There is some details below giving a in depth description of the asura, if any of you are familiar with guild wars 1 then am pretty sure you already know about these guys. However it is still worth the read. For those unfamilar with guild wars 1, asura are a race not a proffession.
They may be short in stature, but this subterranean race of magical inventors are intellectual giants. These incredibly intelligent beings use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the asura, it is not the strong who survive, but the clever. Other races believe they should rule by virtue of their power and strength, but they delude themselves. All will serve the asura - in due time.
Driven to the surface of Tyria by minions of Primordus, the Fire Dragon, the asura have created a complex new society based in vast Maguuma Jungle metropolises like the awe-inspiring Rata Sum. Asura life is based around the study of the Eternal Alchemy, an all-encompassing metaphysical theory that they analyze in their great research institutions - the College of Statics, Dynamics, and Synergetics.
Asura use their magical skill to create servitor golems, asura gates, blasting rods, and other magnificent inventions. Their culture is organized, but highly flexible--these small geniuses often gather in specialized work groups called "krewes" to accomplish greater tasks. Asura establish their reputations with their peers by building a portfolio of successful projects or by becoming the foremost expert on some arcane field of study. They constantly seek to prove their own intellectual superiority, and by extension the superiority of the asura race.
Who are more fit to rule Tyria than the asura? The more primitive, warlike races can be useful when an asura needs something heavy lifted, but they mistakenly believe that brute force or resiliency entitles them to power. How mistaken they are. As any asura will explain, mastery of the Eternal Alchemy equals mastery of Tyria. Who can argue with such logic?
Guild wars 2 - And its leaks!
Information and pictures of the latest guild wars races, professions, skills and areas
Monday, 18 April 2011
Wednesday, 6 April 2011
Boss! - Guildwars 2 gameplay
Here is the shattering, it is a boss on guildwars 2 looks pretty neat, check it out!
Tuesday, 5 April 2011
Elementalists! - Awesome right?
Brilliant description of what they do/look like below enjoy!
The elementalist channels natural forces of destruction, making fire, air, earth, and water do her bidding. What the elementalist lacks in physical toughness, she makes up for in her ability to inflict massive damage in a single attack, dropping foes from a distance before they can become a threat. Yet, despite her incredible offensive potential, versatility is what makes the elementalist truly formidable.
Rather than swap weapons to adjust to new situations, the multi-faceted elementalist quickly adapts to new threats by attuning to different elements as needed. When the elementalist attunes to any of the four elements, she receives intrinsic bonuses that continually empower her.
With FIRE attunement, the elementalist can inflict scorching damage on multiple enemies by turning the ground to fire or raining down molten rock from the skies. Why kill just one enemy when you can burn them all? Just by attuning to fire, the elementalist automatically causes flame damage to any foe foolish enough to touch her.
When the elementalist attunes to AIR, she can harness wind and lightning to target specific foes with focused, high-damage attacks. Dazzling bolts of lightning rip from the elementalist's fingertips, and brilliant flashes of light blind her enemies. When an elementalist attunes to air, nearby enemies are continuously pelted with lightning strikes.
WATER attunement forgoes the raw damage of air and fire, in favor of controlling an opponent's movement. By creating slippery ice or freezing foes solid, water attunement ensures that the battle is always fought on the elementalist's terms. Nearby allies receive continuous healing from an elementalist who is attuned to water.
In the most dangerous situations, the elementalist relies on the powerful defense of EARTH attunement. An earth elementalist uses the ground under her feet to defend herself and her allies, turning flesh to stone, destabilizing foes with seismic shocks, and destroying threats with volcanic eruptions. Earth attunement automatically confers magical protection to the elementalist.
Elementalists have a number of special spell types:
- Glyphs—These arcane spells enhance or modify the natural power of the elementalist. She uses the Glyph of Elemental Power to increase the damage, range, and duration of her spells.
- Signets—Signets provide an ongoing benefit to the elementalist, but can also be activated for a greater effect. An elementalist equipped with the Signet of Earth has increased damage resistance, but activating the Signet sends out a wave of stone, stunning nearby enemies.
- Conjure Spells—The elementalist uses Conjure spells to summon useful items and potent weapons that she or other party members can use. For instance, she uses Conjure Flame to create a fiery rock to hurl at the enemy.
- Area Spells—Using Area spells, the elementalist creates hazards and mayhem all over the field of battle. The elementalist fires lava arrows in a cone-shaped blast or creates walls of fire that scorch any enemies passing through.
The Charr! Scary lion like characters from the very beginning of guild wars prophecies
Yet another race here for guild wars, all of you guys from guild wars 1 will remember these with quite the distasteful memory however, do not get worried they are quite the improvement graphically wise from the original...
The thundering sound of their advancing war machines makes the lesser races tremble with fear. They are the charr, and conquest is their birthright.
The charr race was forged in the merciless crucible of war. It is all they know; war defines them and their quest for dominion drives them onwards, always onwards. The weakling and the fool find no place among the charr.
Many generations ago, the charr overthrew their religious caste and reestablished the ancient Legions, the foundation of their military culture. The charr turned their backs on the false gods and embraced industry, creating weaponry and great machines of war as deadly and unforgiving as the charr themselves. They use any means available to crush their foes--be it ambush, bombardment, or claw and fang. Victory is all that matters, achieved by any means and at any cost.
The charr train from youth to be warriors. Their society is organized into war bands, companies, and the four great legions. Ash Legion, Blood Legion, and Iron Legion are loosely allied, while the treacherous religious zealots in the Flame Legion conspire against them all. Today, conquered Ascalon is the homeland of the mighty Iron Legion, but even under charr rule it is still a nation at war. Operating out of the massive Black Citadel, the three legions battle against human rebels, the ghosts of long vanquished Ascalonians, and a tyrant of the Flame Legion who seeks to make himself a god. The charr have never had a shortage of enemies, and they wouldn't have it any other way.
The thundering sound of their advancing war machines makes the lesser races tremble with fear. They are the charr, and conquest is their birthright.
The charr race was forged in the merciless crucible of war. It is all they know; war defines them and their quest for dominion drives them onwards, always onwards. The weakling and the fool find no place among the charr.
Many generations ago, the charr overthrew their religious caste and reestablished the ancient Legions, the foundation of their military culture. The charr turned their backs on the false gods and embraced industry, creating weaponry and great machines of war as deadly and unforgiving as the charr themselves. They use any means available to crush their foes--be it ambush, bombardment, or claw and fang. Victory is all that matters, achieved by any means and at any cost.
The charr train from youth to be warriors. Their society is organized into war bands, companies, and the four great legions. Ash Legion, Blood Legion, and Iron Legion are loosely allied, while the treacherous religious zealots in the Flame Legion conspire against them all. Today, conquered Ascalon is the homeland of the mighty Iron Legion, but even under charr rule it is still a nation at war. Operating out of the massive Black Citadel, the three legions battle against human rebels, the ghosts of long vanquished Ascalonians, and a tyrant of the Flame Legion who seeks to make himself a god. The charr have never had a shortage of enemies, and they wouldn't have it any other way.
The Norn - Its true, they are huge!
Hello again guys, another race for guild wars 2 is the Norn, anyone who has played guild wars 1 eye of the north will know of them... Here is some info + pictures of them
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.
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.
Knut Whitebear, Aesgir's grandson, now oversees Hoelbrak, but any attempt to call him their ruler would be met with derision. Knut's title is Master of the Lodge. He keeps Hoelbrak safe, as his father and grandfather did before him. He tests the young and celebrates their achievements with great moots. The Wolfborn, led by his two sons, keep the peace among these brawling, argumentative people.
Five great structures dominate Hoelbrak. The Great Lodge is Knut's domain, and in its high galleries and balconies one can find the greatest heroes of this people. Each of the other four lodges is dedicated to one of the four Spirits of the Wild--Wolf, Bear, Raven, and Snow Leopard. Here work the shamans that keep alive the faith and the skaalds that tell the old tales of those who have gone before. Here is where the wisdom of the norn survives.
The norn have the ability to shape-change into forms beloved by the Spirits. While transformed, they become closer to those spirits and to understanding the power of the wild. Norn enjoy the bounty of the land, but they do not despoil it, for the wisdom of the Spirits brings them an understanding that tempers their direct, quick-tempered natures.
Long ago, the dwarves ruled these deep valleys and cavern-riddled mountains. These diminutive warriors descended into the depths, transformed by ancient magic to fight the minions of a different Elder Dragon. Now their ruined homes have been usurped by their former slaves and servants, the dredge, who claim all the lands below the surface as their own and vie with the norn for the lands above.
The mountaintops are home to another fallen race, the jotun. These giants were once wise and powerful, and their fall has been long and hard. Now little more than savages surviving in the wreckage of their ancestors' citadels, they challenge the norn for domination.
Yet the greatest danger to the norn has followed them from the north. Jormag's champions and minions are abroad in the land, corrupting the pure snows and powerful creatures with its icy breath. Worst of all, there are those among the norn themselves who recognize Jormag's power. They revere Dragon as if it were another Spirit and seek to learn from it and master its abilities. Only too late do they discover their error: Dragon teaches only corruption and death.
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.Knut Whitebear, Aesgir's grandson, now oversees Hoelbrak, but any attempt to call him their ruler would be met with derision. Knut's title is Master of the Lodge. He keeps Hoelbrak safe, as his father and grandfather did before him. He tests the young and celebrates their achievements with great moots. The Wolfborn, led by his two sons, keep the peace among these brawling, argumentative people.
Five great structures dominate Hoelbrak. The Great Lodge is Knut's domain, and in its high galleries and balconies one can find the greatest heroes of this people. Each of the other four lodges is dedicated to one of the four Spirits of the Wild--Wolf, Bear, Raven, and Snow Leopard. Here work the shamans that keep alive the faith and the skaalds that tell the old tales of those who have gone before. Here is where the wisdom of the norn survives.
The Spirits of the Wild
The norn have no gods in the human sense of the word. Instead, they venerate the Spirits of the Wild: totemic powers, the great spirits of the wild creatures. Each totem has virtues and lessons to teach the norn: Bear has her strength; Wolf teaches unity in numbers; Raven is wisdom; Snow Leopard speaks of cunning and stealth. There are other spirits, too, some unworthy of veneration, some dead, some merely missing.The norn have the ability to shape-change into forms beloved by the Spirits. While transformed, they become closer to those spirits and to understanding the power of the wild. Norn enjoy the bounty of the land, but they do not despoil it, for the wisdom of the Spirits brings them an understanding that tempers their direct, quick-tempered natures.
New Challenges, Ancient Enemies
The norn have spread through the Shiverpeaks, and their distinctive homes can be found near the best hunting grounds and the clearest streams. They are not alone in these new lands, however, and must fight for their homes--which is just as the norn want it.Long ago, the dwarves ruled these deep valleys and cavern-riddled mountains. These diminutive warriors descended into the depths, transformed by ancient magic to fight the minions of a different Elder Dragon. Now their ruined homes have been usurped by their former slaves and servants, the dredge, who claim all the lands below the surface as their own and vie with the norn for the lands above.
The mountaintops are home to another fallen race, the jotun. These giants were once wise and powerful, and their fall has been long and hard. Now little more than savages surviving in the wreckage of their ancestors' citadels, they challenge the norn for domination.
Yet the greatest danger to the norn has followed them from the north. Jormag's champions and minions are abroad in the land, corrupting the pure snows and powerful creatures with its icy breath. Worst of all, there are those among the norn themselves who recognize Jormag's power. They revere Dragon as if it were another Spirit and seek to learn from it and master its abilities. Only too late do they discover their error: Dragon teaches only corruption and death.
The Power of the Norn
Jormag drove them from their original homeland, but the norn are no refugees, battered and seeking aid. Rather, they see the Elder Dragon as merely another challenge to be bested. If not today, then soon. Until that day comes, until the hero who will shatter the tooth of Jormag arises and shows the norn the way back to their northern homes, the norn will live each day as if it were their last. The living world is a wondrous place for them, filled with challenges, struggles, and the potential for great stories.Monday, 4 April 2011
Sylvari - What are they?
Hello guys, I'm going to just straight in with the awesome basic details of all the profession's and classes on guild wars 2 that I have heard about and have any evidence I can find for them... Enjoy :)
Long ago, a weary soldier planted a strange seed in the depths of the Maguuma Jungle. For centuries, the Pale Tree grew, branches arching over the forest, until at last--twenty five years ago--it bloomed, and the Firstborn stepped into the world. They were followed by their brethren, season after season of sylvari, wide-eyed with wonder and searching for purpose in this strange land. Shaped first by the Dream that nurtured them before they awakened, the sylvari now travel Tyria seeking adventure and their place in the world. They struggle to balance curiosity with duty; eagerness with chivalry; and warfare with honor.
The Dream still lingers in their souls, like an echo of a distant song. Through it, they can sense the ebb and flow of their race, feel the empathic connections between all sylvari, and share their discoveries and knowledge like water into a river's current. They have a deep connection with the land and the riches it bears, and know that all things which grow and blossom are their brethren. Guided by the lessons carved into the sacred Ventari Tablet, they have built a city within the forest, and created a culture that blends the mystery of magic with a steel-tempered resolution to do good.
But not all sylvari are noble, and not all Dreams are pleasant. Some of the children of the Pale Tree walk a shadowed path, devoted to a Nightmare that boils beneath the surface and whispers of dark moons, wicked revels, and terrible secrets murmured at midnight. The Nightmare Court rejects the virtues of their brethren and seeks to draw all sylvari toward their sinister philosophy. If they are not stopped, they will taint the Dream with their evil deeds and corrupt the Pale Tree herself, condemning the noble race of sylvari to a future of vice and corruption. In the battle between Dream and Nightmare, the fate of the newest race in Tyria will be determined by heroes.
Long ago, a weary soldier planted a strange seed in the depths of the Maguuma Jungle. For centuries, the Pale Tree grew, branches arching over the forest, until at last--twenty five years ago--it bloomed, and the Firstborn stepped into the world. They were followed by their brethren, season after season of sylvari, wide-eyed with wonder and searching for purpose in this strange land. Shaped first by the Dream that nurtured them before they awakened, the sylvari now travel Tyria seeking adventure and their place in the world. They struggle to balance curiosity with duty; eagerness with chivalry; and warfare with honor.
The Dream still lingers in their souls, like an echo of a distant song. Through it, they can sense the ebb and flow of their race, feel the empathic connections between all sylvari, and share their discoveries and knowledge like water into a river's current. They have a deep connection with the land and the riches it bears, and know that all things which grow and blossom are their brethren. Guided by the lessons carved into the sacred Ventari Tablet, they have built a city within the forest, and created a culture that blends the mystery of magic with a steel-tempered resolution to do good.
But not all sylvari are noble, and not all Dreams are pleasant. Some of the children of the Pale Tree walk a shadowed path, devoted to a Nightmare that boils beneath the surface and whispers of dark moons, wicked revels, and terrible secrets murmured at midnight. The Nightmare Court rejects the virtues of their brethren and seeks to draw all sylvari toward their sinister philosophy. If they are not stopped, they will taint the Dream with their evil deeds and corrupt the Pale Tree herself, condemning the noble race of sylvari to a future of vice and corruption. In the battle between Dream and Nightmare, the fate of the newest race in Tyria will be determined by heroes.
Subscribe to:
Posts (Atom)