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PvP combat is consensual, team based, and limited to areas designed for such combat. Players use a 3D avatar to interact with the world around them.

The game predominantly features a third-person perspective but also has the option of first-person. They can also perform actions such as fighting and picking up objects, as well as interacting with special objects. Players can choose from a range of up to ten different professions. When creating a character, players can select their hair style, face, skin tone, height and avatar name—the selection depending upon that profession chosen.

As the player progresses through the game, they can unlock different armor and weapons to alter the visual appearance of that avatar. They can also decide whether they want their avatar to start in a Player vs. Environment world the RPG aspect of the game , or get right into the competitive Player vs. Player and fight live against other players in the game. The maximum level for character development is capped at 20—by this point, the character will also have reached attribute points.

Players may also choose to do certain quests to gain another 30 attribute points, making the maximum points available Experience can still be gained and is used to learn more skills or buy consumable items throughout the game.

A profession is a type of class commonly found in most RPGs and is central to the gameplay in Guild Wars. Each profession has an array of attributes and skills that help narrow a class's proficiency in order to perform a customized role that is determined by the player. The Warrior profession, for example, has access to the primary Strength attribute that increases their armor penetration with martial weapons, and is able to wear heavy armor providing the highest protection against physical damage of all professions.

Elementalists , on the other hand, wear less protective armor, but can use their primary Energy Storage attribute to give them a much greater pool of energy than other professions. Guild Wars also introduces the ability to choose a secondary profession, expanding the selection of attributes and skills.

A character does not, however, have access to the primary attribute of its secondary profession. This is increased by the fact that runes, which among other things increase attribute levels, can only increase the attribute levels associated with a player's primary profession.

There are over a thousand skills in the game that can be acquired by the character over time, but players may only use and equip up to 8 of them at any one time.

This introduces levels of strategy, in which one must have a careful selection of skills that work well with one another and with teammates in order to survive. The Assassin and Ritualist professions are exclusive to Guild Wars: Factions, which can be played along with the aforementioned core professions. The Paragon and Dervish professions are exclusive to Guild Wars: Nightfall, and can also be played with the core professions.

Unlike the campaigns, Guild Wars: Eye of the North the only expansion pack of the Guild Wars franchise does not offer any new playable professions. The Guild Wars universe consists of persistent staging zones known as towns and outposts. These areas normally contain non-player characters that provide services such as merchandising or storage. Other NPC's provide quests and present rewards to adventurers.

These areas are also used when forming groups of people to go out into the world and play cooperatively. Players that venture out from the staging area and into an explorable area are then able to use their weapons and skills to defeat monsters and interact with other objects in the game.

As players progress through the game, they gain access to additional staging zones. Players can then transport their characters instantly from one staging area to another using a process commonly referred to as 'map traveling'. Apart from fighting with weapons, skills make up the majority of combat interaction. Each skill has a different effect when used, and fall under many different categories. They can range from offensive skills such as setting foes on fire and defensive skills which include resurrection and healing allies.

Enchantments that include giving players extra health points or Hexes that drain the enemy's life and add it to your own make up part of the skill selection in Guild Wars. Attack skills are used in conjunction with weapons to augment the damage that they can deal and cause different side effects such as knocking people to the ground with a hammer, causing bleeding wounds that deal additional damage over time with a sword, or striking multiple foes with an axe.

Most skills have a governing attribute that determines its power and effect. Guild Wars skill system is often compared to collectible card games such as Magic: The Gathering because of the way the different skills interact.

Once in a combat zone such as an explorable area or a PvP arena , the build becomes immutable until the character exits the combat zone and returns to a staging area.

Players generally either choose a specific build for a given area or role, or use builds that synergize with the builds of other characters in the party.

In PvE , monsters that are slain will generate gold and loot which can be traded or sold to players or NPCs. Unique or rare weapon designs are often found from defeating powerful monsters, or by opening treasure chests.

In PvP , reputation in the form of "faction" is gained based on how well a player performs. Most PvP in Guild Wars is fast-paced, while the transition period between games may take longer.

Players explore the game-world, kill monsters, perform quests and complete missions to earn rewards and advance the story. Rewards include experience points , skill points, skills, gold, faction, reputation and items for the player character. Some of these rewards not only advance the particular character being played at the time, but also unlock features of the game account-wide.

In each campaign the player is involved in a linear story with which they interact by performing a series of primary quests and replayable missions. Quests are given to a player by NPCs via text dialog. As quests and missions are completed, new areas, new quests, and new missions are unlocked for the player's character to access. Missions allow the player character to participate in the major events of the storyline, such as significant battles against the main antagonist.

Both quests and missions can feature in-game cut scenes which advance the story and provide context to the actions which follow. Cut scenes are in the third-person, often featuring the party leader's character and revealing elements of the game that the character would not normally be aware of, such as the actions of an antagonist.

Players are given the option of skipping the cut scenes if all party members agree upon it. There are different types of PvE in Guild Wars , and it is advisable to prepare a build to meet the challenges of each type:.

Such combat is restricted to special PvP areas, the majority of which are located on the core area known as The Battle Isles. Individual campaigns also have certain campaign-specific PvP arenas. Players may participate in PvP combat with either their role-playing characters or with characters created specifically for PvP. Characters are rewarded with experience points for victories in competitive battle and the player account also acquires faction points redeemable for in-game rewards.

Guild Wars has a continuously running automated tournament system. The participants are divided randomly into groups of 32 that participate daily in up to six Swiss rounds held on a fixed schedule, and the top eight guilds continue on to a single-elimination tournament.

Participants who are unable to field a full team automatically forfeit their round. Success in daily automated tournaments qualifies that particular guild for play in the monthly automated tournament, and the final victors of this tournament earn a number of real and in-game rewards. Players who do not participate in the automated tournament were allowed to place bets on the results of these tournaments for a number of in-game rewards prior to February Many competitive matches may be observed by players by means of an observer mode.

Guilds may additionally observe their own Guild Battles for a fixed period of time. As the name suggests, guilds are a core element of Guild Wars , manifesting not only as social units but also being closely linked with the game mechanics.

Although a player is not required to join a guild, it adds value to the gaming time and increases camaraderie. Often, joining a guild is a good way to get help from more experienced players as the in-game guild interface allows communication between guild members. A guild leader creates the guild by registering a guild name and a tag between two and four characters long with a Guild Registrar, found in some major towns.

The guild tag is displayed in brackets after the names of guild members. The leader also designs the guild's cape from a large palette of shapes, patterns and emblems , and purchases a guild hall that serves as the guild headquarters and may be furnished with merchants, traders, and storage NPCs.

Each guild hall is an individual instanced outpost located at the same spot on the Battle Isles, but they are not physically accessible to non-allied members as the only way to enter a guild hall is by "map travel". The guild leader recruits new players to the guild and can promote a number of them to guild officers , who can then help with the recruitment and further promotion of officers. All player characters on the same Guild Wars account belong to the same guild.

Players may leave their guild whenever they please, but only the leader and officers can dismiss non-officer players from the guild; the leader has the additional power to dismiss officers and disband the guild.

Guilds have a membership limit of members; player communities with more than that many members generally create allied sister guilds, often named similarly and using the same tag and cape. Up to ten individual guilds may ally together to form an alliance. Members of an alliance may communicate over a shared chat channel, and visit the guild halls of the other guilds of the alliance.

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