarnished Coast. They are bound together with a common origin and a shared dream. No one knows why they have suddenly appeared in Tyria, least of all the sylvari themselves, and they seek to discover their purpose in the world. Of all the races, they have the greatest appreciation of the danger posed by the Elder Dragons; the sylvari battle the undead minions of Zhaitan on a regular basis.

This, then, is their story.

History

"There was a time that I cursed this world for taking away everything that I had. But living here, I have come to understand that these memories, even those that are painful, are seeds of our identity. They shape our growth." —Ronan, Human, formerly of the Shining Blade.

The story of the sylvari begins with a human and a centaur. The human was Ronan, a warrior with the Shining Blade. Separated from his patrol, he discovered a cavern filled with strange seeds and guarded by powerful plant creatures. He took one of those seeds and brought it home to his family, only to discover that his entire village had been slaughtered by the White Mantle and their powerful would-be gods, the Mursaat. Grieving, he planted the seed on their graves and swore to never take up the sword again.

Ronan was joined by Ventari, an aged centaur who also tired of continual conflict. Together they formed a small community, a refuge for those seeking peace in a violent world. The tree that grew of the strange seed came up tall and proud, and beneath its boughs, man and centaur lived at peace. Ronan passed on in time, and aged Ventari passed as well. But before leaving this life, the centaur carved his lessons on a marble tablet and set it among the roots of the Pale Tree. Then he too passed on, the eldest and wisest of the centaurs.