******************************************************************************* Guild Wars Factions FAQ/Walkthrough Copyright 2006, Apathetic Aardvark Email: sinenomine@gmail.com All rights reserved Version .24 I am also known as SineNomine 05/09/06 ******************************************************************************* Index/Table of Contents ******************************************************************************* Disclaimer & History...............................................i Basics.............................................................ii Walkthrough........................................................iii Professions........................................................iv FAQ & Misc.........................................................v Credits............................................................vi ******************************************************************************* i) Disclaimer (Legal stuff) ******************************************************************************* Copyright 2006, Apathetic Aardvark All rights reserved. You are allowed to do the following: - Make copies for your own, personal use. - Post this FAQ on a non-commercial, freely accessible web site. My permission is NOT required. However, the FAQ must be posted in its full, ORIGINAL FORM, including THIS disclaimer in full, and credited to Apathetic Aardvark. What you can't do: - Posting this FAQ on a commercial site, or requiring payment for its access, is not permitted under ANY circumstances. - Using this FAQ (or any part of it) on a commercial site, or in a magazine, guide, book etc. without my explicit written permission is a copyright infringement. Editing this FAQ in any way, using it as a basis for your own FAQ, or posting it without giving proper credit is plagiarism. Both are violations of international copyright law and will result in legal prosecution. History 5/6/06 - Added applicable information from my main Guild Wars guide. Because of this, some skill information may be out of date since patches last august, I will not be updating this until I get to that portion, hopefully starting in a few days, I'd like to get at least the Kaineng quests taken care of first. 5/8/06 - Set up quests through the Arborstone mission. Have screenshots accumulated for all the missions and quests in the game, as well as all the new purchasable skills. Have all the monk and necromancer elite skills, will compile that list next. 5/9/06 - Main quests done through the point when you'd have to decide which of Luxon or Kurzick territory you'd wish to do first. Completed the Monk Skill section, updated the old figures from my normal guild wars guide. I must say, I don't even remember most of those skill changes ever taking effect! ******************************************************************************* ii) Basics ******************************************************************************* For the most part, I'm going to assume you read the instruction booklet which came with the game, or in the event you downloaded it, you at least read something similar. This section is merely going to clarify or emphasize certain points of the basics. I've tried to break it up into the categories below, but some parts do not fit in too well, so if you are going to read this section, just read the entire thing. Bare Basics Experience and Levels Conditions Armor Terminology ---- Bare Basics ---- Movement is very important in Guild Wars. The WASD and the arrow keys will move your character in the respective direction when pressed. Q and E will strafe you left or right. Strafing is a great way to dodge most incoming missile projectiles. If you have no reason to be standing still during battle, always be strafing in a random pattern. Different projectiles do have different movement rates and arcs, I will leave it to you to get a feel for these. Practice strafing early on enemies which do lousy damage, so when you reach those who hit hard, you are not always getting hit. The space bar doubles as the left click button of a mouse. It will attack whatever target is active, or talk to whatever NPCs is selected. Tab, [, and ] will scroll through targets. C will target the closest enemy, f will target yourself, and v any nearby NPCs. T will target a called target, more on this in a moment. Calling targets is an integral part of Guild Wars. It allows one party member to display which enemy he or she is attacking to the entire party. Generally, a healer is called first so that it can be taken out quickly. To call a target, hold control whenever you hit it with an action [control double click would say "I'm attacking blah blah blah". When a party member hits T, they will also target blah blah blah. It is best to only have one assigned caller in a party. Multiple people calling is usually confusing and annoying. You can also use control to "say" just about anything. Control + clicking on virtually anything on your display interface will result in some sort of statement. You can inform healers what conditions you have on yourself, to state you have low energy, or low health. In Guild Wars, all characters start at level 1 with 100 health. Like many RPGs, Guild Wars is to some extent based on level. Each time you level your maximum health increases by 20. In addition, you get attribute points, which are used to improve the quality of your skills by boosting the corresponding attribute. ---- Experience and Levels ---- There is a level maximum of 20 in Guild Wars. Each level is based on experience. Here is the amount of experience needed to level: Level Total XP Reward Level 01 - 0 Level 02 - 2000 - 5 Attribute Points, 1 Skill Point Level 03 - 4600 - 5 Attribute Points, 1 Skill Point Level 04 - 7800 - 5 Attribute Points, 1 Skill Point Level 05 - 11600 - 5 Attribute Points, 1 Skill Point Level 06 - 16000 - 5 Attribute Points, 1 Skill Point Level 07 - 21000 - 5 Attribute Points, 1 Skill Point Level 08 - 27600 - 5 Attribute Points, 1 Skill Point Level 09 - 32800 - 5 Attribute Points, 1 Skill Point Level 10 - 39600 - 5 Attribute Points, 1 Skill Point Level 11 - 47000 - 10 Attribute Points, 1 Skill Point Level 12 - 55000 - 10 Attribute Points, 1 Skill Point Level 13 - 63600 - 10 Attribute Points, 1 Skill Point Level 14 - 72800 - 10 Attribute Points, 1 Skill Point Level 15 - 82600 - 10 Attribute Points, 1 Skill Point Level 16 - 93000 - 15 Attribute Points, 1 Skill Point Level 17 -104000 - 15 Attribute Points, 1 Skill Point Level 18 -115600 - 15 Attribute Points, 1 Skill Point Level 19 -127800 - 15 Attribute Points, 1 Skill Point Level 20 -140600 - 15 Attribute Points, 1 Skill Point You still continue to "level" beyond Level 20, but your level will remain at 20. Also, you will not get attribute points anymore, but you will still get a skill point. All levels after level 20 are 15000 experience apart. The attribute points gained from above [170], are all but 30 attribute points. There are two quests which each give 15 attribute points. This adds up to 200 total attribute points. Now, a table showing how attribute points work Attribute Level | Points Needed | Total Points ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 you can see, as your attribute gets pumped higher and higher, the amount of points becomes steeper and steeper. Because of this, not all attribute can be maxed. I would recommend using three attributes on your character. There are many way you can divide up the 200 total attribute points should you choose to do this. The most common is 11-11-8. Another common is 11-10-10. If you intend to only use two attributes, you have it easy, 12-12 with a few leftovers. If you wish to do four or more attributes, your character will be extremely weak in the long run. The only real option for this are 9-9-9-9 and it is a very poor option at that. Do not fret though, if you do not like how your attribute points are spread out, you can change them whenever you're in a town. All of these attributes are used to boost your skills. To access the skills menu, press K by default. You can have eight skills loaded at a time. They correspond with numbers 1-8 on the number row [above qwerty]. These skills can only be changed while in towns. Eight seems like a constricting number at times, so you will have to choose wisely. Most skills require energy to use, though some require adrenaline. Others require nothing at all. Energy is stat which does not increase with level and can only be boosted with items. Assassins, Elementalist's, Necromancers, Mesmer's, Ritualists and Monks all start with 30 energy and 4 arrows of energy regeneration. Each arrow represents .33 energy regained per second. Rangers start with 25 energy and 3 arrows of energy regeneration. Warriors with 20 and 2 arrows. The extra arrows on the non-warrior classes come from their armor. So unless you are not wearing armor, your energy regeneration will always be this. Maximum energy can be increased or decreased by certain armors. I will have a detailed list of this in the professions section of the guide. Adrenaline on the other hand, is gained by hitting an enemy. This is the way most warrior skills charge up for use. There are other skills which can increase or decrease adrenaline gains. ---- Conditions ---- There are three basic types of long term spells in the game. Ones which create enchantments, hexes and conditions. Enchantments are friendly spells with a lasting duration. They often heal or protect you in some capacity, but can have other uses. Hexes are usually put on you by enemies and have one harmful effect or another. Conditions are the easiest to describe. They usually cause health degeneration, but here is a list. Health Degenerating Conditions: Bleeding - 3 arrows. Most skills which cause bleeding have a long duration. Burning - 7 arrows. Burning is far more painful than bleeding, but shorter. Diseased - 4 arrows. Medium duration, spreads to nearby creatures of the same type. Poison - 4 arrows. Poison has a rather long duration. It can is most commonly seen with 4 arrows, but certain types of swamp areas inflict a type of poison which is less potent. Swamp Water I believe is the name. Non-Health Degenerating Conditions Blind - You will "miss" with 90% of your physical attacks. Also increases the rate of "stray" shots from ranged weapons. Crippled - You move a great deal slower. Dazed - All of your spells are interrupted from any physical damage. Casting times are increased by 100%. Deep Wound- You maximum health is reduced by 20%. All forms of regaining life other than regeneration is reduced by 20% as well. Exhaustion- Caused by yourself on several high powered skills, particularly Elementalist ones, Exhaustion greatly reduces energy regeneration of depleted energy. I am not yet sure exactly what the rate is, or when it wears off, but this is annoying. Weakness - Your base damage is reduced by 66.6%. This goes directly off of your real damage, before enemy armor is factored in. Because of this, you will do even less damage than this. ---- Armor ---- Speaking of armor, it is needed. There are five pieces of armor: Head, Chest, Hands, Legs, and Feet. Characters can also carry a shield. Armor ONLY protects the area of the body it logically covers, though shields have their armor added to all parts. Thus, you must always try to keep yourself completely armored. Hit ratio's, however, are larger on some areas than others. Head - takes 12.5% of all physical attacks. Percentage goes up if enemy is on higher ground than you. The arcs of some bows have an easier time of headshotting than others. As headgear does not have a "special" armor bonus, like most armors do, you will often take more damage here. Others have suggested that in addition to this, a headshot from an arrow is an auto- critical. Chest - takes 37.5% of all physical attacks. As you can see, the chest takes more physical attacks than any other area of the body. The chest also takes all of the direct damage spells. These are spells which have no projectile animation and which do not cause damage over time. Spells like this would include Inferno and Deathly swarm. Hands - takes 12.5% of all physical attacks. Legs - takes 25% of all physical attacks. Feet - takes 12.5% of all physical attacks. Perhaps more important than where you get hit, is how much protection armor gives. At Armor Level [AL] 60, you take the "real" damage of what someone attacks for. You take more than that if you have less AL, and less than that if you have more AL. Here are a few samples of how much damage you will take based on a percentage in terms of the real damage. AL Damage % -------------- 0 283% 5 260% 20 200% 30 168% 40 141% 50 119% 60 100% 70 84% 75 77% 80 71% 85 64% 100 50% 110 42% 120 35% As you can see, ten armor can make a huge difference in this game. Warriors of course have the best armor, Assassins and Rangers behind them, and all of the casters well behind that. --- Terminology --- Aggro - Aggravation range. The smaller circle on your compass. Most enemies which get in this circle will attack you. AL - Armor Level. This is the defense on your armor. AoE - Area of Effect, this usually refers to Elementalist skills which effect a large area. Body Blocking - Standing in front of something so it can not get around you, and eventually attack you, so that it doesn't attack someone else. DoT - Damage over time, often refers to Mesmer or Necromancer skills which cause health degeneration. Conjure Phantasm is the typical example of this. Ecto - Refers to a Glob of Ectoplasm, a material for Fissure armor which falls in the underworld Farm - To kill the same monsters over and over, in hopes of getting good items, money, or experience. FoW - Fissure of Woe, accessed from the Balthazar Statue in the Temple of the Ages when your country has the favor of the gods. HoH - Hall of Heroes, a place you get to after winning several consecutive battles in the Tomb of Primeval Kings. Should you win, you might get a Celestial Sigil. This place determines the favor of the gods. LFG - Looking for Group LFP - Looking for Party Nerf - To make a skill [or build] less effective by patching the game in an update. Not frequently done in Guild Wars, but overly done in say, Diablo II. Nuker - Someone who can deal a large amount of damage, often to large groups. Usually an Elementalist, but can be a Mesmer or Necromancer or well. PUG - Pick up group. Something to avoid at all costs if you can. There seems to be a rule that any random group needs one complete jerk in it. PvE - Player vs Environment/Enemy - The cooperative areas of the game all fall under this category. PvP - Player vs Player. Runner - Someone who runs other players from on town to another, often for a fee. Shard - Refers to an Obsidian Shard, a material for Fissure armor which falls in the Fissure of Woe Shutdown - A Mesmer, or on rare occasions a Necromancer, who specializes in preventing enemies from casting spells. Sigil - Celestial Sigil. You need this to purchase a guild hall, they can be bought from Sigil Traders, or won in the hall of heroes. Spike[r] - Spikers are generally air Elementalist's or fragility Mesmer's. The concept involves doing huge damage to one target rapidly, in hopes that the target is unable to get healing fast enough to recover. Tank - Someone who gets hit a lot, generally a warrior, sometimes a ranger. ToA - Temple of the ages. When a country has the favor of the gods, the underworld and fissure of woe can be accessed from here. UW - Underworld, accessed from the Grenth Statue in the Temple of the Ages when your country has the favor of the gods. WTB - Want to buy WTS - Want to sell WTT - Want to trade [for an item, as opposed to money] Zone - Zoning is when a person enters the next area, which pulls your entire party into it. Often phrase as "Can I zone" or "I'm going to zone us" which usually means, grab any items you want right now. ******************************************************************************* iii) Walkthrough ******************************************************************************* All quests will be divided first by general area, then by the town you get them in. I will also label which quests are for all classes and which ones are for only certain classes, but will no longer separate them. I will lay these out in an order which makes sense, but there are potentially faster orders to do them in, and this particular order may prove too difficult for some builds early on. I will no longer be listing items received from completing a quest for a couple of reasons. The first, they generally stink. The second, it seems they constantly get changed every patch. Also, for most missions I have submitted maps to GameFAQs as well. These are designed to supplement the guide, more so than be a stand alone. I expect that people will use these maps rather than send me an email of "OMG I AM SO LOST WHERE DO I GO". Presently, I have most of the Tyria missions up, the later ones I hope to have submitted by July 7th. Here is a quick table of contents for the main area. As new characters can go to Tyria and do nearly everything there, I have left those quests in the game as well. [CANTHA MISSIONS AND QUESTS] -Monastery Island Not yet actually done this ;) -Kaineng Center Mhenlo's Request Welcome To Cantha [P] The Drunken Master Passing the Buck The Search for a Cure The Afflicted Guard Feed The Hungry The Xunlai Agent Eliminate the Jade Brotherhood The Shadow Blades Eliminate the Am Fah Going Home Captured Naga Oil Street Justice Seek Out Brother Tosai Missing Daughter The Emperor in Peril Drink from the Chalice of Corruption Masters of Corruption The Plot Thickens It Ends Here Luxury Goods Assist The Guards Assassination Attempt Problem Solving An End to the Suffering Medical Emergency Red Tape Little Lost Bear Straight to the Top Vizunah Square [M] Finding the Oracle [P] Closer to the Stars [P] Nahpui Quarter [M] To Tahnnakai Temple [P] The Missing Corpses Seeking Shelter Raze the Roost Tahnnakai Temple [M] A Meeting with the Emperor [P] The Count's Daughter [P] Stemming the Tide The Challenge Arborstone [M] The Convocation [P] Boreas Seabed [M] City Under Attack [P] Charting the Jade Sea Charting the Forests Battle in the Sewers [P] Sunjiang District [M] Journey to Cavalon [P] Journey to House zu Heltzer [P] -Luxon Territory Fort Aspenwood [P] The Jade Quarry [P] Befriending the Luxons [P] Challenge of Strength The Halcyon Job Night Raiders Attack the Kurzicks! In the Army [Luxon] Luxon Supply Lines The Jade Arena Protect the Halcyon Return of the Yeti Stolen Eggs Gayla Hatchery [M] Journey to the Whirlpool [P] If it Weren't for Bad Luck The Dragon Hunter A Letter Home The Zemos Squad Outcasts in the Quarry Message on a Dragon Scale Messages, Messages Everywhere The Impossible Sea Monster Unwaking Waters [M] -Kurzick Territory Befriending the Kurzicks [P] Defend Fort Aspenwood [P] The Jade Quarry [P] Song and Stone Melodic Gaki Flute Artistic Endeavors The Ancient Forest Kurzick Supply Lines Wardens on the March The Beak of Darkness Scouting Ferndale Discord Wallow Lyre Duel of the Houses In the Army Now [Kurzick] A New Escort Rythem Drinker Drum Securing Echovald Forest Envoy of the Dredge Temple of the Dredge Revolt of the Dredge The Defenders of the Forest [P] The Ancient Forest The Experimental Weaponsmith The Eternal Grove [M] Into the Whirlpool [P] Wicked Wardens Invoking the Saints Unwaking Waters [M] -Back to the Empire Taking Back the Palace [P] Raisu Palace [M] Imperial Sanctum [M] [TYRIA MISSIONS AND QUESTS] -Pre-Searing Ascalon -Normal Quests Message From a Friend [ps1] War Preparations [ps2] [Your Class Here] Test [ps3] Gwen's Flute [ps4] Further Adventures [ps5] Unsettling Rumors [ps6] Adventure with an Ally [ps7] Second Profession [ps8] Bandit Raid [ps9] The Poisonous Devourer [ps10] Charr in the Catacombs [ps11] Charr at the Gate [ps12] The Wayward Wizard [ps13] Poor Tenet [ps14] Trouble in the Woods [ps15] A New [Your Class] Skill Trainer [ps16] A Gift for Althea [ps17] Rites of Remembrance [ps18] Little Thom's Big Cloak [ps19] The Hunter's Horn [ps20] The Worm Problem [ps21] Tithe for Ashford Abbey [ps22] Opposition to the King [ps23] The True King [ps24] The Orchard [ps25] The Prize Moa Bird [ps26] The Egg Hunter [ps27] The Rogue's Replacement [ps28] Across the Wall [ps29] Path To Glory [ps30] Ascalon Academy [Mission] [ps31] -Profession Sampler Quests Grawl Invasion [psst1] A Mesmer's Burden [psst2] The Ranger's Companion [psst3] Elementalist Experiment [psst4] A Monk's Mission [psst5] The Necromancer's Novice [psst6] -Primary and Secondary Professions Skill Trainer Quests Supremacy of Air [psps1] [Elementalist Only] Domination Magic [psps2] [Mesmer Only] Blessings of Balthazar [psps3] [Monk Only] Protection Prayers [psps4] [Monk Only] The Accursed Path [psps5] [Necromancer Only] Power of Blood [psps6] [Necromancer Only] Test of Marksmanship [psps7] [Ranger Only] Unnatural Growth [psps8] [Ranger Only] Warrior's Challenge [psps9] [Warrior Only] The Vineyard Problem [psps10] [Warrior Only] -Quests which are not really quests The Bear Hunters [psq1] Farmer Dirk's Prize Winning Hogs [psq2] Dress up Gwen! [psq3] -Ruins of Ascalon -Missions The Great Northern Wall [mis1] Fort Ranik [mis2] Ruins of Surmia [mis3] Nolani Academy [mis4] -Ascalon City The Krytan Ambassador [roa1] The King's Message [roa2] Helping the People of Ascalon [roa3] The Ambassador's Quandary [roa4] Rastin's Ritual [roa5] Defend the Wall [roa6] Cities of Ascalon [roa7] Counting the Fallen [roa8] Scavengers in Old Ascalon [roa9] Vanguard Equipment [roa10] Barradin's Advance [roa11] A Mission of Peace [roa12] The Troublesome Artifact [roa13] Fires in the East [roa14] Symon's History of Ascalon [roa15] Scorched Earth [Elementalist Only] [roa16] Elemental Knowledge [Elementalist Only] [roa17] Recruits for Hollis [roa18] Gargoyle Trouble [Warrior Only] [roa19] Military Matters [Warrior Only] [roa20] To the Breach [Warrior Only] [roa21] Endangered Species [Ranger Only] [roa22] The Charr Patrol [Ranger Only] [roa23] The Charr Staging Area [Ranger Only] [roa24] -Sardelac Sanitarium Supplies for the Duke [ros1] Barradin's Stand [ros2] Sowing Seeds [Monk only] [ros3] Protecting Ascalon [Monk only] [ros4] In Memory of Paulus [Monk only] [ros5] Mesmerizing the Enemy [Mesmer only] [ros6] Trying Times [Mesmer only] [ros7] A Cure for Ralena [ros8] [Mesmer only] The Stolen Artifact [Necromancer Only] [ros9] Death in the Ruins [Necromancer Only] [ros10] Oberan's Rage [Necromancer Only] [ros11] Shalev's Task [Elementalist Only] [ros12] Family Ties [ros13] -Piken Square The Siege of Piken Square [rop1] Casualty Report [rop2] The Duke's Daughter [rop3] Fires in the North [rop4] Red-Cloaked Deserter [rop5] Hammer and Anvil [rop6] Garfazz Bloodfang [rop7] Althea's Ashes [rop8] Fallen Soldiers [Necromancer Only] [rop9] Army Life [Warrior Only] [rop10] Charr Reinforcements [Ranger Only] [rop11] -Fort Ranik / Frontier Gate / Serenity Temple The Regent Valley Defense [rof1] Deliver a Message to my Wife [rof2] Frontier Gate Fugitives [rof3] Ruins of Surmia [rof4] Replacement Healers [Monk only] [rof5] Unnatural Creatures [Mesmer only] [rof6] Experimental Elixir [Mesmer only] [rof7] The Way of the Geomancer [Elementalist Only] [rof8] The Geomancer's Test [Elementalist Only] [rof9] Caravan in Trouble [rof10] -Northern Shiverpeaks -Missions Borlis Pass [mis5] Frost Gate [mis6] -Yak's Bend The Way is Blocked [nspy1] The Road to Borlis Pass [nspy2] The Shiverpeak Stragglers [nspy3] The Missing Artisan [nspy4] Helping the Dwarfs [nspy5] Oswalt's Epitaph [nspy6] Minaar's Trouble [nspy7] Minaar's Worry [nspy8] Iron Horse War Machine [nspy9] The Wayward Monk [Monk Only] [nspy10] The Stone Summit Champion [Mesmer Only] [nspy11] Renegade Necromancer [Necromancer Only] [nspy12] A Heart of Ice [Elementalist Only] [nspy13] Securing the Vale [Warrior Only] [nspy14] Stone Summit Beastmasters [Ranger Only] [nspy15] -Beacon's Perch Hungry Devourer [nspb1] The Deserters [nspb2] To Kryta: Refugees [nspb3] To Kryta: The Ice Cave [nsbp4] To Kryta: Journey's End [nsbp5] -Kryta -Missions Gates of Kryta [mis7] D'Alessio Seaboard [mis8] Divinity Coast [mis9] -Lion's Arch/North Kryta Province Quests Report to the White Mantle [kla1] The Villainy of Galrath [kla2] Orrian Excavation [kla3] Merchant's Plea [kla4] The Weaver of Nebo [kla5] Duties of a Lionguard [kla6] The Ascalon Settlement [kla7] The Last Hog [kla8] Reversing the Skales [kla9] Blankets for the Settlers [kla10] Bandit Trouble [kla11] Graven Images [kla12] Malaquire's Test [kla13] -Beetletun/Bergen Hot Springs/Nebo Village Quests The Hot Springs Murders [kbb1] The Undead Hordes [kbb2] -Maguuma Jungle -Missions The Wilds [mis10] Bloodstone Fen [mis11] Aurora Glade [mis12] -Druid's Overlook Quests A Brother's Fury [mjdo1] Eye for Profit [mjdo2] Mysterious Message [mjdo3] Wisdom of the Druids [mjdo4] -Quarrel Falls Quests The Price of Steel [mjqf1] White Mantle Wrath: Demagogue's Vanguard [mjqf2] -Ventari's Refuge Quests White Mantle Wrath: A Helping Hand [mjvr1] Urgent Warning [mjvr2] Dropping Eaves [mjvr3] Blood and Smoke [mjvr4] -Henge of Denravi Quests Passage through the Dark River [mjhd1] -Return to Kryta -Missions Riverside Province [mis13] Sanctum Cay [mis14] -Fisherman's Haven Quests The Royal Papers [rkfh1] The Lost Princess [rkfh2] -Temple of the Ages Quests The False Gods [rkta1] -Crystal Desert -Missions Thirsty River [mis15] Dunes of Despair [mis16] Elona Reach [mis17] Doppelganger [mirror] Dragon's Lair [mis18] -Amnoon Oasis Quests Sands of Souls [cdao1] Ancient Secrets [cdao2] -Augury Rock Quests Into the Unknown [cdar1] Ghostly Vengeance [cdar2] -Seeker's Passage Quests A Belated Betrothal [cdsp1] The Monk's Path [cdsp2] The Ranger's Path [cdsp3] -Destiny's Gorge Quests The Forgotten Ones [cddg1] Forgotten Wisdom [cddg2] The Mesmer's Path [cddg3] The Warrior's Path [cddg4] -Hero's Audience Quests The Misplaced Sword [cdha1] The Elementalist's Path [cdha2] The Necromancer's Path [cdha3] -Southern Shiverpeaks -Missions Ice Caves of Sorrow [mis19] Iron Mines of Moladune [mis20] Thunderhead Keep [mis21] -Droknar's Forge Hero's Journey [ssdf1] Hero's Challenge [ssdf2] Seeking the Seer [ssdf3] -Ring of Fire -Missions Ring of Fire [mis22] Abaddon's Mouth [mis23] Hell's Precipice [mis24] -Ember Light Camp Quests Final Blow [elc1] -Fissure of Woe Tower of Courage [FOW1] The Wailing Lord [FOW2] A Gift of Griffons [FOW3] Army of Darkness [FOW4] The Eternal Forgemaster [FOW5] Defending the Temple of War [FOW6] Restore the Temple of War [FOW7] Khobay the Betrayer [FOW8] Tower of Strength [FOW9] -Underworld Clearing the Chamber [UW1] Restore the Monuments of Grenth [UW2] Escort the Souls [UW3] Unwanted Guests [UW4] Wrathful Spirits [UW5] Demon Assassins [UW6] The Ice King[UW7] ----- [four more not yet listed] -Sorrow's Furnace/Grenth's Footprint To Sorrow's Furnace [SF1] Summit Slaves [SF2] Cold One [SF3] Gathering Resources [SF4] Wrenches in The Gears [SF5] Fire in the Hole [SF6] Unruly Slaves [SF7] Kilroy Stoneskin [SF8] Unspeakable, Unknowable [SF9] Noble Intentions [SF10] Noble Intentions, Plan B [SF11] Final Assault [SF12] The Forge Heart [SF13] [four more quests not yet listed] -Titan Quests Defend Droknar's Forge [TQ1] Last Day Dawns [TQ2] Defend North Kryta Province [TQ3] Defend Denravi [TQ4] The Titan Source [TQ5] [CANTHA] ------------------------------------------------------------------------------- CANTHA ------------------------------------------------------------------------------- There are four areas of Cantha. One is habitated mostly by new Canthan characters, one is a main area for imported Tyrian characters and the other two are the alliances of Kurzick and Luxon. Unlike Tyria, you can be blocked out of new areas until doing some quests, so I'll be listing quests far more chronologically than in the later Tyria section. -Monastery Island Not yet actually done this ;) -Kaineng Center Mhenlo's Request Welcome To Cantha [P] The Drunken Master Passing the Buck The Search for a Cure The Afflicted Guard Feed The Hungry The Xunlai Agent Eliminate the Jade Brotherhood The Shadow Blades Eliminate the Am Fah Going Home Captured Naga Oil Street Justice Seek Out Brother Tosai Missing Daughter The Emperor in Peril Drink from the Chalice of Corruption Masters of Corruption The Plot Thickens It Ends Here Luxury Goods Assist The Guards Assassination Attempt Problem Solving An End to the Suffering Medical Emergency Red Tape Little Lost Bear Straight to the Top Vizunah Square [M] Finding the Oracle [P] Closer to the Stars [P] Nahpui Quarter [M] To Tahnnakai Temple [P] The Missing Corpses Seeking Shelter Raze the Roost Tahnnakai Temple [M] A Meeting with the Emperor [P] The Count's Daughter [P] Stemming the Tide The Challenge Arborstone [M] The Convocation [P] Boreas Seabed [M] City Under Attack [P] Charting the Jade Sea Charting the Forests Battle in the Sewers [P] Sunjiang District [M] Journey to Cavalon [P] Journey to House zu Heltzer [P] -Luxon Territory Fort Aspenwood [P] The Jade Quarry [P] Befriending the Luxons [P] Challenge of Strength The Halcyon Job Night Raiders Attack the Kurzicks! In the Army [Luxon] Luxon Supply Lines The Jade Arena Protect the Halcyon Return of the Yeti Stolen Eggs Gayla Hatchery [M] Journey to the Whirlpool [P] If it Weren't for Bad Luck The Dragon Hunter A Letter Home The Zemos Squad Outcasts in the Quarry Message on a Dragon Scale Messages, Messages Everywhere The Impossible Sea Monster Unwaking Waters [M] -Kurzick Territory Befriending the Kurzicks [P] Defend Fort Aspenwood [P] The Jade Quarry [P] Song and Stone Melodic Gaki Flute Artistic Endeavors The Ancient Forest Kurzick Supply Lines Wardens on the March The Beak of Darkness Scouting Ferndale Discord Wallow Lyre Duel of the Houses In the Army Now [Kurzick] A New Escort Rythem Drinker Drum Securing Echovald Forest Envoy of the Dredge Temple of the Dredge Revolt of the Dredge The Defenders of the Forest [P] The Ancient Forest The Experimental Weaponsmith The Eternal Grove [M] Into the Whirlpool [P] Wicked Wardens Invoking the Saints Unwaking Waters [M] -Back to the Empire Taking Back the Palace [P] Raisu Palace [M] Imperial Sanctum [M] ---- Mhenlo's Request ---- Quest Starter: Firstwatch Sergio [Lion's Arch] Objective: Find Mhenlo in the North Kryta Province and speak with him about a letter. Then speak to Jiaju Tai in Lion's Arch about getting passage to Cantha. Reward: 1000xp Reward Giver: Dockhand Quangnai [Kaineng Docks] Difficulty and Comments: This quest has no difficulty to speak of, the entire point is to get your Tyrian character to Cantha. ---- Welcome To Cantha [P] ---- Quest Starter: Dockhand Quangnai [Kaineng Docks] Objective: Speak with Brother Mhenlo in Bukdek Byway. Then help Mhenlo find his mentor, Master Togo. Reward: 3000xp. 150 Gold, 1 Skill Point Reward Giver: Guardsman Chow [Vizunah Square Foreign Quarter] Difficulty and Comments: This one is a bit more difficult. You'll walk through a mostly friendly outdoor village until the near end, when you'll have to fight your way through the Jade Brotherhood, who pack quite a punch. ---- The Drunken Master ---- Quest Starter: Barkeep Mehoro [Kaineng Center] Objective: Find Drinkmaster Tahnu in Bukdek Byway and defeat him in battle. Reward: 2000xp, 175 Gold, 1 Imperial Commendation Reward Giver: Barkeep Mehoro [Kaineng Center] Difficulty and Comments: Not too hard at all, the drunkard will stop fighting once you've pelted him around a bit. ---- Passing the Buck ---- Quest Starter: Minister Tahlen [Bukdek Byway] Objective: Speak with various people around the Byway about getting supplies to the ill citizens. Reward: 3000xp, 175 Gold, Imperial Commendation Reward Giver: Guardsman Pah Difficulty and Comments: A lot of running around, in the process of doing this you'll probably finish up several other nearby quests. ---- The Search for a Cure ---- Quest Starter: Imperial Agent Hanjo [Kaineng Center] Objective: Soeak with Bujo, then collect 3 Jade Brotherhood Guild capes. Return them to Bujo. Reward: 3000xp Reward Giver: Bujo [Kaineng Center] Difficulty and Comments: Once you have this quest, just about any Jade Brotherhood seem capable of dropping the capes, so they won't be hard to come by. ---- The Afflicted Guard ---- Quest Starter: Imperial Guardsman Feng [Kaineng Center] Objective: Kill the creature that was once Guardsman Chun. Reward: 3000xp, 175 gold, Imperial Commendation Reward Giver: Imperial Guardsman Feng [Kaineng Center] Difficulty and Comments: Not too hard of a quest, in all honesty, the hardest part is making sure you come at it from the correct side, so you're not five miles over him :)! ---- Feed The Hungry ---- Quest Starter: Objective: Protect the Emperors Cook while he feeds the poor during an attack. Reward: 3000xp, 175 gold, Imperial Commendation Reward Giver: Imperial Guardsman Feng [Kaineng Center] Difficulty and Comments: This one is fun. Once you reach the cook, waves of afflicted will pour at you. Hold them all off. ---- The Xunlai Agent ---- Quest Starter: Xunlai Agent Honlo [Kaineng Center] Objective: Find the stolen storage vault and return it to Honlo. Reward: 3000xp, 175 gold, Imperial Commendation. Reward Giver: Xunlai Agent Honlo Difficulty and Comments: Not hard at all, the Am Fah with it are in a rather obscure place, though. Watch for falling assassins. ---- Eliminate the Jade Brotherhood ---- Quest Starter: Guardsman Chienpo [Kaineng Center] Objective: Defeat the Jade Brotherhood in Bukdek Byway Reward: 3000xp, Gold, Imperial Commendation Reward Giver: Guardsman Chienpo [Kaineng Center] Difficulty and Comments: Fortunately, they just want you to hunt down a few of the Jade members, not all of them in the byway, or else you'd be doing this quest all night. Of course, the ones they want you to kill are in the very back of the area, heavily guarded from other ends. ---- The Shadow Blades ---- Quest Starter: Guildmaster Luan [Kaineng Center] Objective: Listen to the Shadow Blades meeting, do not get spotted. Reward: 3000xp, 175 Gold, Imperial Commendation Reward Giver: Guildmaster Luan [Kaineng Center] Difficulty and Comments: This quest is utterly impossible. The afflicted in the area kill the assassins every time you get there. If you kill the afflicted, you get spotted. If you don't kill them, they kill the characters who you're going to spy on. Perhaps Canthan characters have an edge here, as they can leave from the Local Quarter, which is MUCH closer than anywhere Tyrian characters have to approach from. ---- Eliminate the Am Fah ---- Quest Starter: Guardsman Ping [Kaineng Center] Objective: Seek out and destroy the Am Fah in Bukdek Byway Reward: 3000xp, 175 Gold, Imperial Commendation Reward Giver: Guardsman Ping [Kaineng Center] Difficulty and Comments: Another easy quest. It's probably quicker to leave from the market place for this one. You won't really encounter resistance and the Am Fah pose no threat as always. ---- Going Home ---- Quest Starter: Bryan [Bukdek Byway] Objective: Find a ship to take Bryan back to Ascalon. Reward: 3000xp, 175 Gold, Imperial Commendation Reward Giver: Bryan [Bukdek Byway] Difficulty and Comments: Captain Joran is in the Wajjun Bazaar, talk to him, then return to Bryan with the news. ---- Captured ---- Quest Starter: Emperor's Hand [Raisu Pavilion] Objective: Find the kidnapped guard and defeat the Am Fah keeping him captive. Reward: 3000xp, 175 Gold, Imperial Commendation Reward Giver: Emperor's Hand Difficulty and Comments: I don't recall this one being too hard. Other than the dock area, this entire area has only Am Fah, so it can't be that hard :)! ---- Naga Oil ---- Quest Starter: Emperor's Hand [Raisu Pavilion] Objective: Obtain a sample of plague remedy. Reward: 3000xp, 250 Gold Reward Giver: Emperor's Hand [Raisu Pavilion] Difficulty and Comments: This quest is miserable. Naga pelts, which you'll need to get a copy of the remedies don't fall on the mainland. If you imported your character, you'll have to trade for one. Once you have two, get the remedy from the 'doctors' on the docks. ---- Street Justice ---- Quest Starter: Emperor's Hand [Raisu Pavilion] Objective: Kill the five Peddlers who are selling fake remedies to citizens. Reward: 3000xp, 250 Gold, Imperial Commendation Reward Giver: Emperor's Hand Difficulty and Comments: The peddlers will run from you this time when you get in range, often some Am Fah will come to their aid, so be wary of it. Nevertheless, none of them will pose much of any threat to you. ---- Seek Out Brother Tosai ---- Quest Starter: Bujo [Kaineng Center] Objective: Speak to Brother Tosai. Reward: 3000xp, 175 Gold Reward Giver: Brother Tosai [Wajjun Bazaar] Difficulty and Comments: Run to Tosai for it. ---- Missing Daughter ---- Quest Starter: Aiko [Bukdek Byway] Objective: Escort Aiko to her daddy. Reward: 3000xp. 175 Gold, Imperial Commendation Reward Giver: Taojo [Bukdek Byway] Difficulty and Comments: This quest is a bit tricky. The Jade Brotherhood around Aiko will almost immediately start attacking you, so try not to get yourself pinned behind them. After that, this quest should be simple. ---- The Emperor in Peril ---- Quest Starter: Guildmaster Luan [Kaineng Center] Objective: Speak to Emperors Hand in Raisu Pavilion. Then speak with informant Tahzen in Bukdek Byway than return to Luan. Reward: 2000xp, 175 Gold Reward Giver: Guildmaster Luan [Kaineng Center] Difficulty and Comments: This quest is again quite easy, mostly Am Fah's running around in your way. ---- Drink from the Chalice of Corruption ---- Quest Starter: Brother Tosai [Wajjun Bazaar] Objective: Allow Tosai to finish his ritual. Reward: 3500xp, 275 Gold Reward Giver: Brother Tosai [Wajjun Bazaar] Difficulty and Comments: Easy quest. however, it will give you a PERMANENT -2 health degeneration UNTIL you complete the next quest. This can be somewhat burdensome, especially if you put it off. Supposedly, you can just kill Tosai and run the chalice back to town... it honestly sounds like it might be easier. ---- Masters of Corruption ---- Quest Starter: Brother Tosai [Wajjun Bazaar] Objective: Follow Tosai to the undercity and defeat the afflicted Am Fah. Reward: 3000xp, 250 gold, imperial commendation. Reward Giver: Brother Tosai Difficulty and Comments: As an added bonus, you'll have the -2 degeneration taken off of you. This quest is quite difficult, it will likely be your first major encounter with the afflicted, who are among the tougher enemies in the game. ---- The Plot Thickens ---- Quest Starter: Guildmaster Luan [Kaineng Center] Objective: Speak to several people out in the Kaineng Docks about a wicked plot. Reward: 2500xp. 175 Gold Reward Giver: Guildmaster Luan [Kaineng Center] Difficulty and Comments: Easy quest, the docks are right off of the market place. ---- It Ends Here ---- Quest Starter: Guildmaster Luan [Kaineng Center] Objective: Destroy five fire golems [known as flesh golems in Tyria], they are hiding near the entrance to the undercity. Reward: 3000xp, 250 gold, Imperial Commendation Reward Giver: Emperor's Hand Difficulty and Comments: A fairly easy quest, there's not too much else in the area which poses any real threat. ---- Luxury Goods ---- Quest Starter: Officer Chitaro [Wajjun Bazaar] Objective: Seek out homeless Canthans in need in the Bukdek Byway. Reward: 3000xp, 175 Gold, Imperial Commendation Reward Giver: Officer Chitaro [Wajjun Bazaar] Difficulty and Comments: Run around giving mirrors to people who have no food! Easy fun! ---- Assist The Guards ---- Quest Starter: Guardsman Tang [Wajjun Bazaar] Objective: Locate Waeng in the sewers and eliminate him. Reward: 3000xp, 250 Gold, Imperial Commendation Reward Giver: Guardsman Tang [Wajjun Bazaar] Difficulty and Comments: The sewers in this case mean the Undercity, Waeng is near some Am Fah, of course, and is easily defeated. ---- Assassination Attempt ---- Quest Starter: Saito [Wajjun Bazaar] Objective: 3000xp, 250 Gold, Imperial Commendation Reward: 3000xp. 250 Gold, Imperial Commendation Reward Giver: Saito [Wajjun Bazaar] Difficulty and Comments: Easy quest, just kill Ratsu before he can kill Saito. ---- Problem Solving ---- Quest Starter: Paomu [Wajjun Bazaar] Objective: Speak to Officer Chitaro. Then to Guardsman Pah, then to Budo [NOT BUJO LIKE THE QUEST SAYS]. Reward: 3000xp 175 Gold, Imperial Commendation Reward Giver: Paomu [Wajjun Bazaar] Difficulty and Comments: Another quest of run around the Bazaar, the nice thing is, you'll have cleared the area by now, so you don't have to do it six different times. ---- An End to the Suffering ---- Quest Starter: Qian [Wajjun Bazaar] Objective: Kill Tukan on the rooftops so that Qian can give him a merciful death. Reward: 3000xp, 175 Gold, Imperial Commendation Reward Giver: Qian [Wajjun Bazaar] Difficulty and Comments: No real difficulty here either, a single person to take out. ---- Medical Emergency ---- Quest Starter: Guardsman Pah [Wajjun Bazaar] Objective: Find Officer Chitaro and speak to him about getting medical supplies for the refugees. Reward: 3000xp, 250 Gold, Imperial Commendation. Reward Giver: Officer Chitaro [Wajjun Bazaar] Difficulty and Comments: Another quest of running around the bazaar... ---- Red Tape ---- Quest Starter: Officer Chitaro [Wajjun Bazaar] Objective: Speak to Guardsman Pah about filing some paperwork. Reward: 3000xp, 250 Gold, Imperial Commendation Reward Giver: Guardsman Pah [Wajjun Bazaar] Difficulty and Comments: Oh boy, more running around the Bazaar. ---- Little Lost Bear ---- Quest Starter: Kaya [Wajjun Bazaar] Objective: Find the tattered teddy bear and return it to Kaya. Reward: 3000xp, 250 Gold, Imperial Commendation Reward Giver: Kaya Difficulty and Comments: A simple quest, the bear is not far from Kaya, there are only a few groups of Am Fah to stop you. ---- Straight to the Top ---- Quest Starter: Guardsman Tang [Wajjun Bazaar] Objective: Find Quufu and slay him. Reward: 3000xp, 250 Gold, Imperial Commendation Reward Giver: Guardsman Tang [Wajjun Bazaar] Difficulty and Comments: Quufu is over on the dock area, in the Jade Brotherhood stronghold out there. Be wary of patrols, they are somewhat erratic and the Jade Brotherhood do hit fairly hard. ---- Vizunah Square [M] ---- Quest Starter: N/A Objective: Find the source of the plague in Kaineng City. Mhenlo and Togo must survive. Difficulty and Comments: You will start out with Mhenlo in this scenario, as you are from Tyria and in the foreign quarter. Local quarter start with Togo. Not too far into the fight, both parties will meet up. Mhenlo and Togo will instruct you all to defeat the afflicted in the city. There are two remain HUGE groups of them, along with a few Am Fah along the way. Once the second massive group is defeated, the mission will be won. ---- Finding the Oracle [P] ---- Quest Starter: Messenger Gosuh [Dragon's Throat] Objective: Speak to Mhenlo and Togo about how to find the Oracle of the Mists. Mhenlo will refer you to speak to Nika, in the Bukdek Byway. Reward: 3000xp, 150 Gold Reward Giver: Nika [Bukdek Byway] Difficulty and Comments: A bit of running around and exploring, but getting to Nika isn't too bad as long as you don't drag too many Jade Brotherhood around. ---- Closer to the Stars [P] ---- Quest Starter: Nika [Bukdek Byway] Objective: Talk to Fishmonger Bihzun and defend him from the Jade Brotherhood. Reward: 3000xp, 150 Gold, 1 Skill Point Reward Giver: Adept Nai [Nahpui Quarter] Difficulty and Comments: A somewhat easy quest. Sometimes the last group doesn't come after Bihzun, so you'll need to go after them. Afterwards, head way up to the northeast corner of the area so Loud Kou will let you into Nahpui. ---- Nahpui Quarter [M] ---- Objective: Defeat the four celestial creatures Difficulty and Comments: This one is a bit tricky. There are a lot of patrol going around already, and anytime you kill any of the bosses, mini versions of them will spawn for the rest of the mission. The creatures are a smiter, Elementalist, Mesmer and necromancer. I'd recommend doing the easier bosses first, and leaving Phoenix/Dragon until the end. Kirin and Turtle aren't that bad to continuously do. ---- To Tahnnakai Temple [P] ---- Quest Starter: Adept Kai [Senji's Corner] Objective: Go to Tahnnakai Temple, speak with Guard Bai at the gates. Reward: 3000xp, 150 gold, 1 Skill Point Reward Giver: Forgot the name, someone inside the temple mission town. Difficulty and Comments: Bai will give you a task, you'll have to defend Mhenlo, Togo and Nika from an onslaught of Afflicted coming at them. Make sure to keep up with Mhenlo, he'll run you all off the map if you're not careful. Once the afflicted are gone, walk with Togo back to the temple and enter. ---- The Missing Corpses ---- Quest Starter: Guardsman Kinri [Shenzen Tunnels] Objective: Go to Bukdek Byway and burn the diseased corpses. Reward: 3000xp, 175 Gold, Imperial Commendation Reward Giver: Difficulty and Comments: ---- Seeking Shelter ---- Quest Starter: Yikaro [Xaquang Skyway] Objective: Speak to Guardsman Pongtu in the Xaquang Skyway. Obtain a shelter pass from Guardsman Tingjo in the Shenzun Tunnels. Reward: 3000xp, 175 Gold, Imperial Commendation Reward Giver: Yikaro [Xaquang Skyway] Difficulty and Comments: This quest should probably sit in your log until you have Maatu Keep on your map, since Tingjo is on that end of the tunnels and they are a pain to fight through. ---- Raze the Roost ---- Quest Starter: Quill Songfeather [Xaquang Skyway] Objective: Talk Minister Jejiang out of destroying the Roost. Reward: 10000xp, Imperial Commendation Reward Giver: Quill Songfeather [Xaquang Skyway] Difficulty and Comments: You'll need to bribe the minister with 2 platinum [2000 gold], but it's well worth the reward. ---- Tahnnakai Temple [M] ---- Objective: Defeat the 8 binders before Vizu is bound. Difficulty and Comments: OMG HURRY YOU HAVE ONLY TEN MINUTES! Just kidding ;). Every time you kill a boss, you'll get another three or four added - a decent party will have well over 15 on the clock when you're done. The Temple Guardians are extremely dangerous up close, so try not to lure four of them at once. Mhenlo and Togo must of course both survive. There are a lot of new skills in this area, so you may wish to bring a capture signet along for the ride. ---- A Meeting with the Emperor [P] ---- Quest Starter: Emperor's Voice [Zin Ku Corridor] Objective: Speak with the emperor Reward: 3000xp, 150 gold Reward Giver: Emperor's Voice [Zin Ku Corridor] Difficulty and Comments: None! That's right, walk into the temple and talk to him, walk back to the corridor and you're done! ---- The Count's Daughter [P] ---- Quest Starter: Emperor's Voice [Zin Ku Corridor] Objective: Speak with Danika zu Heltzer Reward: 3000xp, 150 Gold, 1 Skill Point Reward Giver: Difficulty and Comments: A long journey, but well worth it, you'll finally get to see daylight in the outdoor world! That's right, you'll be walking in fields, new pets galore! Oh, as for the quest, there's a load of people all gathered near the outside of the keep as well, talk to them all to complete it. ---- Stemming the Tide ---- Quest Starter: Attendant Yoko [Maatu Keep] Objective: Convince 5 Canthan refugees to return to Kaineng City. Reward: 3000xp, 175 gold, Imperial Commendation Reward Giver: Attendant Yoko [Maatu Keep] Difficulty and Comments: Walk outside of the keep, talk to about the nine people there, five of them will comply. Another simple 3000 xp. ---- The Challenge ---- Quest Starter: Bakghu [Shenzun Tunnels, Maatu Keep side] Objective: Win a duel against three other factions. Reward: 3000xp 175 gold, Imperial Commendation Reward Giver: Senjo Wah [Undercity, near Local Quarter] Difficulty and Comments: If you want to have an easy time, just stand back and let them beat down each other, then take out the remaining ones. If not, Soar Windfeathers group is probably the deadliest to you, take it out first. ---- Arborstone [M] ---- Objective: Retrieve the urn of Viktor and bring it to Mhenlo. Mhenlo and Danika must survive. Difficulty and Comments: This one is pretty tough if you've never done it before, after that, it may well be the easiest one in the game. You'll need to bring Danika to the cathedral so she'll open it. Once done clear out the five groups of enemies inside. Grab the urn, a movie will occur. Mhenlo will be separated from the party, and you'll be ambushed. The enemies from here on out are especially deadly. Be very, very wary of "Oni" enemies. They kill quickly and often. The dredges in the area are tough too. Gardners are the healers, make sure to deal with them accordingly. There are three basic routes for escaping, I'd suggest the middle, while it may have a few more enemies, it's a lot more open and gives you some room to maneuver. The Urn will power up as things die, giving the ability to protect your party when dropped. Oh, and also, the ceiling will continuously fall on you as you escape. It's annoying, if you're in the same place for a while, it'll start lagging too! ---- The Convocation [P] ---- Quest Starter: Headmaster Amara [Altrumm Ruins] Objective: Meet with Master Togo and gain admission into Boreas Seabed. Reward: 3000xp, 150 Gold, 1 Skill Point. Reward Giver: Elder Rhea [Boreas Seabed] Difficulty and Comments: This quest will take you to the other area of the world, controlled by the Luxon Alliance. ---- Boreas Seabed [M] ---- Objective: Defeat the champions of the three Luxon groups to win the Spear of Archemorus. Use the spear against the Kraken to defeat it. Difficulty and Comments: The first area is a small arena somewhat similar to the original Guild Wars Thirsty River Mission. The first two groups are simple. The third one is a bit harder, Argo's fireball can easily deal over 300 damage to a fully armed caster - be extremely cautious, protective spirit is highly recommended, or better, spell breaker. Once you have defeated his group, take the spear and make your way outside. The spear powers up with every nearby foe which dies. It's highest level is level 5. However, if at level 5 and dropped next to the kraken, it will obtain another level dealing 1900 damage to the kraken. Two hits at that damage will kill the kraken off when you get there. Make your way into the ocean area and fight off whatever you come by there. After you kill a few kraken spawns, the big kraken will appear, use the above strategy. ---- City Under Attack [P] ---- Quest Starter: Imperial Herald [Zos Shivros Channel] Objective: Find out what is going on in the City. Reward: 3000xp, 150 Gold Reward Giver: Emperors Hand [Raisu Pavilion] Difficulty and Comments: Leave from the back door of Maatu Keep and work up the first staircase outside of town. Speak with Commander Jafai there. ---- Charting the Jade Sea ---- Quest Starter: Sekai The Mapmaker [Maatu Keep] Objective: Explore Five places in Mount Qinkai, Boreas Seabed, Archipelagos, and the Maishang Hills. Reward: 5000xp, 500 Luxon Faction, 200 Gold, Imperial Commendation Reward Giver: Sekai The Mapmaker [Maatu Keep] Difficulty and Comments: A rather long place, but doing it nearly ensures doing every other quest in the Luxon Region, which will help you build up faction. ---- Charting the Forests ---- Quest Starter: Sekai The Mapmaker [Maatu Keep] Objective: Explore Five places in Arborstone, Ferndale, Melandru's Hope and Drazach Thicket. Reward: 5000xp, 500 Kurzick Faction, 200 Gold, Imperial Commendation Reward Giver: Sekai The Mapmaker [Maatu Keep] Difficulty and Comments: A rather long place, but doing it nearly ensures doing every other quest in the Kurzick Region, which will help you build up faction with them. Please note, this quest used to be bugged, it was impossible to get all five spots in Arborstone. This has been fixed, one spot is now on the south end of the area, instead of the far north. ---- Battle in the Sewers [P] ---- Quest Starter: Emperors Hand [Raisu Pavilion] Objective: Escort the Royal Guards to Commander Jafai Reward: 3000xp, 150 Gold, 1 Skill Point Reward Giver: Royal Guard Kazuya [Sunjiang District] Difficulty and Comments: Any entrance into the Shenzun Tunnels will spawn some royal guards, except the one at Maatu Keep. I find it easiest to run there to the entrance near the Ritualist boss near the Senji's Corner entrance, and then run them all the way back over to Commander Jafai. This quest will grant you access to the Sunjiang District. ---- Sunjiang District [M] ---- Objective: Prevent Shiro from summoning his army! Mhenlo and Togo must survive. Difficulty and Comments: Shiro is being protected by four shields. You must defeat the bosses protecting them in order to power down the shields. As you knock a shield down, entrances to the other ones will open up. There are a LOT of afflicted in this area. Assuming your party doesn't die too often, edge of extinction may come in handy for your group, as it dominates afflicted. ---- Journey to Cavalon [P] ---- Quest Starter: Jamei [Maatu Keep] Objective: Head to the Zos Shivros Channel and have Watchman Bencis bring you to Cavalon. Reward: 4000xp, 250 Luxon Faction, 1 Skill Point Reward Giver: Elder Rhea [Cavalon] Difficulty and Comments: None. ---- Journey to House zu Heltzer [P] ---- Quest Starter: Jamei [Maatu Keep] Objective: Travel to Altrumm Ruins and have Guardsman Oldrich bring you to the House zu Heltzer. Reward: 4000xp, 250 Kurzick Faction, 1 Skill Point Reward Giver: Count zu Heltzer [House zu Heltzer] Difficulty and Comments: None ---- ---- Quest Starter: Objective: Reward: Reward Giver: Difficulty and Comments: [[TYRIA]] ------------------------------------------------------------------------------- Pre-Searing ------------------------------------------------------------------------------- Note: This section is more or less pasted from my Pre-Searing Guide. For more things to do in pre-searing, please refer to that guide. 1. Normal Quests Message From a Friend [ps1] War Preparations [ps2] [Your Class Here] Test [ps3] Gwen's Flute [ps4] Further Adventures [ps5] Unsettling Rumors [ps6] Adventure with an Ally [ps7] Second Profession [ps8] Bandit Raid [ps9] The Poisonous Devourer [ps10] Charr in the Catacombs [ps11] Charr at the Gate [ps12] The Wayward Wizard [ps13] Poor Tenet [ps14] Trouble in the Woods [ps15] A New [Your Class] Skill Trainer [ps16] A Gift for Althea [ps17] Rites of Remembrance [ps18] Little Thom's Big Cloak [ps19] The Hunter's Horn [ps20] The Worm Problem [ps21] Tithe for Ashford Abbey [ps22] Opposition to the King [ps23] The True King [ps24] The Orchard [ps25] The Prize Moa Bird [ps26] The Egg Hunter [ps27] The Rogue's Replacement [ps28] Across the Wall [ps29] Path To Glory [ps30] Ascalon Academy [Mission] [ps31] 2. Profession Sampler Quests Grawl Invasion [psst1] A Mesmer's Burden [psst2] The Ranger's Companion [psst3] Elementalist Experiment [psst4] A Monk's Mission [psst5] The Necromancer's Novice [psst6] 3. Primary and Secondary Professions Skill Trainer Quests Supremacy of Air [psps1] [Elementalist Only] Domination Magic [psps2] [Mesmer Only] Blessings of Balthazar [psps3] [Monk Only] Protection Prayers [psps4] [Monk Only] The Accursed Path [psps5] [Necromancer Only] Power of Blood [psps6] [Necromancer Only] Test of Marksmanship [psps7] [Ranger Only] Unnatural Growth [psps8] [Ranger Only] Warrior's Challenge [psps9] [Warrior Only] The Vineyard Problem [psps10] [Warrior Only] 4. Quests which are not really quests The Bear Hunters [psq1] Farmer Dirk's Prize Winning Hogs [psq2] Dress up Gwen! [psq3] ------------------- 1. Normal Quests ------------------- Normal quests are quests which all character classes get the exact same quest for. The first few are set in the particular order they must be done. Almost all of the quests in this category are available to try once you have completed the quest "Unsettling Rumors". I will make a note of any quest in this section which has a different requirement. ---- Message From a Friend [ps1] ---- Quest Starter: Town Crier [Ascalon City] Objective: Talk to Sir Tydus Reward: 100xp, 10 gold Reward Giver: Sir Tydus Difficulty and Comments: Easiest quest ever. Talk to the Town Crier right where your character appears after the opening movie. Sir Tydus is located near by across a bridge. Talk to him to receive your reward and again to activate the next quest. ---- War Preparations [ps2] ---- Quest Starter: Sir Tydus [Ascalon City] Objective: Talk to your primary skill trainer. The trainer's name is different depending on which class your character is. The trainer is located directly outside of Ascalon City. Reward: 250xp. Reward Giver: Primary Skill Trainer. Difficulty and Comments: Again, no difficulty what so ever. Talk to the Skill Trainer again to get the next quest. ---- [Your Class Here] Test [ps3] ---- Quest Starter: Primary Skill Trainer [Lake Side County, right outside of Ascalon City] Objective: *Varies. This quest is slightly different based on your class. It will involve either killing a few river skales or getting some shimmering scales, which are obtained from killing river skales. Reward: 500xp + skills for your primary class. - Elementalist - Flare, Aura of Restoration - Ranger - Power Shot, Troll Unguent - Warrior - Frenzy, Healing Signet - Necromancer - Vampiric Gaze, Deathly Swarm - Mesmer - Empathy, Ether Feast - Monk - Healing Breeze, Banish Reward Giver: Primary Skill Trainer Difficulty and Comments: Very little difficulty. Do this quest at the same time as the next quest, Gwen's Flute. ---- Gwen's Flute [ps4] ---- Quest Starter: Gwen Objective: Find Gwen's Missing flute. It is in fact broken and just south of where she is standing across the nearby river. Reward: 250xp Reward Giver: Gwen Difficulty and Comments: Alright. Gwen is a somewhat broken aspect of Pre- Searing. She is sad that her flute is broken, but will offer to follow you around anytime you leave Ascalon City on foot. You can make her happy by giving her flowers, a fixed flute or a cape. She will eventually give you a Tapestry Shred, which does not seem to have any use in the game presently. ---- Further Adventures [ps5] ---- Quest Starter: Haversdan [Lakeside County] Objective: Haversdan walks out of Ascalon City the moment you complete the Primary Skill Trainers first Test. He will speak of Devona, a warrior residing in Lake Side Village. Run to her for the reward. Reward: 250xp. Reward Giver: Devona Difficulty and Comments: Another simple quest. You may notice most of the monsters do not attack you on your way there. This is common in Pre-Searing, though there are some which will. Once you complete this quest, almost every other quest becomes available to start, so your order from here on out will certainly be different from my own. I will attempt to hint at which quests are done near each other, to help reduce your time spent running back and forth. ---- Unsettling Rumors [ps6] ---- Quest Starter: Devona [Lakeside County/Village] Objective: Speak to Meerak the Scribe regarding the Charr Threat. Once spoken too, speak to Armin Saberlin in Ascalon City. Reward: 250xp Reward Giver: Armin Saberlin Difficulty and Comments: This mission is designed to teach a player how to use the "M" button for quick travel. Any town, outpost, or area labeled on the map with a symbol can be instantly traveled to. If you are in a party when you do this, the party is disbanded. Talk to Armin again to start his next quest. Also, as you are back in Ascalon City and all of the Ascalon City quests are now open, run around and activate them all. ---- Adventure with an Ally [ps7] ---- Quest Starter: Lina [Lakeside County, just outside of Ascalon City] Objective: Party up with another player and return to her. Reward: 100xp and a resurrection signet. Reward Giver: Lina Difficulty and Comments: One of two quests pre-searing which must be done with another player. Make sure to get the signet from her, it is quite useful. ---- Second Profession [ps8] ---- Quest Starter: Armin Saberlin [Ascalon City] Objective: Learn a second profession. Reward: 250xp Reward Giver: Armin Saberlin Difficulty and Comments: I would suggest not doing this quest immediately if you are unsure of which second profession you want. Once you decide on one, return to Armin for the reward. ---- Bandit Raid [ps9] ---- Quest Starter: Baron Egan [Ascalon City] Objective: Get the Ashford Strongbox which has been taken by bandits and return it to Devona. Reward: 250xp Reward Giver: Devona Difficulty and Comments: A fairly simple quest. Kill the bandits around the strongbox first. Once the area is secure, grab the box and run to Devona with it. You will run much slower with the box in hand, and will be unable to attack with a weapon, though you may still cast spells. The bandit camp is located just a bit northeast of Ashford Abbey. ---- The Poisonous Devourer [ps10] ---- Quest Starter: Baron Egan [Ascalon City] Objective: Hunt down a plague devourer and give the stinger to Brother Mhenlo. Reward: 250xp, +3 energy Focus Reward Giver: Brother Mhenlo Difficulty and Comments: Do this quest while you do the first part of Pitney's Worm Problem quest, as well as the same time you do the Egg Hunter Quest. In the cave where you do all of these, this devourer will pop out as you approach it. When it dies, it will drop a stinger. ---- Charr in the Catacombs [ps11] ---- Quest Starter: Prince Rurik [Ascalon City] Objective: Find out if there have been any Charr sightings in the Catacombs area. Reward: 250xp, 100 gold. Reward Giver: Prince Rurik Difficulty and Comments: You will first need to speak to Brother Mhenlo in Ashford Abbey, then Necromancer Munne [Catacombs] and finally Oberan the Reviled [Catacombs, closest to Greenhills County Entrance]. Return to the Prince for your reward. This quest represents the largest amount of gold you can easily obtain in Pre-Searing. *Note: This quest appears to have a trigger now, as it is no longer available immediately. I'm not yet sure what it is. ---- Charr at the Gate [ps12] ---- Quest Starter: Prince Rurik Objective: Kill the small Charr group near the northern gate. Reward: 200xp, Long Sword [5-7 damage] Reward Giver: Prince Rurik Difficulty and Comments: The next time you leave Ascalon City on Foot, Prince Rurik and a few guards will be waiting. Before long, they will run west to the northern gate. The Charr there are fairly difficult, but the Prince and his men will probably be able to complete the mission even if you do nothing but sit back and watch. ---- The Wayward Wizard [ps13] ---- Quest Starter: Sandre Elek [Ascalon City] Objective: Find Orion Elek. Relena Stormbringer in Foible's Fair knows where he is. Talk to her first. Once you have done this, run to Orion in Wizard's Folly. Reward: 250xp Reward Giver: Sandre Elek Difficulty and Comments: Make sure Orion does not get killed by anything chasing you. It is a rather long walk, you would not want to do it twice. *Note: after talking to Relena, it would be faster to leave from Barradin's estate and warp into the Wizard's Folley from there. Orion is very near the entrance. ---- Poor Tenet [ps14] ---- Quest Starter: Namar [Ascalon City] Objective: Namar can not pay his rent. His friend, Miller Upton, might give him some money though. Tell Miller of Namar's woes. Reward: 500xp Reward Giver: Miller Upton [Lakeside County/Village] Difficulty and Comments: Miller Upton can not concentrate with the bees flying around him. You will need to grab the nearby honeycomb and step near the swarms of bees. Once you have all three swarms [the last is near the river], run with the honeycomb across the nearby bridge. Once across, drop the honeycomb and return to Miller Upton. Quest Complete. ---- Trouble in the Woods [ps15] ---- Quest Starter: Town Crier [Ascalon City, near the gates to Lakeside County] Objective: Help Devona clear the Grawl who are threatening to attack Lakeside Village. Reward: 500xp Reward Giver: Devona Difficulty and Comments: This one can be a bit hard. Clear the nearby river skales and anything else along the path to the Regent Valley [from Lakeside Village] before consulting Devona. This will keep her from running off and getting killed. If you have a healing spell, sit back and heal her, she does a ton of damage. If not, try to kill what you can. ---- A New [Your Class] Skill Trainer [ps16] ---- Quest Starter: Haversdan [Lakeside County, just outside of Ascalon City] Objective: Find the Primary Skill trainer for your class. The one you want to find is the "Sample" skill trainer, as I have labeled them, of your class. Reward: 250xp Reward Giver: Skill Trainer of your Class Difficulty and Comments: The Hardest part of this quest is remembering to activate it. ---- A Gift for Althea [ps17] ---- Quest Starter: Captain Osric Objective: Find a suitable birthday gift for Lady Althea, Prince Rurik's Girlfriend. Reward: 250xp Reward Giver: Captain Osric Difficulty and Comments: This quest can not be done if Charr at the Gates is an active quest in your quest log. You must also have completed your skill trainer test. Walk outside of Ascalon City. Just to the West, Prince Rurik and Captain Osric are talking. When they are done talking, speak with the captain. He will give you this quest. You will need to get three items for this gift. The beautiful feather is located in the middle of Lakeside Village. The beautiful pearl is located inside of a beautiful shell, which is right next to Miller Upton's home. The final object, the beautiful pendant, is in a chest slightly northeast of where the Bandit Camp is. Return all three items to Captain Osric for the reward. Note: This quest is rather buggy if done in a party. Just do it alone. Alternate Method: [I would like to thank "Greg" for this method] Once you have any one of the three pieces, take that piece to Lady Althea. She will be annoyed that Rurik is unable to get her a gift on his own and someone else is doing it. She will give you the same quest reward as Osric does for doing this. ---- Rites of Remembrance [ps18] ---- Quest Starter: Necromancer Munne [Catacombs] Objective: Light four remembrance braziers with the magical candles she gives you. Reward: 250xp Reward Giver: Necromancer Munne Difficulty and Comments: This quest takes you along the exact same path as Brother Mhenlo's "A Monk's Mission". Do them together. All you need to do is touch the brazier. This quest is sometimes glitched and she only gives three candles. Make sure you have four before starting. ---- Little Thom's Big Cloak [ps19] ---- Quest Starter: Allison the Tanner [Lakeside County/Village] Objective: Find a bear pelt from a black bear. Return the pelt to her. She will make it into a cloak. Give the cloak to Little Thom in Barradin's Estate. Reward: 250xp Reward Giver: Little Thom Difficulty and Comments: The game, I believe, tells you to get the Bear Pelt from the Regent Valley. It is both more likely, and closer, to get one from the Wizard's Folly. Once you have it, bring it to her. Then just teleport [or walk] to Barradin's Estate and give the cloak to Little Thom. ---- The Hunter's Horn [ps20] ---- Quest Starter: Chantalle the Troubadour [Lakeside County/Village] Objective: Cleanse the Hunter's Horn and give it to Aidan Reward: 500xp Reward Giver: Aidan Difficulty and Comments: The healing spring to clean the horn is deep into the Regent Valley. About the point at which you get to the Melandru Stalker Shrine, enemies will be aggressive with you. You can do this first half of the quest with the Sample Ranger Skill Trainer quest. Once you have cleaned the horn, you need to give it to Aidan. Aidan is in Wizard's Folly in about the furthest place from anywhere. Luckily, the healing spring you cleansed the horn in is very nearby. Simply follow the river a bit further, and you'll enter the Wizard's Folly ---- The Worm Problem [ps21] ---- Quest Starter: Pitney [Lakeside County/Village] Objective: Give a devourer Egg to Pitney so that he may be able to lure the Worm Queen to surface. Kill the Worm Queen. Reward: 250xp Reward Giver: Pitney [who will be standing in the field where you kill the Worm Queen] Difficulty and Comments: Easy enough. You can either trade an egg off of a collector or use one from a cave. If you snag them from the cave, make sure to do the poisonous stinger quest at the same time. Doing the cave will also let you do the Egg Hunter quest. ---- Tithe for Ashford Abbey [ps22] ---- Quest Starter: Devona [Lakeside County/Village] Objective: Collect Duke Barradin's Tithe from Garzden the Protector in Green Hills County. Reward: 250xp, 1 Skill point Reward Giver: Devona Difficulty and Comments: If you only do one quest you do not have to in pre- searing, make in this one. Once you have done all the missions in post- searing, getting skill points takes some time [by leveling up, even when you level beyond 20]. This is such an easy point to get. Also, while you do this quest, do the Opposition to the King quest with the three nearby NPCs. Just a note, make sure you have a free square in your inventory. ---- Opposition to the King [ps23] ---- Quest Starter: Devona [Lakeside County/Village] Objective: Talk to three people in Green Hills County [Not Warmaster Grast], concerning their feelings about the King. Reward: 500xp Reward Giver: Devona Difficulty and Comments: Do this with the above quest. You might actually want to read what the NPC's reply with. Some of it explains why they and others do particular things later in the game. ---- The True King [ps24] ---- Quest Starter: Duke Barradin [Barradin's Estate] Objective: Take a message to Lord Darrin in Fort Ranik Reward: 750xp Reward Giver: Lord Darrin Difficulty and Comments: This quest opens up after the Opposition to the King quest is done. It is the biggest reward for a quest in pre-searing in terms of experience. This mission can be done in about ten seconds if you use the "M" map feature travel button, provided you have both towns. Otherwise it is a reasonably long walk. ---- The Orchard [ps25] ---- Quest Starter: Mary Malone [Regent Valley, just outside of Fort Ranik] Objective: Find her basket of missing apples and return them to her. Reward: 250xp, Battle Axe [4-8 damage], Focus [+3] Reward Giver: Mary Malone Difficulty and Comments: Spiders here do only a few damage to you. However, kill as many as you can before grabbing the basket, because two damage does add up after a while. The basket of apples will cause you to run extremely slow on the way back to her, as well. ---- The Prize Moa Bird [ps26] ---- Quest Starter: Pitney [Lakeside County/Village] Objective: Find out what happened to Pitney's Prized Moa Bird. Last he heard it was taken into the catacombs Reward: 250xp Reward Giver: Pitney Difficulty and Comments: This quest can only be activated after completing the Worm Problem. It takes place near the Necromancer's Novice quest which Munne gives you. When you enter the big room just before the first flame geyser, instead of taking the first right [which goes to the geysers], head to the back of the room, then take a right. Make a left at your first opportunity. You can kill all the spiders in the area if you want, but they only do two or three damage. Just run around them for a while. You will have to make a left turn, eventually, which is a very sharp left and almost a complete 180 to do. Run straight down this path and you will see a staircase. Take the staircase up and run down its match on the other side. There you will see the Moa Bird. Fight the monsters, if you wish, or just return to Pitney for your reward. ---- The Egg Hunter [ps27] ---- Quest Starter: Duke Gaban [Lakeside County, in front of the devourer cave] Objective: Escort Fadden so he can get some devourer eggs. Reward: 150xp, 2 Devourer Eggs. Reward Giver: Duke Gaban Difficulty and Comments: This quest is sometimes very glitched. What you need to do is clear the cave of most devourers so that Fadden can make it to the eggs and extract them [you are too clumsy to do this]. There are three eggs to grab. Once you have them all, wait for him to start walking back to the Duke. When he does, run to the Duke for your reward. You should do this quest at the same time you do the Poisonous stinger one. If you get glitched out and do not want to waste your time again. Just buy the devourer eggs from Collectors [see the collector section of this guide] and eat up the 150xp. ---- The Rogue's Replacement [ps28] ---- Quest Starter: Old Mack [Lakeside County, right outside of Ascalon City] Objective: Give Old Mack a devourer egg. Reward: 250xp Difficulty and Comments: This is quite easy. This quest is only activated after you do the Mesmer's Burden quest. The next time you come out of Ascalon City, wait for Old Mack to Run up a hill and argue with Lady Althea. After a bit, talk to him. If you do not have a devourer egg, either do the Egg Hunter quest or buy one from the collector right next to Old Mack [who will eventually stand next to Lina]. ---- Across the Wall [ps29] ---- Quest Starter: Gate Guard Torin [Lakeside County, at the Gate Rurik had you fight Charr] Objective: Find his friend, Ben Wolfson in the northlands. Reward: 250xp Reward Giver: Gate Guard Torin Difficulty and Comments: First of all, this quest is rather hard now. It used to be very simple. You need a PARTNER for this one. One of you must open the gate lever above Torin, the other must run through the gates to the next area. Once there, be aware, most of the monsters are level 5 to 8. When you find Ben, kill the Grawl troops and walk him back that way. You could try to kill the four Charr, but unless you are very good or way over leveled, you will probably die, or even worse, Ben might die trying to save you. When you walk him back, walk all the way back to the gate but DO NOT GO THROUGH until the quest updates in your log, or you will have to do it all over again. Killing the Charr, if you are able, in this area can level you up in a big hurry. You can not activate this quest if you have not been back into any other area since you did Charr at the Gates. ---- Path To Glory [ps30] ---- Quest Starter: Armin Saberlin Objective: Talk to Sir Tydus Reward: 100xp Reward Giver: Sir Tydus Difficulty and Comments: OMG THIS IS HARD [Kidding]. You need to have a second profession. Now, walk to Sir Tydus. Quest done! This will allow you to do the following mission. Be CERTAIN you have done everything you want before accepting the mission. The game will warn you as well. ---- Ascalon Academy [Mission] [ps31] ---- Quest Starter: Sir Tydus [Ascalon City] [You must be level 3 and have a second profession] Objective: Kill Vatlaaw Doomtooth Reward: None, except for getting to Post-Searing Reward Giver: None Difficulty and Comments: This is not the name of the quest until half way through it. This mission is started when you tell Sir Tydus you are ready to leave everything behind. DO NOT SAY YOU ARE READY UNTIL YOU HAVE DONE EVERYTHING YOU FEEL YOU NEED TO DO. First, you will fight another team of humans in an arena. If you win, you can get a small amount of experience for the kills you made. If you lose, no loss. Afterwards, your team will be transported to a meeting between Sir Tydus and Prince Rurik. You need to kill Vatlaaw Doomtooth shortly ahead. You do not really have to do anything, Rurik will kill it all if you let him. When it is over, a movie will start. Enjoy the Post Searing! ------------------- 2. Profession Sampler Quests ------------------- These are technically primary trainers, but I call them sample trainers. The reason is because you get to sample the skills of that class without agreeing to take any. I suggest you do them all, it gives 1500xp total as well as a nice opportunity to see what class may be able to aid you as a secondary. If you elect to make a class your secondary, you will earn the sampler skills you tested permanently. Also, if you sample your main profession, any skill you learn from it, you keep. ---- Grawl Invasion [Warrior Sampler] [psst1] ---- Quest Starter: Warmaster Grast Objective: Kill Grawl Invaders nearby. Reward: 250xp, sampling of Gash, Sever Artery and Healing signet. Starter Sword Reward Giver: Warmaster Grast Difficulty and Comments: The hardest of these types of quests, which does not say much. Take them one at a time and you will have no problems, even if you do not use the warrior skills. These skills are based on adrenaline and require a sword to perform. ---- A Mesmer's Burden [psst2] ---- Quest Starter: Lady Althea Objective: Kill the Rogue Bull Reward: 250xp, sampling of Conjure Phantasm, Imagined Burden and Ether Feast Reward Giver: Lady Althea Difficulty and Comments: Use Conjure Phantasm. It is about the only skill which as effective at all. If you are a necro, life siphon works, sever artery also works. You need to do this to activate the Rogue's replacement. ---- The Ranger's Companion [psst3] ---- Quest Starter: Master Ranger Nente Objective: Charm a Melandru's Stalker Reward: 250xp, sampling of Charm Animal, Comfort Animal and Troll Unguent Reward Giver: Master Ranger Nente Difficulty and Comments: nothing on the way to the Melandru stalker will attack you. When you start charming, the process takes ten seconds or so, in which time the stalker will attack you. Other than that, this is easy. ---- Elementalist Experiment [psst4] ---- Quest Starter: Elementalist Aziure Objective: Kill 12 Ice Elemental Shards which come in waves of 4. Reward: 250xp, Firestorm, Glyph of Lesser Energy and Aura of Restoration Reward Giver: Elementalist Aziure Difficulty and Comments: Firestorm will cream them. Try to wait so you can pound two waves at a time with it. If your primary class is Elementalist, you can do this at the same time as Supremacy of air. ---- A Monk's Mission [psst5] ---- Quest Starter: Brother Mhenlo Objective: Keep the Abbot Paulus alive Reward: 250xp, sampling of Bane Signet and Orison of Healing Reward Giver: Brother Mhenlo Difficulty and Comments: Do this while you do the Rites of remembrance. Paulus will have to run across poison [so will you]. He likely will not die on the way there. When you get out of the poison, heal him and heal yourself. You will now have to run back. Paulus is carrying something now and runs slower, thus, you need to heal him this time. Walk slowly with him back to the entrance to Ashford Abbey. When the quest updates, talk to Mhenlo. ---- The Necromancer's Novice [psst6] ---- Quest Starter: Necromancer Munne Objective: Kill the Nightmare Reward: 250xp, sampling of Life Siphon, Deathly Swarm, and Animate Bone Horror Reward Giver: Necromancer Munne Difficulty and Comments: Follow Munne to the hallway in a large room. You will see a carrion devourer run across a flame geyser and be blown up. This is a hint [Well, actually, the hint is in the mission summary now]. Try to avoid killing anything. Just before [but not too close!] the next geyser, summon a bone horror. The body across the geyser will cause it to explode when animated. Do the same thing for the next and final one. To kill the nightmare, the fastest way is to cast deathly swarm, which will probably do in excess of 60 damage. Once you complete this, you are in the area of the Prize Moa Bird, so do that one too. ------------------- 3. Primary & Secondary Profession Trainer Quests ------------------- These are skill trainers who can only teach you skills from your primary and secondary classes. There is no sampling these. Elementalist ------- ---- Supremacy of Air [psps1] ---- Quest Starter: Relena Stormbringer Objective: Kill the Tower Golem Reward: 250xp, Permanent use of Blinding Flash, Lightning Javelin Reward Giver: Elementalist Aziure Difficulty and Comments: use lightning javelin to cream the golem. If you are a primary Elementalist, have this quest activated when you go to do the Elementalist experiment. Mesmer ------- ---- Domination Magic [psps2] ---- Quest Starter: Vassar [Foible's Fair] Objective: Kill the Skale Brood Reward: 250xp, permanent use of Backfire and Shatter Delusions Reward Giver: Vassar Difficulty and Comments: Use backfire on him or you are likely to get creamed. Combine it with whatever form of damage you desire. Monk ------- ---- Blessings of Balthazar [psps3] ---- Quest Starter: Brother Mhenlo Objective: Kill the undead invading the farms north of Ashford Abbey. Reward: 250xp, permanent use of Retribution, Symbol of Wrath Reward Giver: Brother Mhenlo Difficulty and Comments: If you can get in close, smash the undead with Symbol of wrath. Otherwise, use your Bane Signet [and Banish if you are a primary monk] ---- Protection Prayers [psps4] ---- Quest Starter: Garzden the Protector Objective: Protect Farrah while she hunts down the bandit Alain. Reward: 250xp, permanent use of Shielding Hands and Reversal of Fortune Reward Giver: Garzden the Protector Difficulty and Comments: Somewhat tough if you fail to heal her frequently [or use protection prayers]. She will be able to kill most of it in a hurry, so do not feel the need to speed up the process of killing. Necromancer ------- ---- The Accursed Path [psps5] ---- Quest Starter: Oberan the Reviled [Catacombs] Objective: Kill 5 Crypt Fiends Reward: 500xp, permanent use of Soul Barbs and Faintheartedness Reward Giver: Oberan the Reviled Difficulty and Comments: hardest part is getting to Oberan deep in the catacombs. ---- Power of Blood [psps6] ---- Quest Starter: Kasha Blackblood [Green Hills County] Objective: Kill 3 Blood Fanatics Reward: 250xp, permanent use of Vampiric Touch and Blood Renewal Reward Giver: Kasha Blackblood Difficulty and Comments: Easy quest. They will run from you until they have a great strength in numbers. If you are a Mesmer as a second or first class, try to slow them down as they run so you can pick them off one at a time. You only need to kill three of the five. Ranger ------- ---- Test of Marksmanship [psps7] ---- Quest Starter: Ivor Trueshot [Regent Valley] Objective: Kill the five nearby plague worms Reward: 250xp, permanent use of point blank shot and Read the Wind Reward Giver: Ivor Trueshot Difficulty and Comments: Somewhat hard if you are still level one. If you are level two, this is easy. Just gun them down with special shots. Helps to have a pet to do the few extra damage. ---- Unnatural Growth [psps8] ---- Quest Starter: Aidan [Wizard's Folly Fishing Village] Objective: Get an Aloe Root from a large aloe seed. Reward: 250xp, permanent use of Ignite Arrows and Dual Shot. Reward Giver: Aidan Difficulty and Comments: This one is actually quite hard. First, it is way out of the way as you will be able to see on your map. Second, these things just swarm at you. Chances are, you will only need to kill one. Ignite arrows works wonders if you can cluster them, so does any other area of effect spell your other class may have. Warrior ------- ---- Warrior's Challenge [psps9] ---- Quest Starter: Duke Barradin [Barradin Estate] Objective: Kill Agnar the Foot Reward: 250xp, permanent use of Hammer Bash and Frenzy Reward Giver: Duke Barradin Difficulty and Comments: The trick is to knock him down with a hammer blow just before he uses a healing spell. It might be easier to have a Mesmer in the party to just empathy and conjure phantasm him. ---- The Vineyard Problem [psps10] ---- Quest Starter: Little Thom [Barradin Estate] Objective: Kill the 4 Large Aloe Seeds Reward: 250xp, permanent use of Cyclone axe and Executioners strike Reward Giver: Little Thom Difficulty and Comments: Get in-between them and use cyclone axe, which will kill all of the little ones and build up your adrenaline. Smash the first Big seed with executioners strike. Should be easy enough to hack 'n' slash from here. ------------------- 4. Quests Which Are Not Really Quests ------------------- The Bear Hunters [psq1] The Bear Hunters are in the Regent Valley. They are a big bunch of drinkers who like to hunt bears. When you get to them, try to have not killed the two nearby bears. Talk to them all, stand there for a minute and eventually a timer will activate. You have that long to kill a bear and return to the hunters. Every time you succeed, you will get a Hunter's Ale. It does not seem to have a purpose, but if you drink it, it will make your screen blur, trying to simulate being drunk! Farmer Dirk's Prize Winning Hogs [psq2] They have all escaped their pen. You need to chase them all back in! This is rather difficult. Basically, when you charge up to a hog, it will run in the direction it was facing... usually. Once you get all seven or eight back in, talk to farmer dirk and he will give you 30 gold or so. I think you need to be level 3 or 4 to attempt this, as well. Dress up Gwen! [psq3] Give Gwen a new flute from a vendor, a cape from a Vendor and constantly give her flowers. She'll give you her Tapestry shred. It does not seem to have an use yet. Save your money and do not even bother to do this. ------------------------------------------------------------------------------- Ruins of Ascalon ------------------------------------------------------------------------------- The Ascalon area is now bruised and charred. The main town is Ascalon City. There is a skill trainer in this town, as well as all the types of merchants, aside from a scroll merchant. There are two armor dealers here. The better of the two offers armor defense which will not be beaten until well into kryta, making it a great choice to last a third of the game. The other towns are: Sardelac Sanitarium, Serenity Temple, Fort Ranik, The Frontier Gate, Ruins of Surmia, Great Northern Wall, Nolani Academy, Piken Square and the Grenich Courthouse. 1. Missions The Great Northern Wall [mis1] Fort Ranik [mis2] Ruins of Surmia [mis3] Nolani Academy [mis4] 2. Ascalon City Quests The Krytan Ambassador [roa1] The King's Message [roa2] Helping the People of Ascalon [roa3] The Ambassador's Quandary [roa4] Rastin's Ritual [roa5] Defend the Wall [roa6] Cities of Ascalon [roa7] Counting the Fallen [roa8] Scavengers in Old Ascalon [roa9] Vanguard Equipment [roa10] Barradin's Advance [roa11] A Mission of Peace [roa12] The Troublesome Artifact [roa13] Fires in the East [roa14] Symon's History of Ascalon [roa15] Scorched Earth [Elementalist Only] [roa16] Elemental Knowledge [Elementalist Only] [roa17] Recruits for Hollis [roa18] Gargoyle Trouble [Warrior Only] [roa19] Military Matters [Warrior Only] [roa20] To the Breach [Warrior Only] [roa21] Endangered Species [Ranger Only] [roa22] The Charr Patrol [Ranger Only] [roa23] The Charr Staging Area [Ranger Only] [roa24] 3. Sardelac Sanitarium Quests Supplies for the Duke [ros1] Barradin's Stand [ros2] Sowing Seeds [Monk Only] [ros3] Protecting Ascalon [Monk Only] [ros4] In Memory of Paulus [Monk Only] [ros5] Mesmerizing the Enemy [Mesmer Only] [ros6] Trying Times [Mesmer Only] [ros7] A Cure for Ralena [Mesmer Only] [ros8] The Stolen Artifact [Necromancer Only] [ros9] Death in the Ruins [Necromancer Only] [ros10] Oberan's Rage [Necromancer Only] [ros11] Shalev's Task [Elementalist Only] [ros12] Family Ties [ros13] 4. Piken Square Quests The Siege of Piken Square [rop1] Casualty Report [rop2] The Duke's Daughter [rop3] Fires in the North [rop4] Red-Cloaked Deserter [rop5] Hammer and Anvil [rop6] Garfazz Bloodfang [rop7] Althea's Ashes [rop8] Fallen Soldiers [Necromancer Only] [rop9] Army Life [Warrior Only] [rop10] Charr Reinforcements [Ranger Only] [rop11] 5. Fort Ranik Quests/Frontier Gate/Serenity Temple The Regent Valley Defense [rof1] Deliver a Message to my Wife [rof2] Frontier Gate Fugitives [rof3] Ruins of Surmia [rof4] Replacement Healers [Monk Only] [rof5] Unnatural Creatures [Mesmer Only] [rof6] Experimental Elixir [Mesmer Only] [rof7] The Way of the Geomancer [Elementalist Only] [rof8] The Geomancer's Test [Elementalist Only] [rof9] Caravan in Trouble [rof10] ------------------- 1. Missions ------------------- All missions give 1000xp and 1 skill point. Every mission also has a Bonus objective which gives another 1000xp. Missions are the main way to advance the game. ---- The Great Northern Wall [mis1] ---- Objective: Scout for Bonfaaz Burntfur's army. Once you spot it, run back to Captain Calhaan with your findings. Most of the level consists of fighting Grawl and Devourers. Bonus: Find the four pieces of Kilnn Testibrie's armor. All four are found in wreckages between the first boss you fight and the first set of Charr. If you fight any Charr and do not have all four bonus pieces, backtrack. ---- Fort Ranik [mis2] ---- Objective: Push back the Charr Army. All you need to do is kill the boss named Torch Spitfur but, along the way you can fix a catapult like thing by finding objects to fix it in nearby wreckage. This will allow you to devastate a large Charr force standing around. It is possible to sneak past this force and fire the second catapult thing. If done immediately, it will hit the boss and end the mission. Bonus: Save Deeter Saberlin from Charr imprisonment. He is being held by two healers. You'll need to focus fire or disable their ability to heal each other. Master Armin Saberlin starts the bonus a short while after the missions starts, so make sure he does not die before this point. ---- Ruins of Surmia [mis3] ---- Objective: Safeguard Prince Rurik while you save the captured Ascalon Soldiers. The first half of the journey there, you will face a great deal of devourers. After a boss, Rurik will begin charging into the Charr. Keep up with him, he sometimes gets in over his head. Eventually you will see groups of prisoners. Each group is guarded by a boss and some normal enemies. Once you have saved three groups of them, there will be a cinematic. You will learn that mages have been held captive too. Rurik decides these people need to be saved too. Continue on the path towards a fortress. The door is unfortunately locked from the other side. Rurik and Erol will chill waiting for you to go around to the other side and open it. On your way there, make sure to get the Monument at Surmia. Once you open the lever, Rurik will again charge forward. Rather than take the main force, he will suggest sneaking around, because he has a plan. In all honesty, if you pill the large army a bit, Rurik can take the entire thing provided you can keep him alive. If this is not an option, simply do what he suggests. Either way, you will eventually free three mages and Rurik will have a plan. The Mages will run to Obelisks. They damage foes who venture near. They do good damage, so try to keep the mages alive from the Charr forces which will attack from all sides. Once their army is dead [or if you already killed it], there will be another cinematic. Mission complete. Bonus: After the cinematic, a short while later Rurik and Erol will wait on the side of a closed door. Continue down to the tarpits and defeat the sole Charr boss and then talk to Breena Stavinson. This will activate the bonus portion of the mission. Four Ember Bearers will spawn nearby. DO NOT KILL THEM. Instead, wait until they walk by, and follow them at a distance until they reach a gate. It will be opened for them, follow them in, now kill them and everything else. The Flame Keepers are nearby to the west. Kill all four of them and the bonus is complete. ---- Nolani Academy [mis4] ---- Objective: There are two methods of doing the first half of the mission. The recommended way is to sneak around the entire level and take out the bulk of the Charr army from behind. Once done, the doors will open and Rurik will rush out. The alternative way is to pull the lever near the start and open the gates. The Charr will ALL rush in. Stand near an obelisk and protect/heal Rurik. They will all try to swarm him, This way is much faster, provided you can keep Rurik alive. Though, it makes the bonus nearly impossible to complete, until the very end, at which point you would have to backtrack, losing the time you saved by doing this! Either way, Rurik will eventually run to the gate and demand entry. Follow Rurik to stormcaller. He will play it. For the remainder of the mission, all the Charr will have about 50% max HP, making them quite easy. Rurik will lead you all the way to the final Charr boss, Bonfaaz Burntfur. Kill him and the mission is over. If you haven't yet done the bonus, after the final Charr before Burntfur, you can turn back and get it. Bonus: Watchman Pramas took the tome of the fallen under orders from his superior. Apparently, the spirits were not too pleased by this. They roam around the area attacking those who venture near, especially the person with the tome. You need to carry the tome back to the statue in the back of the field they patrol. Talk to the ghost who appears when you do. ------------------- 2. Ascalon City Quests ------------------- All of these quests start from either Ascalon City or just outside of town in Ambassador Zain's encampment. It also includes some other quests in Old Ascalon. As of present, there is some inconsistency of which area some quests should be listed in, this one or the Sardelec Sanitarium. ---- The Krytan Ambassador [roa1] ---- Quest Starter: Captain Osric [Old Ascalon] Objective: Inform Warmaster Tydus an Ambassador from the former enemy nation of Kryta has arrived in Ascalon Reward: 500xp Reward Giver: Warmaster Tydus [Ascalon City] Difficulty and Comments: get this quest immediately after the cinematic which brought you here from pre-searing. Ascalon city is nearby, but it's already on your map so you may as well teleport there. ---- The King's Message [roa2] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Get someone to party with, and tell Ambassador Zain that your king does not trust his nation. Reward: 100xp, 50 gold Reward Giver: Ambassador Zain [Old Ascalon] Difficulty and Comments: Sometimes this quest bugs up. Rather than taking a human, just take Alesia the henchman as the quest suggests, you'll be back in town within two minutes. ---- Helping the People of Ascalon [roa3] ---- Quest Starter: Ambassador Zain [Old Ascalon] Objective: Deliver the supplies to Ellie Rigby [Ascalon City]. Reward: 200xp Elementalist - Lava Font Mesmer - Energy Tap Monk - Mending Necromancer - Vile Touch Ranger - Penetrating Attack Warrior - "For Great Justice" Reward Giver: Ambassador Zain [Old Ascalon] Difficulty and Comments: none. ---- The Ambassador's Quandary [roa4] ---- Quest Starter: Ambassador Zain [Old Ascalon] Objective: There is a bandit in the Regent Valley, Torin. Zain wants him dead, but fears Ascalons may be enraged if he kills any of them, even a thief. Reward: 500xp Reward Giver: Ambassador Zain Difficulty and Comments: This quest is designed to send you near Fort Ranik. However, due to some quests you will get shortly, it makes more sense to wait rather than do this now. ---- Rastin's Ritual [roa5] ---- Quest Starter: Witness Rastin [Old Ascalon] Objective: Take Rastin's materials to the crafter Daved, near the Sardelac Sanitarium and return to Rastin with the final product. Reward: 500xp, 50 gold Reward Giver: Witness Rastin Difficulty and Comments: This quest serves the purpose of showing you where the Sardelac Sanitarium is, as well as show you a materials crafter. ---- Defend the Wall [roa6] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Report to Squire Zachary at the Great Northern Wall. It is located off of the back exit to Ascalon City Reward: 500xp Reward Giver: Squire Zachary [Great Northern Wall] Difficulty and Comments: Do this quest immediately, but rather than enter the mission, go back to Ascalon City for a bunch of new quests. ---- Cities of Ascalon [roa7] ---- Quest Starter: Symon the Scribe [Ascalon City] Objective: Find three historical monuments. They are in the King's Watch of the Regent Valley, Ruins of Surmia and near the Nolani Academy in the Diessa Lowlands. Reward: 1000xp Reward Giver: Symon the Scribe Difficulty and Comments: It will be quite a while until you complete this one. You will be doing the Regent Valley defense and the Red Cloaked Deserter when you find the one in the King's Watch. The Surmia monument takes place in the Surmia Mission, and the Nolani Academy one is right outside the door of the Nolani Academy. ---- Counting the Fallen [roa8] ---- Quest Starter: Symon the Scribe [Ascalon City] Objective: Find the Census in the ruins of Old Ascalon. It is inside of a pile of wreckage. Reward: 500xp Reward Giver: Symon the Scribe Difficulty and Comments: This quest still drops only one census, even if all four people in the party need the quest. Do this one with henchmen. ---- Scavengers in Old Ascalon [roa9] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Outside of the Sardelac Sanitarium is Thaddiel, he is looting the place. Inform him that the king sent you to remove the scavengers and that everything will be alright so long as he makes himself useful. Reward: 500xp Reward Giver: Warmaster Tydus Difficulty and Comments: none ---- Vanguard Equipment [roa10] ---- Quest Starter: Captain Arne [Ascalon City] Objective: Outfitter Gelsen in the Regent Valley has supplies which Captain Arne needs. But, alas, Gelsen has lost them to bandits. You will need to get them from the bandits. They will prove to be useless, but nevertheless you benefit. Reward: 500xp Reward Giver: Difficulty and Comments: none ---- Barradin's Advance [roa11] ---- Quest Starter: Captain Arne [Ascalon City] Objective: Talk to Gate Guard Hollis and ask of what happened to Duke Barradin's offensive against the Charr. Reward: 250xp Reward Giver: Gate Guard Hollis [Old Ascalon] Difficulty and Comments: This quest becomes active after completing the Vanguard Equipment. ---- A Mission of Peace [roa12] ---- Quest Starter: Ambassador Zain [Old Ascalon] Objective: Give Gate Guard Hollis Ambassador Zain's strongbox Reward: 250xp Reward Giver: Ambassador Zain Difficulty and Comments: none ---- The Troublesome Artifact [roa13] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Take the Eldritch Sextant to Priestess Rashenna [Serenity Temple] to find out if they are part of a Krytan scheme. Reward: 500xp, 100 gold Reward Giver: Warmaster Tydus Difficulty and Comments: This quest becomes available once you reach Fort Ranik ---- Fires in the East [roa14] ---- Quest Starter: Captain Arne [Ascalon City] Objective: Kill the Charr Flame Keepers near the Frontier Gate Reward: 500xp Reward Giver: Captain Arne Difficulty and Comments: This quest activates when you hit the frontier gate after having done Barradin's Advance. It seems bugged recently, and does not always appear. ---- Symon's History of Ascalon [roa15] ---- Quest Starter: Witness Rastin [Old Ascalon] Objective: Get a copy of Symon the Scribe's book about Ascalon and Kryta. Reward: 2000xp Reward Giver: Witness Rastin Difficulty and Comments: The quest directs you back to Daved to get rolls of parchment for the book. However, it is likely cheaper to just buy the parchment one at a time from a rare material trader, or ten at a time from the material trader. You only need five rolls. Give them to Symon, he will make the book, then give a copy to Rastin. If only you could read it! This quest becomes available once you reach the Nolani Academy. ---- Scorched Earth [Elementalist Only] [roa16] ---- Quest Starter: Elementalist Aziure [Old Ascalon] Objective: Kill five Hulking Stone Elementals Reward: 200xp, Ward Against Elements Reward Giver: Elementalist Aziure Difficulty and Comments: This quest is bugged. As long as five Hulking stone elementals in the area die, you get credit for it, even if they are all killed by NPCs. ---- Elemental Knowledge [Elementalist Only] [roa17] ---- Quest Starter: Elementalist Aziure [Old Ascalon] Objective: Seek out Shale the Hermit Reward: 250xp, Armor of Earth = Frozen Burst Reward Giver: Shale the Hermit [Old Ascalon] Difficulty and Comments: Somewhat hard to get to him, actually. Several devourers and hulking stone elementals along the way. ---- Recruits for Hollis [roa18] ---- Quest Starter: Warmaster Tydus Objective: Escort the army recruits from just outside Ascalon City to Gate Guard Hollis. Reward: 500xp Reward Giver: Gate Guard Hollis Difficulty and Comments: This quest seems to have a new activating requirement. At this time I am not sure what it is, but it did not appear for a significant amount of time. This is probably to prevent people from power reward leveling with early quests, as this one used to be available almost immediately after doing Defend the Wall. ---- Gargoyle Trouble [Warrior Only] [roa19] ---- Quest Starter: Warmaster Grast [Old Ascalon] Objective: Slay 5 Flash Gargoyles. Reward: 200xp, Wild Blow - Sever Artery - Gash - Healing Signet Reward Giver: Warmaster Grast Difficulty and Comments: No shortage of Flash Gargoyles around here. Shatter Gargoyles count as well, oddly, making this quest even easier. ---- Military Matters [Warrior Only] [roa20] ---- Quest Starter: Warmaster Grast [Old Ascalon] Objective: Escort Sergeant Clark to Warmaster Grast from the Regent Valley. Clark is just inside of the valley from the Old Ascalon side. Reward: 250xp, Power Attack - Sprint Reward Giver: Warmaster Grast Difficulty and Comments: Try not to let Clark get owned by devourers on the way back, he is only level two for some idiotic reason. ---- To the Breach [Warrior Only] [roa21] ---- Quest Starter: Warmaster Grast [Old Ascalon] Objective: Head to the Breach and repel the Charr offensive. Reward: 300xp, Penetrating Blow - Endure Pain Reward Giver: Warmaster Grast Difficulty and Comments: You must complete Military Matters before you can accept this quest. ---- Endangered Species [Ranger Only] [roa22] ---- Quest Starter: Master Ranger Nente [Old Ascalon] Objective: Charm a Melandru Stalker and bring it to Nente. Reward: 200xp, Hunter's Shot - Comfort Animal - Troll Unguent - Charm Animal Reward Giver: Master Ranger Nente Difficulty and Comments: If you already have a Melandru Stalker, just talk to him again after taking the quest. If you like your current pet better, I suggest just ditching this quest because you will have to lose your pet to do this. ---- The Charr Patrol [Ranger Only] [roa23] ---- Quest Starter: Master Ranger Nente [Old Ascalon] Objective: Follow Nente around from checkpoint to checkpoint while he follows the Charr tracks, then, kill the Charr you have been following Reward: 250xp, Feral Lunge - Favorable Winds Reward Giver: Master Ranger Nente Difficulty and Comments: If you get too far ahead of Nente he will stop moving. Walk back to him if this happens. The arrow is really screwed up for the last leg of this quest at present. ---- The Charr Staging Area [Ranger Only] [roa24] ---- Quest Starter: Master Ranger Nente [Old Ascalon] Objective: Kill Gorgaan Hatemonger in the Breach. Reward: 300xp, Dodge - Quickening Zephyr Reward Giver: Master Ranger Nente Difficulty and Comments: Rangers get to walk almost as far as Elementalist's.... ------------------- 3. Sardelac Sanitarium Quests ------------------- These quests start inside of the Sanitarium and just outside of it as well. Every quest here is class specific, thus, some classes may not have any here! ---- Supplies for the Duke [ros1] ---- Quest Starter: Gate Guard Hollis [Old Ascalon, outside of the Breach] Objective: Find the lost supply column and escort it to Piken Square Reward: 300xp Elementalist - Ice Spikes Mesmer - Distortion Monk - Purge Conditions Necromancer - Weaken Armor Ranger - Called Shot Warrior - "Watch Yourself!" Reward Giver: Quartermaster Aada [Piken Square] Difficulty and Comments: There are five members, I'm not sure the minimum which must survive, but three will suffice. Also, do not enter town until the mission updates. ---- Barradin's Stand [ros2] ---- Quest Starter: Gate Guard Hollis [Old Ascalon] Objective: Go to Piken Square and see if Duke Barradin Needs Assistance Reward: 500xp Reward Giver: Duke Barradin [Piken Square] Difficulty and Comments: You get this quest after Barradin's Advance. ---- Sowing Seeds [Monk Only] [ros3] ---- Quest Starter: Grazden the Protector [Old Ascalon] Objective: Escort Farmer Hamnet to Ascalon City Reward: 200xp - Heal Party - Bane Signet - Orison of Healing Reward Giver: Grazden the Protector Difficulty and Comments: The farmer tends to agro things he doesn't need to. He has heal area, so he can somewhat keep himself alive, but don't count on it. ---- Protecting Ascalon [Monk Only] [ros4] ---- Quest Starter: Grazden the Protector [Old Ascalon] Objective: Find Paulus in the Regent Valley Reward: 300xp, Heal Area - Vital Blessing Reward Giver: Grazden the Protector Difficulty and Comments: Paulus, being the poor healer that he is, has died. Examine him to get his pendant. Return it to Grazden. ---- In Memory of Paulus [Monk Only] [ros5] ---- Quest Starter: Grazden the Protector [Old Ascalon] Objective: Tell Melka Blanston [Old Ascalon] that Paulus the Abbott has been killed :( Reward: 300xp, Resurrect - Live Vicariously Reward Giver: Melka Blanston [Old Ascalon] Difficulty and Comments: love triangle! ---- Mesmerizing the Enemy [Mesmer Only] [ros6] ---- Quest Starter: Vassar [Sardelac Sanitarium] Objective: Kill Ignis Phanaura outside of the Sardelac Sanitarium Reward: 200xp, Power Leak - Conjure Phantasm - Ether Feast - Imagined Burden Reward Giver: Vassar Difficulty and Comments: Backfire works wonders on this one. ---- Trying Times [Mesmer Only] [ros7] ---- Quest Starter: Vassar [Sardelac Sanitarium] Objective: Find and retrieve the Mossy Rock Reward: 300xp, Chaos Storm - Mantra of Flame Reward Giver: Vassar Difficulty and Comments: none ---- A Cure for Ralena [Mesmer Only] [ros8] ---- Quest Starter: Vassar [Sardelac Sanitarium] Objective: Find Master Ranger Nente, he can make the cure to save Ralena Stormbringer's life. Reward: 300xp, Illusion of Haste - Energy Burn Reward Giver: Vassar Difficulty and Comments: none --- The Stolen Artifact [Necromancer Only] [ros9] --- Quest Starter: Necromancer Munne [Sardelac Sanitarium] Objective: Find the Grawl who have taken the artifact. Grab the artifact and walk it back towards the Sardelac Sanitarium. Munne will take it from there Reward: 200xp, Insidious Parasite - Life Siphon - Deathly Swarm - Animate Bone Horror Reward Giver: Necromancer Munne Difficulty and Comments: The first of three Necromancer quests which barely requires you to leave town. --- Death in the Ruins [Necromancer Only] [ros10] --- Quest Starter: Kasha Blackblood [Sardelac Sanitarium] Objective: Oberan has gone insane and is created a kingdom of undead. You need to stop him. Sadly, he can not be found. Fortunately, Oberan has a temper and can be lured into the open if you kill his minions. Reward: 250xp, Dark Pact - Mark of Pain Reward Giver: Kasha Blackblood Difficulty and Comments: Another quest in which you have to walk almost ten steps outside of town! --- Oberan's Rage [Necromancer Only] [ros11] --- Quest Starter: Kasha Blackblood [Sardelac Sanitarium] Objective: Kill Oberan the Reviled Reward: 350xp, Parasitic Bond - Putrid Explosion Reward Giver: Kasha Blackblood Difficulty and Comments: You must complete Death in the Ruins in order to activate this quest. Your plan worked, Oberan marches towards the Sardelac Sanitarium! ---- Shalev's Task [Elementalist Only] [ros12] ---- Quest Starter: Shale the Hermit [Old Ascalon] Objective: Go into the Breach, near Piken Square, and kill the Charr Fire Callers to get a bottle of Fiery Unguent. Return that bottle to Shale. Reward: 300xp, Eruption - Shard Storm Reward Giver: Shale the Hermit Difficulty and Comments: Rather long walk if you do not have Piken Square on your map. Damn Elementalist quests make you run all over the place! ---- Family Ties [ros13] ---- Quest Starter: Avatar of Dwayna [Sardelac Sanitarium] Objective: Escort the ghosts of Barris and Tamra Lefey from Old Ascalon to the gates of Ascalon City. They are near the entrance to the Breach. Reward: 500xp Reward Giver: Elsie Lefey [Old Ascalon] Difficulty and Comments: When you reach them, they will talk about their son for a bit. Then, your quest log will update. Once you arrive, the Lefey's will have a reunion of sorts. Rather boring. ------------------- 4. Piken Square Quests ------------------- ---- The Siege of Piken Square [rop1] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Kill the Charr forces right outside of town Reward: 500xp Reward Giver: Duke Barradin Difficulty and Comments: The Charr Captain has healing signet and is all around annoying. If you can't deal damage this quest may be somewhat hard ---- Casualty Report [rop2] ---- Quest Starter: Undertaker Cortis [Piken Square] Objective: Deliver the casualty report to Warmaster Tydus Reward: 150xp, Shadow Strike [Necromancer Only] Reward Giver: Undertaker Cortis Difficulty and Comments: none ---- The Duke's Daughter [rop3] ---- Quest Starter: Viggo [Piken Square] Objective: Find out what happened to Lady Althea, Duke Barradin's Daughter Reward: 2000xp Reward Giver: Duke Barradin [Piken Square] Difficulty and Comments: She has been killed. Her ghost is in a random area of the Diessa lowlands. ---- Fires in the North [rop4] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Kill the Charr Flame Keepers near the fires in the Diessa Lowlands Reward: 1000xp Reward Giver: Duke Barradin Difficulty and Comments: none ---- Red-Cloaked Deserter [rop5] ---- Quest Starter: Farrah Cappo [Piken Square] Objective: Find Little Thom Reward: 1000 Reward Giver: Farrah Cappo Difficulty and Comments: Little Thom has died, or has he? Search for his badge near the monument of King's Watch, so make sure to get that too. This is the only reason I feel Piken Square should be entered before fort Ranik, because Little Thom is out in the regent valley, and it makes no sense to walk a long way twice. ---- Hammer and Anvil [rop6] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Kill Grim Sharpfang and his armor in the Breach. Reward: 500xp Reward Giver: Duke Barradin Difficulty and Comments: This quest becomes available after doing the Siege of Piken Square. The "help" coming from the other side dies quite quickly, so be prepared to do this one alone. ---- Garfazz Bloodfang [rop7] ---- Quest Starter: Viggo [Piken Square] Objective: Kill Garfazz Bloodfang in the Diessa Lowlands Reward: 500xp Reward Giver: Viggo Difficulty and Comments: You get this quest after completing Hammer and Anvil. Garfazz can be approached from two sides. One is packed with Gargoyles, the other with Charr. The gargoyle side [west], gives you the advantage of being on the same height as the Charr, and you will not have to worry about gargoyles running over in the middle of battle, if you kill them first. ---- Althea's Ashes [rop8] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Gather Althea's Ashes and put them into the Barradin family urn. Return them to Duke Barradin. Reward: 2000xp Reward Giver: Duke Barradin Difficulty and Comments: Often considered to be the hardest quest of the Ascalon Block. This is the first quest you will need to pull enemies towards you and take them in small groups. Make sure to take down the shaman's first, their healing can turn the tides of battle. All you actually need to do is touch the Charr Firestand in the flame temple corridor, so it is possible to just run though and then warp to a town quickly. This quest becomes available after completing the Duke's Daughter. --- Fallen Soldiers [Necromancer Only] [rop9] --- Quest Starter: Undertaker Cortis [Piken Square] Objective: Collect 10 family sigils from the Fallen Ascalon soldiers west of Piken Square. Reward: 250xp, Soul Feast Reward Giver: Undertake Cortis Difficulty and Comments: How will Cortis be able to identify them, all of them look like the exact same character model. ---- Army Life [Warrior Only] [rop10] ---- Quest Starter: Armsman Pitney [Piken Square] Objective: Find Old Mac's body in the Breach. Pitney says Old Mac remained there in battle with his new pet. Reward: 250xp, Mighty Blow - Dismember Reward Giver: Armsman Pitney Difficulty and Comments: Turns out, Old Mac is alive and kicking with his pet devourer, Joe! Escort them back to Piken Square. ---- Charr Reinforcements [Ranger Only] [rop11] ---- Quest Starter: Ivor Trueshot [Piken Square] Objective: Follow Aidan around and do what he says. In theory, you are supposed to be tagging small important areas of the Charr army, in fact, you pretty much get to clear half the Breach of Charr. Reward: 500xp, Distracting Shot - Call of Haste Reward Giver: Difficulty and Comments: Aidan does a lot of damage, try to bring some way to heal him just in case though. ------------------- 5. Fort Ranik / Frontier Gate / Serenity Temple Quests ------------------- In theory, this area is much easier than the Piken area, but, quest progression seems to favor Piken first. Weird. ---- The Regent Valley Defense [rof1] ---- Quest Starter: Sergeant Brannen [Regent Valley] Objective: Clear the King's Watch of Charr Reward: 500xp Reward Giver: Lord Darrin [Piken Square] Difficulty and Comments: Easy quest. Sometimes the Charr don't spawn, to remedy this, walk back into town after getting this quest, then go do it. ---- Deliver a Message to my Wife [rof2] ---- Quest Starter: Gurn Blanston [Fort Ranik Mission] Objective: Tell Melka Blanston that Gurn has died defending Ascalon! Reward: 500xp Reward Giver: Melka Blanston [Old Ascalon] Difficulty and Comments: Poor Melka... all her lovers die :( ---- Frontier Gate Fugitives [rof3] ---- Quest Starter: Warmaster Riga [Frontier Gate] Objective: Search the Pockmark Flats and Eastern Frontier for Footmen Tate and Quinn. Tate will surrender and you will need to walk him back to the steps of the Frontier Gate. Quinn will fight you, so just kill him. Reward: 1000xp Reward Giver: Warmaster Riga Difficulty and Comments: This quest is annoyingly long. Don't let Tate die, he tends to attack everything and die rather quickly. ---- Ruins of Surmia [rof4] ---- Quest Starter: Warmaster Riga [Frontier Gate] Objective: Go to the Ruins of Surmia Reward: 500xp Reward Giver: Captain Miken [Ruins of Surmia] Difficulty and Comments: This is just an easy walk. ---- Replacement Healers [Monk Only] [rof5] ---- Quest Starter: Priestess Rashenna [Serenity Temple] Objective: Escort Devona to the Eastern Frontier and dispose of a Charr scouting party. Reward: 500xp, Infuse Health - Strength of Honor Reward Giver: Priestess Rashenna Difficulty and Comments: Devona can kill just about anything on her own rather quickly. You do not get exp if she does the bulk of the damage though, so if that matters try to keep her back in some way. ---- Unnatural Creatures [Mesmer Only] [rof6] ---- Quest Starter: Erudine [Serenity Temple] Objective: Kill Gren Mindvenom and bring his Tissue sample to Erudine Reward: 250xp, Diversion Reward Giver: Erudine Difficulty and Comments: Easy quest, just don't forget the sample, which he conveniently drops, no need to carve it or anything. ---- Experimental Elixir [Mesmer Only] [rof7] ---- Quest Starter: Erudine [Serenity Temple] Objective: Take the experimental elixir to Fadden Hathorn in the Sardelac Sanitarium, because he's insane. Once it cures him, talk to Vassar. Reward: 500xp, Shatter Hex Reward Giver: Vassar [Sardelac Sanitarium] Difficulty and Comments: none --- The Way of the Geomancer [Elementalist Only] [rof8] --- Quest Starter: Kendrick Redstaff [Serenity Temple] Objective: Kill ten hulking stone elementals. Reward: 500xp Reward Giver: Kendtrick Redstaff [Serenity Temple] Difficulty and Comments: Make sure to keep any scorched lodestones which drop, you will need them for the next quest. --- The Geomancer's Test [Elementalist Only] [rof9] --- Quest Starter: Kendrick Redstaff [Serenity Temple] Objective: Take three scorched lodestones to of the three earth shrines around the massive crystal in the pockmark flats. A Stone Golem will appear, kill it. Reward: 500xp, Magnetic Aura - Earth Attunement Reward Giver: Kendrick Redstaff Difficulty and Comments: If Devona, or other enemies kill the Stone Golem you will not get credit. ---- Caravan in Trouble [rof10] ---- Quest Starter: Cynn [Eastern Frontier] Objective: Help Cynn and Mhenlo save the Merchant Caravan. Cynn is located in the Eastern Frontier next to the exit into the Pockmark flats. Reward: 250xp Elementalist - Fireball Mesmer - Phantom Pain Monk - Smite Necromancer - Shadow of Fear Ranger - Lightning Reflexes Warrior - Hamstring Reward Giver: Laris Dankworth [Pockmark Flats] Difficulty and Comments: Wow... new quest... so easy. Walk into the Pockmark flats after getting it from Cynn, kill about six storm riders and you win. ------------------------------------------------------------------------------- Northern Shiverpeaks ------------------------------------------------------------------------------- The Northern Shiverpeaks pose the first legitimate challenge in the game. Groups are now mixed together with multiple caster types and physical attackers. Disruption skills will become a great asset at this point in the game. The main shopping town, Yak's Bend, will have different types of armor available for most classes, but the defense is the same as it was in Ascalon City. The other outposts are the Ice Tooth Cave and Beacon's Perch. The mission towns are the Borlis Pass and The Frost Gate. 1. Missions Borlis Pass [mis5] Frost Gate [mis6] 2. Yak's Bend Quests The Way is Blocked [nspy1] The Road to Borlis Pass [nspy2] The Shiverpeak Stragglers [nspy3] The Missing Artisan [nspy4] Helping the Dwarfs [nspy5] Oswalt's Epitaph [nspy6] Minaar's Trouble [nspy7] Minaar's Worry [nspy8] Iron Horse War Machine [nspy9] The Wayward Monk [Monk Only] [nspy10] The Stone Summit Champion [Mesmer Only] [nspy11] Renegade Necromancer [Necromancer Only] [nspy12] A Heart of Ice [Elementalist Only] [nspy13] Securing the Vale [Warrior Only] [nspy14] Stone Summit Beastmasters [Ranger Only] [nspy15] 3. Beacon's Perch Quests Hungry Devourer [nspb1] The Deserters [nspb2] To Kryta: Refugees [nspb3] To Kryta: The Ice Cave [nsbp4] To Kryta: Journey's End [nsbp5] ------------------- 1. Missions ------------------- ---- Borlis Pass [mis5] ---- Objective: First grab the torch and follow the road lighting the seven storm beacons. Give to torch to Gate Guard Tolis. Now, you will need a keg of Dwarven powder to blast open their base. You can kill the nearby engineers for moral boosts. For the main mission, you need to open the nearby door, this time with a lever. When you reach this door, continuing south will run you near the bonus. When you go through the door, continue on the path and kill everything there. You'll eventually come to a closed door, once the nearby enemies are defeated it will open. Talk to Prince Rurik inside. Now, take the new torch and follow the friendly dwarfs. There are three more beacons at the top of the hill. Light them and the mission is done! Bonus: You have run beyond the door with a lever. There is a keg of powder deposit again. Nearby are two doors, one which holds Rornak Stonesledge prisoner. Blast the door open. Talk to him, it will activate the bonus. Now, get another keg and drop it in his cell where the fence and snow meet. The snow wall will shatter. Follow the caves killing the dryders. To complete the bonus, you need to kill the Ice Drake, Whiskar Featherstrom, and the nearby dryders. ---- Frost Gate [mis6] ---- Objective: Prince Rurik is escorting Ascalon Settlers to Kryta. But, he has been pinned down by Stone Summit Catapults. You need to defeat the Engineers of these catapults to allow passage. After the second catapult, you will enter an ice cave. Turn left to do the bonus [see below], or head straight [southwest], to continue the real mission. Cross the bridge and take out the engineers. Then continue and kill the nearby boss. There will be a cinematic. Continue on the path Rurik tells you to and use the gear lever on the lever mechanism. After a short amount of time it will open. In the next area there are three similar devices you must use the lever on. Each time you use one, the doors on the sides will open and enemies will POUR in. To combat this, first kill all the enemies in the area, then use the lever on all three as fast as you can. It helps to do the furthest lever mechanism first. Once you have them all active, you should have a slew of guys attacking you. You'll need to survive for a minute or two while the mechanisms turn. You may wish to backtrack and stand still until the mission is won. Bonus: Not to far in the cave, you will again find Rornak Stonesledge has been captured. This time, he wants you to steal some war plans. When you talk to him, he will follow you. Head out of the ice caves to the south. When you reach a bridge being bombarded by catapult fire, head to the northwest ramp leading down. Follow this path. There are several dolyak's here, so this will be quite tough. Once the area is clear, lead Rornak to the catapult. He will fix it. Fire it and it will blow up some doors. Head back to the bridge, cross it. If you kill everything here, you will continue the mission. Instead, kill what is close and head into the door to the east, kill the Ice Golems and Stone Summit, open the chest to get the secret siege weapon plans. Head back to Rornak with them to complete the bonus. ------------------- 2. Yak's Bend ------------------- You are taken to Yak's Bend immediately after completing the Nolani Academy Mission, however, you can reach this by running to it as well. Yak's bend offers new armor, though arguably no better than Ascalon City's armor as well as a skill trainer, Captain Osric. ---- The Way is Blocked [nspy1] ---- Quest Starter: Captain Osric [Yak's Bend] Objective: Kill Inar Frostbite, the Stone Summit leader of this area. He is standing not too far outside of the Borlis Pass. Reward: 500xp Reward Giver: Beccum Reedly [Borlis Pass] Difficulty and Comments: This quest and the Road to Borlis Pass should be done together. Perhaps try doing Shiverpeak stragglers while doing this. ---- The Road to Borlis Pass [nspy2] ---- Quest Starter: Captain Osric [Yak's Bend] Objective: Defeat all the Stone Summit patrols between Yak's Bend and the Borlis Pass. Reward: 500xp, 150xp Reward Giver: Captain Osric [Yak's Bend] Difficulty and Comments: This quest and the Way is blocked should be done together. Perhaps try doing Shiverpeak stragglers while doing this. ---- The Shiverpeak Stragglers [nspy3] ---- Quest Starter: Captain Osric [Yak's Bend] Objective: Find Elsa Alston and escort her back to Yak's Bend. Reward: 500xp Reward Giver: Captain Osric Difficulty and Comments: Elsa has a death wish. She will attack anything nearby. While hard to do, clear as much of the road before getting on her screen. Once you can see her, some ice golems and stone summits will veer off course to defeat her. ---- The Missing Artisan [nspy4] ---- Quest Starter: Tabor Woolridge [Yak's Bend] Objective: Artisan Rudger has not produced the goods Tabor paid him for. Find him and find out what is going on. Reward: 500xp Reward Giver: Artisan Rudger [Ascalon Foothills] Difficulty and Comments: Do this quest when you do Oswalt's Epitaph, as they end almost directly next to each other. The Ascalon Foothills house many hydras. They can deal a load of fire damage, but their meteor spell has a rather long cast time and can easily be interrupted by a variety of skills. ---- Helping the Dwarfs [nspy5] ---- Quest Starter: Grand Mason Stonecleaver [Yak's Bend] Objective: Find Rangil Ironbow in the northwest corner of Traveler's Vale. Reward: 250xp Reward Giver: Rangil Ironbow [Traveler's Vale] Difficulty and Comments: This is actually quite hard to walk the first time. Try to pull some groups, it's easy to get overwhelmed. You get skills just for taking up this quest: Elementalist - Gale Mesmer - Mantra of Frost Monk - Remove Hex Necromancer - Suffering Ranger - Debilitating Shot Warrior - Protector's Strike ---- Oswalt's Epitaph [nspy6] ---- Quest Starter: Elsa Alston [Traveler's Vale] Objective: Search for an unmarked headstone. Inscribe Elsa's words onto it. Oswalt's ghost will appear. Reward: 500xp, 250 gold Reward Giver: Ghost of Oswalt Alston [Ascalon Foothills] Difficulty and Comments: Do this quest at the same time as The Missing Artisan. ---- Minaar's Trouble [nspy7] ---- Quest Starter: Rangil Ironbow [Traveler's Vale] Objective: Find Minaar Stonesledge in the Iron Horse Mine and escort him to Traveler's Vale safely. Reward: 500xp Reward Giver: Rangil Ironbow Difficulty and Comments: The first of three rather annoying quests which sends you to the same place over and over. ---- Minaar's Worry [nspy8] ---- Quest Starter: Rangil Ironbow [Traveler's Vale] Objective: Kill Ore Darkwhip in the Iron Horse Mine's and return the war machine plans he drops to Rangil. Reward: 500xp Reward Giver: Rangil Ironbow Difficulty and Comments: You might say... boy, I could have killed this thing while doing the last quest. As of current, you could not. Ore Darkwhip simply doesn't spawn if you or someone in the party does not have the quest active. ---- Iron Horse War Machine [nspy9] ---- Quest Starter: Rangil Ironbow [Traveler's Vale] Objective: Destroy the war machine by destroying the nine levers which control it with nearby Dwarven explosives Reward: 500xp Reward Giver: Rangil Ironbow Difficulty and Comments: I find it odd how the Stone Summit leave explosives near all of their important establishments. ---- The Wayward Monk [Monk Only] [nspy10] ---- Quest Starter: Van the Warrior [Yak's Bend] Objective: Escort Cynn to the Iron Horse Mine and find Brother Mhenlo. Reward: 350xp, Vigorous Spirit, Pacifism Reward Giver: Brother Mhenlo [Iron Horse Mine] Difficulty and Comments: Easy quest, do it while doing either of the first two Minaar's quests. ---- The Stone Summit Champion [Mesmer Only] [nspy11] ---- Quest Starter: Sebedoh the Mesmer [Yak's Bend] Objective: Defeat Ulrik the Undefeated in Traveler's Vale. Reward: 350xp, Fragility - Power Spike - Channeling Reward Giver: Sebedoh the Mesmer Difficulty and Comments: none --- Renegade Necromancer [Necromancer Only] [nspy12] --- Quest Starter: Necromancer Morgan [Yak's Bend] Objective: Find Verata in the Travelers Vale. Reward: 350xp, Necrotic Traversal, Defile Flesh, Well of Blood Reward Giver: Necromancer Morgan Difficulty and Comments: Kill the Verata minions on your way to him. When you reach him, Verata will run off giving you an idle threat. --- A Heart of Ice [Elementalist Only] [nspy13] --- Quest Starter: Howland the Elementalist [Yak's Bend] Objective: Find Greplack Froststaff and obtain the Heart of Ice Reward: 350xp, Whirlwind, Ward Against Foes, Ice Prison Reward Giver: Howland the Elementalist Difficulty and Comments: Just run up to him and kill the nearby Ice Golems. He will give you the Heart of Ice after initially saying that he would not. ---- Securing the Vale [Warrior Only] [nspy14] ---- Quest Starter: Van the Warrior [Yak's Bend] Objective: Scout out enemy activity at three different checkpoints. Reward: 500xp, Swift Chop - Irresistible Blow - Seeking Blade Reward Giver: Van the Warrior Difficulty and Comments: Although you only have to "scout", you will probably end up killing half of the enemies in the traveler's vale. ---- Stone Summit Beastmasters [Ranger Only] [nspy15] ---- Quest Starter: Artemis the Ranger [Traveler's Vale] Objective: Defeat Thorgrim the Beastlasher in the Iron Horse Mine Reward: 350xp, Whirling Defense - Winter - Call of Protection Reward Giver: Artemis the Ranger Difficulty and Comments: Artemis is only level 2, and as such is often times dead when you get to where she would be. If this happens, simply zone into the mines and then back out. The Beastmasters can be a bit overwhelming when they all go giant stomping. Try to distracting shot at least one of them so you are not spending the entire battle sitting on your butt in the cold snow. ------------------- 3. Beacon's Perch ------------------- Beacon's Perch has two exits. The one you want to use to progress the game is into the Deldrimor Bowl. Exiting into Lornar's Pass will set you up against level 20+ monsters. If you manage to make it to the next town, you will in effect have skipped half the game. However, as this is virtually impossible without; 1) getting run to it by someone for a fee 2) miraculously killing everything on the way there 3) Somehow running there on your own. This is a common way to get to Droknar's Forge, the first town with the maximum defense armor. For your first play through though, avoid Lornar's pass entirely. ---- Hungry Devourer [nspb1] ---- Quest Starter: Master Saberlin [Beacon's Perch] Objective: Feed Old Mac's pet, Joe, 10 succulent Juniper Meats. Reward: 500xp Elementalist - Lightning Strike Mesmer - Shatter Enchantment Monk - Divine Spirit Necromancer - Rotting Flesh Ranger - Pin Down Warrior - Flurry Reward Giver: Master Saberlin Difficulty and Comments: Sometimes this quest claims you only need to feed him 0 more, when you have not given him any. Other times you need to feed him 4 million more. Oh well, I have never seen it mess up the quest. One more note, you must feed them all to Joe in one visit to the Deldrimor Bowl, the number resets up to ten should you exit the area. ---- The Deserters [nspb2] ---- Quest Starter: Master Saberlin [Beacon's Perch] Objective: Kill the Deserters before word spreads and causes unrest. Reward: 500xp Elementalist - Ice Spear Mesmer - Inspired Hex Monk - Balthazar's Spirit Necromancer - Strip Enchantment Ranger - Serpent's Quickness Warrior - Bonetti's Defense Reward Giver: Master Saberlin Difficulty and Comments: You can get Mhenlo, Devona and Cynn as an escort for this quest if you walk up to them after taking it on. You must complete The Hungry Devourer to get this quest. ---- To Kryta: Refugees [nspb3] ---- Quest Starter: Master Saberlin [Beacon's Perch] Objective: Eliminate the Centaur Patrols along the road. Reward: 500xp Reward Giver: Ranger Olson [Deldrimor Bowl] Difficulty and Comments: Easy quest, once done, most of the centaurs will be gone from this area any subsequent time you go through. ---- To Kryta: The Ice Cave [nsbp4] ---- Quest Starter: Master Seeker Nathaniel [Griffin's Mouth] Objective: Follow the Marks of Aidan until you reach Aidan. Kill any Snow Ettin's around him as well. Reward: 500xp Reward Giver: Aidan [Griffin's Mouth] Difficulty and Comments: Don't make any wrong turns, it may wind up being your last. Snow Ettin's pile up in a hurry here. ---- To Kryta: Journey's End [nsbp5] ---- Quest Starter: Aidan [Griffin's Mouth Objective: Deliver the Letter to Ambassador Braun [Scoundrel's Rise], then see Witness Casori [Gates of Kryta] for safe harbor. Reward: 500xp Reward Giver: Witness Casori [Gates of Kryta] Difficulty and Comments: The Hardest part is remembering to talk to Ambassador Braun when you enter Scoundrel's Rise. ------------------------------------------------------------------------------- Kryta ------------------------------------------------------------------------------- Kryta is the most beautiful place still standing on Tyria. The entire area was saved from the Charr by Saul D'Alessio's faith. He, himself, died in a Charr ambush and now Confessor Dorian continues his leadership. Kryta has three missions and several towns. The most notable is Lion's Arch, either the most or second most heavily visited town in the game. The armor in all Kryta towns is better than the stuff you picked up in Ascalon City, though not by much. If you can get by without buying any, do so. There are a few Kryta Villages which are not actually towns on the world map, but have a fair share of quests in them. 1. Missions Gates of Kryta [mis7] D'Alessio Seaboard [mis8] Divinity Coast [mis9] 2. Lion's Arch/North Kryta Province Quests Report to the White Mantle [kla1] The Villainy of Galrath [kla2] Orrian Excavation [kla3] Merchant's Plea [kla4] The Weaver of Nebo [kla5] Duties of a Lionguard [kla6] The Ascalon Settlement [kla7] The Last Hog [kla8] Reversing the Skales [kla9] Blankets for the Settlers [kla10] Bandit Trouble [kla11] Graven Images [kla12] Malaquire's Test [kla13] 3. Beetletun/Bergen Hot Springs/Nebo Village Quests The Hot Springs Murders [kbb1] The Undead Hordes [kbb2] ------------------- 1. Missions ------------------- ---- Gates of Kryta [mis7] ---- Objective: Run to the nearby village and clear the gates of undead. Enter the village and talk to Justicar Torlimo to get the whereabouts of Justicar Hablion. Find him. He will ask you to help clear the swamp of undead. Do so, defend the high ground as best you can, than charge in to finish off the remaining few. Justicar Hablion must survive. Bonus: At the very start of the mission, make a left turn and talk to the pig Oink. He will follow you. Oink can not be hurt by anything, so feel free to use him as a tank. When you reach the town, you will see a kid talking about losing his pig. When Oink is near, the kid will be happy. Next to him is a historian. Talk to him to activate the bonus. You will need to find the Orrian Texts and translate them. If you look at the map, they lie in a chest in the innermost inlet of the river. When you get it, smoke phantoms will attack you, three groups of three in all. They use lightning and do mega damage. Return the text to the historian [apparently you are well versed in the Orr language and had enough time to translate them while fighting for your life. Bonus complete! ---- D'Alessio Seaboard [mis8] ---- Objective: After a few packs of enemies you will reach a village under attack from the undead. You will need to kill all of the undead here to advance the level. In town is Benji Makala, provided you keep him alive until the town is cleared you can do the bonus. If you take the bonus, exit town north, if not, exit town west. Eventually the path will lead you to Confessor Dorian. He will be under attack from undead when you arrive. Undead will continue to pour in from both sides for about ten minutes. Keep Dorian alive. Once done, the quest log will update, talk to Dorian. Exit the Temple of Tolerance to the southwest and continue until you find Dinas. Kill the nearby enemies and talk to him, Mission complete. Bonus: If you kept Benji alive, activate the bonus from him and use the gate on the north end of the village to exit the village. Going this way will eventually take you to another closed gate. Nearby this gate is a Melandru offering. The offering must be held, if it is dropped, it breaks. However, you can run all the way back to the place you got it to get another. You may wish to just leave it until you are done defending Confessor Dorian. Either way, once Dorian is safe, rather than continue the mission, head northwest out of town and follow the ettin filled path until you reach the other Melandru Offering, which is actually located directly west of the first one, but separated by a mountain. Place the offering on the pedestal to complete the bonus. * = Remember, if Benji dies, his brother will not open the gate for you and you will not be able to do the bonus. ---- Divinity Coast [mis9] ---- Objective: Head to the town of Shaemoor. Talk to Justicar Hablion. He will discuss that you need to take the Eye of Janthir around the area to see if certain people are chosen. You will drop it off in Loamhurst. However, first, you need to be cleansed! Exit town southeast and make your way up to the cleansing area. Once you are cleansed, head back to Hablion and get the Eye. Exit town to the west when you are ready. You do not actually have to see if anyone is chosen, that is the bonus. Just follow the rather linear path all the way to Loamhurst if you do not intend to do the bonus. If you do, read below, as the bulk of this mission is the bonus. In town is a Blue light shining up from the ground with several villagers near it, bring the eye there to complete the mission. Bonus: The first chosen is standing a bit northwest of Hablion in town. All five chosen must arrive in Loamhurst alive, so take care of them. Once you cross a long high bridge, the second chosen is the one villager who stays to fight the tengu. This is probably the hardest one to initially save. Talk to him to actually activate the bonus and make sure he follows you. The third chosen is to the southeast of this one. There is a small road leading there. This one also has a tendency to get attacked. Head back to where you got the second chosen and head west. You will soon come to another small outpost. Several merchants are under attack. None of them are important, however, the final villager on the road continuing to head west is another chosen. You should have enough time to get to him as the merchant in front of him often holds off the tengu for a while. That's four, the fifth is actually back a ways. Head down the road you just came a bit east and turn south the first chance you get. The final villager is just a bit this way. He sometimes is under attack from Gypsie Ettin's. Now, you should have five villagers chasing you. Head back to where you got the fourth one and follow the road northwest. This road will eventually bring you to Loamhurst. There is a lot of poison here, try to keep the villagers out of it. If they just walk through it, they are generally smart enough to use a healing signet when they get low on health. When you finally reach Loamhurst, talk to Lionguard Minah for the bonus. You MUST do this BEFORE bringing the eye to its destination in town. Note: Your party shares gold for doing this bonus. ------------------- 2. Lion's Arch/North Kryta Province Quests ------------------- ---- Report to the White Mantle [kla1] ---- Quest Starter: Armen the Guide [Lion's Arch] Objective: Head to the D'Alessio Seaboard and deliver a report to Mantle Knight Karriya Reward: 500xp Reward Giver: Mantle Knight Karriya [D'Alessio Seaboard] Difficulty and Comments: none ---- The Villainy of Galrath [kla2] ---- Quest Starter: Firstwatch Sergio [Lion's Arch] Objective: Kill Galrath near the Wizard's Tower Reward: 4000xp Reward Giver: Firstwatch Sergio Difficulty and Comments: Possibly the hardest quest in the game if you do it when you get it. Highly unrealistic you will do this now. If you wish to, leave from the Bergen Hot Springs and Head to the temple of the ages. If you leave from the temple, you will have the advantage of level 15 henchmen and an eight person party. The Verata enemies near Galrath are a true pain, it is recommended to have someone be a sacrifice so everyone else can rush Galrath, who is surrounded by severely under leveled bandits. ---- Orrian Excavation [kla3] ---- Quest Starter: Magi Malaquire [Lion's Arch] Objective: Collect 5 Orrian tablet shards Reward: 400xp Reward Giver: Magi Malaquire Difficulty and Comments: They fixed this quest, so if you do it in a party you won't have to do it fifteen times! ---- Merchant's Plea [kla4] ---- Quest Starter: Bodrus the Outfitter [Lion's Arch] Objective: Take the strongbox to Captain Greywind Reward: 500xp Reward Giver: Captain Greywind [North Kryta Province] Difficulty and Comments: Do this along with the Ascalon Settlement ---- The Weaver of Nebo [kla5] ---- Quest Starter: Jiaju Tai [Lion's Arch] Objective: Etham the Artisan ripped off our good friend, head to the Nebo Village to find out why! Reward: 500xp, 500 gold Reward Giver: Etham the Artisan [Nebo Terrace] Difficulty and Comments: none ---- Duties of a Lionguard [kla6] ---- Quest Starter: Lionguard Riddick [North Kryta Province] Objective: Talk to Miraba Reward: 500xp Reward Giver: Miraba [North Kryta Province] Difficulty and Comments: none ---- The Ascalon Settlement [kla7] ---- Quest Starter: Damaris [North Kryta Province] Objective: Lead Mhenlo, Aidan, Cynn and Devona to Captain Greywind in the Ascalon Settlement Reward: 500xp Elementalist - Lightning Orb Mesmer - Wastrel's Worry Monk - Heal Other Necromancer - Enfeeble Ranger - Throw Dirt Warrior - Final Thrust Reward Giver: Captain Greywind [North Kryta Province] Difficulty and Comments: Do this while you do Merchant's Plea ---- The Last Hog [kla8] ---- Quest Starter: Farmer Dirk [North Kryta Province] Objective: Find the prize winning hog and run it back to Farmer Dirk Reward: 500xp Elementalist - Gale Mesmer - Leech Signet Monk - Life Attunement Necromancer - Blood Ritual Ranger - Otyugh's Cry Warrior - Staggering Blow Reward Giver: Farmer Dirk Difficulty and Comments: Once you talk to the Hog, Ettin's will come two at a time for quite a while to try and disrupt you. ---- Reversing the Skales [kla9] ---- Quest Starter: Captain Greywind [North Kryta Province] Objective: Find out what is the cause of the undead movement... then of course kill it. Reward: 500xp Reward Giver: Captain Greywind Difficulty and Comments: The Executioners which escort Lord Timot are very deadly, take every precaution when fighting them. It helps to clear the area of Mergoyles and Bog Skales before hand. If Lord Timot reaches the Gates of Kryta you will have to do the mission again. ---- Blankets for the Settlers [kla10] ---- Quest Starter: Captain Greywind [North Kryta Province] Objective: Trade the weapons from Greywind to Etham the Artisan for Blankets and give them to Captain Greywind. Reward: 500xp Reward Giver: Captain Greywind Difficulty and Comments: none ---- Bandit Trouble [kla11] ---- Quest Starter: Miraba [North Kryta Province] Objective: Tell Mantle Knight Karriya about the Bandit's. Return to Miraba once you have told Karriya. Reward: 500xp Reward Giver: Miraba Difficulty and Comments: Do this while doing Report to the White Mantle. ---- Graven Images [kla12] ---- Quest Starter: Archivist Ithimar [North Kryta Province] Objective: Protect him from the four waves of nightmares Reward: 600xp Elementalist - Inferno Mesmer - Mantra of Lightning Monk - Dwayna's Kiss Necromancer - Dark Aura Ranger - Determined Shot Warrior - Axe Twist Reward Giver: Archivist Ithimar Difficulty and Comments: Easy quest, make sure to clear out the nearby bog skales before starting. There is no pausing, so you may run low on energy by the last wave. ---- Malaquire's Test [kla13] ---- Quest Starter: Magi Malaquire [North Kryta Province] Objective: Successfully snag a skill using a Signet of Capture Reward: 500xp, Signet of Capture Reward Giver: Magi Malaquire Difficulty and Comments: Use it on whatever, you can buy them from Quarrel Falls among other places later in the game. You get a Signet of Capture both for taking this quest, and another for finishing it. ------------------- 3. Beetletun/Bergen Hot Springs/Nebo Village Quests ------------------- ---- The Hot Springs Murders [kbb1] ---- Quest Starter: Inspector Caleb [Nebo Terrace] Objective: Get witness testimonies from the four witnesses to the murders who are in the Bergen Hot Springs. Report back to Caleb with them. Then give them to Inquisitor Gilead. Reward: Elementalist - Grasping Earth Mesmer - Illusion of Weakness Monk - Mend Ailment Necromancer - Blood of the Master Ranger - Bestial Pounce Warrior - Counter Blow Reward Giver: Inquisitor Gilead [Nebo Terrace] Difficulty and Comments: Pretty fishy..... ---- The Undead Hordes [kbb2] ---- Quest Starter: Elder Hezron [Beetletun] Objective: Stop the undead armies from reaching Beetletun. Reward: 500xp Elementalist - Water Attunement Mesmer - Inspired Enchantment Monk - Holy Veil Necromancer - Plague Touch Ranger - Symbiosis Warrior - Gryphon's Sweep Reward Giver: Elder Hezron Difficulty and Comments: This quest is extremely fun. It also poses a good challenge. The drops have unfortunately been nerfed thanks to excessive farming. ------------------------------------------------------------------------------- Maguuma Jungle ------------------------------------------------------------------------------- The jungle is your typical rebel hiding place. Everything is spread out and in the middle of no where. The armor here is decent, however, the collector armor is substantially better than what you can buy. Most of the collectors for it are right next to town [or in it] and the collector's wish list items fall frequently. The storyline seems messed up in the jungle though, frequently assuming you have done a quest which you may not have already done. 1. Missions The Wilds [mis10] Bloodstone Fen [mis11] Aurora Glade [mis12] 2. Druid's Overlook Quests A Brother's Fury [mjdo1] Eye for Profit [mjdo2] Mysterious Message [mjdo3] Wisdom of the Druids [mjdo4] 3. Quarrel Falls Quests The Price of Steel [mjqf1] White Mantle Wrath: Demagogue's Vanguard [mjqf2] 4. Ventari's Refuge Quests White Mantle Wrath: A Helping Hand [mjvr1] Urgent Warning [mjvr2] Dropping Eaves [mjvr3] Blood and Smoke [mjvr4] 5. Henge of Denravi Quests Passage through the Dark River [mjhd1] ------------------- 1. Missions ------------------- ---- The Wilds [mis10] ---- Objective: You need to follow the Shining Blade through the jungle. There are many Maguuma spiders and moss spiders standing in your way though. After the first entangling roots, head straight ahead at the 3 way split. The other two paths lead to the bonus [see below]. After the cinematic, follow the Shining Blade Scout through the Maguuma along the main path. When you reach some water, take the right path and turn right as soon as you can into a legion of Maguuma spiders. Eventually, you will come to another cinematic. Spiders will drop in groups of three, you need to kill all eight and the boss. I don't think they can actually killed the chosen [as they're all corpses already], but do not take any chances. Mission complete! Bonus: After the first entangling roots, there will be three paths to choose from. The middle path continues the mission. Either the left or right lead to the start of the bonus. I prefer the right path. Follow it until you see two centaurs. Stand nearby, but outside of the agro circle. They will start to talk. Listen. When the bonus activated message comes up, kill them and take the nearby vine seed. Head back to the middle path from before and continue the mission. After the movie, hang to the right side and fight through the Maguuma. There is a path to the east which dead ends with a glowing green dot on the ground. Drop the Vine Seed here. Cross the bridge and head south. There are a tone of Maguuma as well as four bosses here. You only need to kill two of them: Horm Frostrider and Ramtha Brokenhoof. This is one of the harder bonuses due to the closeness of the enemies. Bonus done! ---- Bloodstone Fen [mis11] ---- Objective: Follow the linear trail to Saidra. Talk to her and get a Vine Seed. Drop it on the green spot just in front of her and cross the newly formed bridge and continue to follow the only real path. Eventually you'll reach a place with five Vine Seed Flowers. To do the bonus, grab one and read below. Otherwise, Grab one and use it just up the spiral mountain. Grab another and use it on the next green dropping point just ahead. Follow the only path and talk to Blade Scout Ryder. Continue on the path. When you reach a fork, head left and get two vine seeds. Head back the other way and use them at the next two green dots to make bridges. Keep on the only path until the cinematic. Now there are only six white mantle and Hablion to go. While fighting on the bloodstone, resurrection skills take four times as long to use, be aware of this. When Hablion falls you will win. Bonus: When you reach the first place with three Vine Seed Flowers, grab one and head back the way you came until a fork. Head on the western most of the two paths. When you reach a tree trunk looking altar, drop the seed on it and it will spawn a Druid. Listen to him babble for a bit. A bridge will spawn. You will need to get this Druid and three others two an altar further along. While you do this, you CAN NOT KILL any jungle guardians. Should you, the bonus will fail and you will be greeted by some rather challenging enemies. There are more Vine Seed Flowers in the area with the other three altars. Follow the first Druid there, but try not to let him get stuck. Once you have all four Druids on the big altar, the Elder Druid will appear. Talk to him for the Bonus. Head back to the Vine Seed Flower you got the Vine Seed from to spawn the first Druid. ---- Aurora Glade [mis12] ---- I strongly suggest using my Aurora Glade Map for doing this mission. Objective: After weaving around the endless circles, you'll wind up by two thorn pedestals, kill the boss and a druid will appear. Talk to it, grab the Rune Crystal and run it to the other pedestal. Continue on the path, which is now opened. For directions, I will refer you to a map for this level... When you reach a point where you can see another pedestal at the fork in the road, the left leads to the bonus [actually, they both do]. The right goes to the mission, Now, talk to the druid to put another Rune Crystal on the pedestal. This time, you will need to attune two different pedestals. Do NOT do them both until you are ready though, as it will activate the next part. The next part has three pedestals. If your team controls all three, a cinematic will appear. If the White Mantle control all three, you lose. They start out controlling one. You must run crystals to them to attune them for you, while preventing their crystal carrier from taking control of them. If you are doing the bonus, this gets more complex. See below. Okay, so you now have attuned all three pedestals. You will be teleported below. Down here, just follow the again linear path until you reach the Henge Guardian. Kill it, Mission complete. Bonus: So, you took either one of the roads. There are many White Mantle and an NPC named Less Longbow. Make sure he survives. When everything around him is dead he will speak of a Demagogue. Continue on to the main mission for now. Now, you've arrived at the three pedestals. You want to make sure you always control one, preferably two. Here's the trick, take the north one at the start, When the White Mantle take the east one, immediately take it back. Now, the White Mantle will ONLY focus on the east one so long as they do not control it. Just kill the crystal carrier time and time again and slowly reduce their army. Once it is gone, head into their "base" and kill the Demagogue. Bonus complete. Attune the final pedestals to advance the main mission. ------------------- 2. Druid's Overlook Quests ------------------- ---- A Brother's Fury [mjdo1] ---- Quest Starter: Trader Versai [Druid's Overlook] Objective: Justicar Thommmis' brother has been killed. He wants to know why. Seek out the three rangers in the area to find out more. They speak of the Rebels who took the chosen and the difficulty in tracking them. Reward: 500xp Reward Giver: Witness Giselle [The Wilds] Difficulty and Comments: This quest is designed to get you over to the Wilds, the next mission. You will talk to several people and face little opposition getting into town. ---- Eye for Profit [mjdo2] ---- Quest Starter: Trader Versai [Druid's Overlook] Objective: Find Grahm in the Sage Lands. He will have a task for you which involves running clear across to the other side of the area and killing a boss. Take the Lilac Eye, which Gale Stormsend drops back to Trader Versai. Reward: 500xp Elementalist - Air Attunement Mesmer - Hex Breaker Monk - Smite Hex Necromancer - Dark Bond Ranger - Antidote Signet Warrior - Axe Rake Reward Giver: Trader Versai Difficulty and Comments: Hardest quest of the area. The combination of Maguuma spider poison/cripple and storm eyes counter spells can take down a party if they charge in too fast. Move slowly, spiders like to come down after you've run by them, thus pincering you. ---- Mysterious Message [mjdo3] ---- Quest Starter: Envoy Ero [Druid's Overlook] Objective: Drop a message into a Hollow log in the Mamnoon Lagoon. Find Alari Doubleblade in the Silverwood. Reward: 500xp Elementalist - Stone Daggers Mesmer - Ethereal Burden Monk - Healing Seed Necromancer - Well of Suffering Ranger - Storm Chaser Warrior - Pure Strike Reward Giver: Alari Doubleblade [Silverwood] Difficulty and Comments: clearly, this quest is out of place in the game. You have not yet learned of the White Mantle treachery, yet this quest leads you to an area which assumes you do. That town gives more quests under the assumption the White Mantle are evil. Strange. Also, this quest takes you through a large amount of wind riders. ---- Wisdom of the Druids [mjdo4] (Thanks to Rico Liu for informing me of quest) ---- Quest Starter: Avatar of Dwayna [Druid's Overlook] Objective: Listen the druids perform their ritual so you can better understand things which mortals don't understand. Reward: 500xp Reward Giver: Ancient Druid Spirit [Sage Lands] Difficulty and Comments: This quest requires the favor of the gods to activate. When you reach the marked spot on the map, you will be amazed to find... nothing! Kill the several waves of spiders which appear and eventually the Druids will too. They'll talk forever, They remind me of the Bear hunters in Pre-searing with the way they talk. ------------------- 3. Quarrel Falls Quests ------------------- ---- The Price of Steel [mjqf1] ---- Quest Starter: Alari Doubleblade Objective: Tell Gareth Quickblade about a lost white mantle patrol. Then follow a scout and hunt it down. You will need to collect five pieces of their armor. Reward: 500xp Elementalist - Conjure Frost Mesmer - Arcane Thievery Monk - Contemplation of Purity Necromancer - Rend Enchantments Ranger - Barbed Trap Warrior - Crushing Blow Reward Giver: Gareth Quickblade [Quarrel Falls] Difficulty and Comments: A new quest to the game, also kind of easy. In the event you have not actually done the Wilds yet, it gives a good enough excuse of why the people of the Jungle would have you fight them. This quest does not yet work well in groups, unless you want to do it ten times. ---- White Mantle Wrath: Demagogue's Vanguard [mjqf2] ---- Quest Starter: Gareth Quickblade [Quarrel Falls] Objective: Defeat the three groups of White Mantle in the Silverwood heading towards Quarrel Falls. Reward: 500xp Reward Giver: Councilor Vaylor [Ettin's Back] Difficulty and Comments: They do not actually come towards Quarrel Falls. Sometimes they get attacked by the Maguuma too. No one likes the White Mantle, it seems. ------------------- 4. Ventari's Refuge Quests ------------------- ---- White Mantle Wrath: A Helping Hand [mjvr1] ---- Quest Starter: Councilor Vaylor [Ettin's Back] Objective: After speaking with Ventari, defeat the 3 squads of White Mantle outside of his refuge. Reward: 500xp Reward Giver: Councilor Vaylor Difficulty and Comments: none. ---- Urgent Warning [mjvr2] ---- Quest Starter: Vaylor [Ettin's Back] Objective: Find Gretchen's Scout, Snakebite, just outside of the Aurora Glade, then go to the Aurora Glade. Reward: 500xp Reward Giver: Elder Gretchen [Aurora Glade] Difficulty and Comments: This quest has no purpose other than to get you to the next mission. ---- Dropping Eaves [mjvr3] ---- Quest Starter: Deep Root [Ettin's Back] Objective: Listen in on the conversation of the two White Mantle Agents in the Reed Bog. Then report back to Deep Root. Reward: 500xp Elementalist - Iron Mist Mesmer - Spirit of Failure Monk - Rebirth Necromancer - Death Nova Ranger - Predatory Season Warrior - Shield Stance Reward Giver: Deep Root Difficulty and Comments: Some damn fine skills come from this quest. Rather easy too, you'll most likely not have to kill anything if you just run by, ---- Blood and Smoke [mjvr4] ---- Quest Starter: Deep Root [Ettin's Back] Objective: Seek the knowledge of Dark Oak to find out if he knows anything about a possible traitor. A scout, Melthoran, just beyond the entrance to the Reed Bog knows where Dark Oak is. Reward: 2500xp Elementalist - Meteor Mesmer - Spirit Shackles Monk - Protective Spirit Necromancer - Barbed Signet Ranger - Savage Shot Warrior - "I Will Survive" Reward Giver: Deep Root Difficulty and Comments: You're supposed to go to Dark Oak after talking to the scout, then he'll send you back out to get a Bloody Heart. However, if you kill Drogo Greatmane first, before going into The Falls he will drop the bloody heart and you will not have to walk through the Reed Bog area twice, saving a substantial amount of time. ------------------- 5. Henge of Denravi Quests ------------------- ---- Passage through the Dark River [mjhd1] ---- Quest Starter: Shadow [Henge of Denravi] Objective: Talk to Old Joness to get passage to cross the Ullen River. Once across and in Riverside Province, take Evennia's secret orders to Derikk Deathblade. Reward: 500xp Reward Giver: Blade Warrior Derikk [Riverside Province] Difficulty and Comments: Accepting passage across the river will separate you from your party as each member needs to talk to him for themselves. ------------------------------------------------------------------------------- Return to Kryta ------------------------------------------------------------------------------- I suppose I could have put this in the previous Kryta section, but the chances of you going to these towns were slim [aside from the Temple of the Ages]. Based on the quest progression, it seems likely the game wants you to reach the Temple of the Ages from Fisherman's Haven rather than Bergen Hot Springs. There is not much here, just a pair of missions and a few easy quests. 1. Missions Riverside Province [mis13] Sanctum Cay [mis14] 2. Fisherman's Haven Quests The Royal Papers [rkfh1] The Lost Princess [rkfh2] 3. Temple of the Ages Quests The False Gods [rkta1] ------------------- 1. Missions ------------------- ---- Riverside Province [mis13] ---- Objective: Sneak into the temple and steal the Scepter of Orr. Get away to the northeast with the scepter of Orr. This quest can be done without fighting much of anything. The escape route is guarded by undead for the most part. All of the towers can be completely avoided by having one person walk up close. This will have the effect of the watchtower guards calling the other troops in, allowing your party to sneak by on the outside. When you reach Dinas you will get the Scepter of Orr and watch a movie. Open the nearby door and follow the path to the northeast. Eventually you will reach a boss blocking a bridge. In theory you are supposed to kill it and run the Scepter of Orr across the bridge. In reality, if you just walk a bit left of him, the movie will activate anyway. Bonus: The bonus is quite a different story. Instead of sneaking around the entire White Mantle, the bonus has you attack each of the guard towers. First, you need to defeat the enemies on the first tower. Then head southwest and talk to Saidra. She will speak of a need to allow supply trains to slip through the area, which requires the towers be neutralized. There are nine towers in all, each with about a dozen guys guarding it. This bonus takes a substantial amount of time, but is not all that hard as long as you do not attract all twelve of the White Mantle patrolling a tower at a time. ---- Sanctum Cay [mis14] ---- Objective: Grab the Scepter of Orr from Evennia at the docks. Take out the first few fire imps. When you reach the beach to the south, the bonus is east. For the main mission, follow the river. Eventually you'll reach another beach. head east for a while and then back to the south. Cross the poisonous area with bone dragons and you will eventually come to a fort. In the Southeast corner of the Fort, the Vizier will appear. Give him the scepter. A movie will occur. After this, it's a linear road out to the docks. If you are doing the bonus, see below before getting to the docks. If not, go to the docks. The Vizier will appear and start summoning a boat. Protect him for a couple minutes while he summons it, get on. Mission Complete. Bonus: Escort the Restless Spirit from the beach to the Vizier. Once he has spoken to the Vizier, take him to his final resting place. This bonus is very tricky. The spirit is located on the beach near lightning drakes. The problem is that he is a mere level 10 and the drakes do not particularly like him. More often than not he is dead before you can get in range to heal him. Thanks to a patch, the drakes do start farther off [he used to die 99% of the time before you could get there]. Once you have killed them, talk to him. He will follow the Scepter of Orr until you reach Vizier Khilbron. Use this to your advantage. Drop the scepter way back if you are expecting a large battle. When you reach Khilbron, the main mission movie will start. After it is done, talk to him again. The spirit will ramble on a bit. When he is done rambling, talk to him. Now he will follow the party member who talked to him. When you reach the area of the docks for the main mission, you have two real choices for how to do both the bonus and the mission. Three real choices: 1. Sneak by the docks without activating the Vizier and run the ghost to his grave. However, when you return there will be about a dozen White Mantle already there, which can be very deadly for Khilbron. This is not recommended if you do not have a human healer in the party. 2.Defend Khilbron while he summons the boat. When the area is clear, do not get on and run him to his grave. This is a worse choice than the first because the restless spirit is only level ten. 3. Have the member the spirit is chasing run him to his resting place and everyone else defend the Vizier. This option does not work with henchmen. Once the spirit finds his home, he will be happy and you will get the bonus. ------------------- 2. Fisherman's Haven Quests ------------------- ---- The Royal Papers [rkfh1] ---- Quest Starter: Watchman Arad [Fisherman's Haven] Objective: Retrieve the Royal Scribe's Papers from a chest in a Tengu encampment. Reward: 750xp Elementalist - Fire Attunement Mesmer - Mantra of Earth Monk - Scourge Healing Necromancer - Animate Bone Minions Ranger - Concussion Shot Warrior - Savage Slash Reward Giver: Watchman Arad Difficulty and Comments: This quest does not yet work in large human parties. You will get only one set of papers. I recommend either using henchmen, or having a runner get the papers and someone zone you back into town, and then repeating this several times until everyone has them. The papers are supposed to say who in Kryta may still have royal blood, as the royal family had a tendency to sleep around and have a few kids. Oddly, Arad gives you a quest which assumes you have already given him the papers at the exact same time. ---- The Lost Princess [rkfh2] ---- Quest Starter: Watchman Arad [Fisherman's Haven] Objective: Speak to Salma in the Temple of the Ages. She has royal blood and may be able to take the throne! Reward: 500xp Elementalist - Earthquake Mesmer - Blackout Monk - Balthazar's Aura Necromancer - Price of Failure Ranger - Edge of Extinction Warrior - Balanced Stance Reward Giver: Watchman Arad Difficulty and Comments: According to this, Arad finds of this quest after you return the papers to him, yet, they can both be activated at the same time. Weird, eh? She does end up taking the throne, though I wish they had done something with this storyline wise. It seems unclear as to what she would be ruling with the White Mantle all over the place. ------------------- 3. Temple of the Ages Quests ------------------- ---- The False Gods [rkta1] ---- Quest Starter: Brother Mizar [Temple of the Ages] Objective: Defeat Abbot Ramoth and take the litanies of the unseen once you defeat him. He can be found just outside of the Temple of the Ages in the Black Curtain Reward: 750xp Elementalist - Deep Freeze Mesmer - Mind Wrack Monk - Blessed Signet Necromancer - Demonic Flesh Ranger - Choking Gas Warrior - "To The Limit" Reward Giver: Brother Mizar Difficulty and Comments: Not a terribly difficult quest, but the bog skales nearby can stack up on you while fighting to make this a bit of a pain. Also, this quest is not yet multi-human friendly. The Litanies of the Unseen are some sort of scripture regarding the hidden gods of the White Mantle. Another quest item I wish I could read! ------------------------------------------------------------------------------- Crystal Desert ------------------------------------------------------------------------------- The desert is the hardest area of the game PvE. Monsters have a great variety of spells which can annoy you in countless ways. The main purpose in the desert is to ascend. To do this, you need to do the three missions here [Elona Reach, Dunes of Despair, and Thirsty River] in any order, and then go to Great Ritual Priest Zahmut in Augury rock and accept the challenge to fight yourself. When you beat yourself, you will ascend. After you ascend, the outposts in the desert offer new quests for changing your secondary profession. The desert has a new class of creature, wurms. Wurms remain under the sand until something draws near. They then pop out of the ground knocking down nearby foes. They do a ton of damage and the knockdown can easily prevent you from escaping. They will continue to burrow and pop up until they are engaged in melee combat where they can fight back. 1. Missions Thirsty River [mis15] Dunes of Despair [mis16] Elona Reach [mis17] Doppelganger [mirror] Dragon's Lair [mis18] 2. Amnoon Oasis Quests Sands of Souls [cdao1] Ancient Secrets [cdao2] 3. Augury Rock Quests Into the Unknown [cdar1] Ghostly Vengeance [cdar2] 4. Seeker's Passage Quests A Belated Betrothal [cdsp1] The Monk's Path [cdsp2] The Ranger's Path [cdsp3] 5. Destiny's Gorge Quests The Forgotten Ones [cddg1] Forgotten Wisdom [cddg2] The Mesmer's Path [cddg3] The Warrior's Path [cddg4] 6. Hero's Audience Quests The Misplaced Sword [cdha1] The Elementalist's Path [cdha2] The Necromancer's Path [cdha3] ------------------- 1. Missions ------------------- There is no real order for the first three missions, but according to the storyline they make the most sense to do in this order. Regardless, you must do all three of these to advance the story. ---- Thirsty River [mis15] ---- Objective: Defeat the six teams of enemies. Before you enter the first "arena", walk around the desert and kill the five sand giants. Each will give you a +2% morale boost. When done, head to the ghost. Each team consists of eight members. Two patrols, a boss and an enemy priest. Every two minutes, the enemy priest will revive its entire time and they will respawn next to him. To prevent this, you must be certain to kill the priest before each two minute mark. However, this does NOT mean charge the priest. For the first area, you fight just one team. Take out whichever patrol comes nearer to you first. Start on the second patrol, you should be able to take out most of this one as well. When the clock gets to 1:25, start hitting the priest. You can wait longer if you do more damage. Just make sure it is dead before 2:00. After it falls, take out any remaining enemies. Once they are all dead, the ghost will open the door which leads to another door, which leads to the second area. This second area consists of two teams. However, thanks to people using exploits, the enemies now start further away from the door and their patrol paths grow increasingly close. In order to combat this, you will basically need to run through one of the team and then fight it from inside of its lines, which can be very difficult. If this is simply not an option, take out the two nearest patrols, but realize they belong to different priests. Anyway, when you hit 1:25 or so again, take out whichever priest you are near. When it is dead, finish off the remainder of that particular army's troops. If you're still under 2:40 or so, take out one patrol from the other team, then, take out the priest in a mad scramble before the 4:00 mark. If you are not under 2:40 when you kill the first team, just stand around until about 3:45 and then start a patrol of the other team, though try to avoid killing anything until 4:01. When both teams are defeated the ghost will again open a door. Follow the path to the next door. This area has three teams you must fight against. Once the door is open head right [counterclockwise around this circular area] and sneak into the room with the first priest. You SHOULD miss the patrols if you do this immediately. Kill the priest. Then kill the boss, by this point some of the patrols may come back, but as their priest is dead you do not have to rush. Once this army is gone, if you're healthily under the 4:00 mark [say, 2:20 or so], go ahead and smack a patrol for the next team on the right [counterclockwise, still]. This team tends to be hard because the second patrol does not appear to leave the base most of the time. When you get near the 3:25 mark, make sure to hit the priest. Chances are you will not finish off the rest of the army until about 4:45. Just sit tight until 5:40 or so, and then agro a patrol of the final team. Once the first patrol is dead, try to take out a couple of guys in the second patrol. When you hit the 7:00 mark [or 5:00 mark in a good party], go after the priest. He is a real pain to kill because the boss is a healer. Try to have a Mesmer neutralize the healing of the boss, while the rest of the party knocks down the priest. Once it is dead, take out anything else left. You will win once all three groups are dead. Bonus: The bonus is part of the real mission. You need to complete the bonus before the King's ghost disappears. Myself and many others are baffled as to when he disappears, but it does happen. My best estimate is around 12 minutes for all three timed areas of the mission. If someone could confirm this please pop me an email. ---- Dunes of Despair [mis16] ---- Objective: Talk to the Ghostly Hero. Now, you need to escort him to a fort nearby. In your way are four packs of Losaru's. They pose little trouble. When you get to the last one, you'll see a siege wurm in the distance. It does considerable damage with compass sized range. Rather than take the long way all the way around the level to fight it, run up to the ledge which faces the building just near him. The ghost [assuming it is following you] will lower the door and you can run up to the wurm then. If you disable the siege skill, it will be helpless, as it has no other attack. When it is dead, head to the nearby boss and surrounding enemies. Kill them and a movie will start. At this point you can attack the fort. Before you do, off to the west is a device which will slow enemies in its radius when it is dropped. This device is fairly useless, but some people like to do it to slow one of the attacking waves in the next part to give them more time. I personally do not find it worth the three minutes it takes to get. Rather than run the ghost up to the door, which will in turn open it, have him hold position. Ranged attackers should be able to take out the four enchanted bows. Once defeated, have the ghost open the door. Now, just wait here. For the next minute or two, enchanted swords and hammers will come to you two and three at a time. Once four waves of them are gone, attack the enemy ghost. [If you wish to do the bonus my way, please read below, otherwise, continue]. Place your ghost on the platform. You will need to keep him alive for ten minutes [10:04, actually]. Attackers will come from the three gates to the west, east and south. The first groups consist of Forgotten Arcanists. After that there is a combination of Enchanted Bows, Hammers and Swords along with a boss. After a few sets of waves Siege Wurms will start spawning. They are really annoying, and there will end up being four or so. Do not even bother killing them. As long as no one in the party is directly next to the ghost, they can not hit him. Taking damage over and over from them is a bit annoying, but it is not likely to wipe out the party. I advise any monks doing this mission to at least life bond the Ghostly Hero for this ten minute spot, it can keep him alive much longer if your party is engaged on the west side of the platform while it gets attacked from the east or south. Bonus: Kill the three forgotten generals to the south end of the fort in another fort. This is actually quite hard if you do it during the mission. My method is below, though it requires patience: [THIS STRATEGY NO LONGER WORKS due to the fact the first boss is now an enchanted instead of a forgotten, thus leaving no body] Once you enter the fort, and kill the enemy ghost, tell your ghost to hold still rather than putting him on the platform. Run to a hill near the south wall, from there, a ranger with a longbow [or any other max range bow] can drag the three nearby enemies. It is important the boss be killed as close to you as possible. Now, someone with necrotic traversal teleports to that body [the enchanted swords do not leave bodies]. Now, that person agros' some burrowed spiders, and runs them near the hill. Others teleport out. Once you have a few people out, you can kill the other bosses and swords. It is HIGHLY recommended you do not kill the final boss, just leave him totally alone. Now, put the ghost on the platform, this will start the 10 minute counter. Kill the final boss [bonus is now complete]. You can easily fight your way back to the ghost before any of the Arcanists reach him. As for a new strategy, I really don't have one yet. You can still kill the first boss before you actually start up with the timed part of the mission, so that gives a headstart. There are several spots where three people could run out and try to kill the remaining two bosses and several guys throughout the mission. I'll get back to everyone, on this one. ---- Elona Reach [mis17] ---- Objective: Fairly simple premise, give all three crystal shards to the ghostly hero so he can assemble the vision crystal. The first shard is held by Ghostly Priest just in front of where you start. To get this one to the hero you will need to run by or attack several Minotaurs and dune burrowers. I find it's better to attack these, otherwise you risk them following you in to a cinematic and killing you while someone in your party fails to skip it. You have an unlimited amount of time for this one. When it reaches the Ghostly Hero, a movie will start. When it ends, you will have exactly 30 minutes to get the other two shards from enemy encampments and run them back to the ghost. The biggest piece of advice I can give you is: IGNORE THE CLOCK. Even with offensively limited parties, this mission is easily doable in twenty five minutes. Most people rush and take on too many enemies in an attempt to beat the clock. There are three basic ideas for doing this mission. #1: When you leave the fort after getting the first shard to the ghost, take out all of the patrols between where you are and the other forts. There's about eight of these patrols and each takes about forty seconds to kill. Target Sages first as they are efficient healers. Now, once you have clear running lanes, tag one side of one of the enemy forts. Each base has two entrances. I recommend doing the west base first. Go in from the northern side of it. Kill the three groups there and then the boss. Once you grab the vision crystal, a few patrols are going to spawn in the middle areas of the map which you already cleared. There are generally four enemies in these patrols. However, since you cleared the other patrols out, they pose no real threat. Once you have that shard back, head for the final base. I do not recommend attacking from the bridge side, though I have seen it done effectively in the past. Attacking from the non-bridge side, there are three groups near the entrance. Wait for the closest one to get far out, and then pull it even farther. Once it is dead, you have a choice of which group to hit next: the one with a boss or the one with a sage. Often times, the one with the boss refuses to pull, so you may have to go after the sage group while getting pounded in the back. This is the hardest part of this entire mission if you wind up with a healer boss, though. Once you kill these six, you can either kill the next group with a boss or head south to get the crystal. There are two groups by the crystal, neither pose a real threat though. When you get it, run back to the Ghostly Hero with it. Be warned, as before, a couple new groups will have spawned between you and the Ghostly Hero. #2. The second method requires a much better party, but is faster. Sneak your way towards either base and then fight only the groups which you must. If, however, you fail at some point, your group will get mobbed which, in most cases, means you are going to lose. #3. Instead of the entire group running it, get a ranger or a warrior with several speed skills as well as evasion skills. It is possible to avoid almost every group here. Provided you are not carrying a crystal, the agro ranges of enemies are extremely limited and they will give up pursuing almost immediately. This method works if the runner is good. Often times in Elona Reach you will see people offering to do the mission for a fee, this is the method they use. Bonus: The bonus is fairly easy. Once you get a crystal, run it over to the first set of priest bones. Each time you get a new crystal, run it to the nearest priest bones [see map]. There are three in all. Count on the extra distance taking 2 minutes from the mission time, potentially more if you need to clear the area. ---- Doppelganger [mirror] ---- Objective: Okay, this is not really a mission. After you've done the previous three missions, go to Augury Rock and talk to Great Ritual Priest Zahmut. Accept his challenge and walk in. Walk through the three circles near the end and the mountain will open up. Inside is the mirror image of yourself. All of the mirrors attributes are at level 15. It uses a bow at long range and either a sword or axe at close range. It can use only the skills in your skill bar. Beating it will give you 50000xp. Now, this is often considered hard, so here are some class tips. Elementalist - Okay, I used the following method at level 10 so I know it works. Use your attunement and aura of restoration before stepping on the last stone. Skip the movie. When the fight starts, if your mirror uses either enchantments, cast fire storm. If it casts fire storm, cast meteor shower. If it casts that, wait for it to impact and move only a few steps out of the way. While your doppelganger is getting smashed by shower, add some extra fireballs or flares in to finish it off. Ether Renewal is quite handy. Maelstrom would work instead of meteor shower in the event you're water. Mesmer - Backfire. Empathy. Six useless spells for it to cast. Strafe back and forth. Good game. Could this be any easier? Monk - You have it so easy. You have two skills the mirror will never use. Healing Breeze and Retribution. Smack healing breeze on yourself and either let him kill himself from attacking you, or just attack with your rod. Either way, you should be able to soak up the damage and kill it fast enough to get the bonus. If you have a strong secondary class, use the skills from there [keep healing breeze though :P] Necromancer - Bring health sacrificing skills which are not particularly good for dealing damage. Let your doppelganger kill itself. Ranger - Easiest class. Bring as many useless spirits as you have and penetrating shot. Spam penetrating shot while your doppelganger casts all of those useless spirits which you have never used! Warrior - Generally, warrior's have no problem beating their doppelgangers. If you are, try loading a skill like Frenzy. When your doppelganger uses it, smack it with high damage skills [which now do double damage]. The trick is, do not use frenzy yourself. Bonus: Kill it in under 50 seconds. This should be fairly easy as every above method should work in that amount of time. ---- Dragon's Lair [mis18] ---- Objective: Seek an audience with Glint. You must first defeat the six facets. Each one has an elite skill for the class they represent [Monk, Ranger, Mesmer, Necromancer, Elementalist, Warrior], so you may wish to bring along a signet of capture. The areas are fairly straightforward and not difficult at all. Each of the six areas does have a penalty though. In the first, you will suffer a health degeneration of 3. In the second, you will run slower and be unable to use speed skills. The third gives you reduced energy regeneration as well as everything blowing up in a death nova which poisons you. The fourth area seems to have no penalty, odd. The fifth has little zones which you must walk through which cast a random Elementalist skill on you [Firestorm, Maelstrom, and Chain lighting are the most common, from what I've seen]. The final area is the most annoying, the ground will periodically shake and knock everyone down for three seconds or so. Almost all of the enemies in the area seem unaffected by this. Bonus: Kill Glint. After the movie where Glint rambles on forever, but before exiting her lair, go up to one of her eggs and pick it up. It will break and she will be very unhappy. Glint is one of the harder enemies in the game. She's level 31. Anyone up close will take an enormous amount of damage from one of her spells [100 damage per second while in close proximity]. Once she is below half life, she will cast several healing skills. She will always attack a person holding one of her eggs first, so use this to your advantage. Giving her a constant -10 arrows of health regeneration helps too. Her other spells include skills which slow your energy regeneration as well as exhaust you anytime you cast a spell. She also has a nice skill which allows her to gain damage in life when hit by non-physical damage. Really annoying if your have a nuker who does not pay attention. This bonus does have some perks though. In the event Glint kills you, she will resurrect you all and you will still get credit for the primary mission, so there is NOTHING to lose for trying it, aside from a death. ------------------- 2. Amnoon Oasis Quests ------------------- ---- Sands of Souls [cdao1] ---- Quest Starter: Ghostly Hero [Amnoon Oasis] Objective: Talk to Great Ritual Priest Zahmut in Augury Rock. Reward: 500xp Reward Giver: Great Ritual Priest Zahmut [Augury Rock] Difficulty and Comments: Basically designed to get you to the place which explains what you need to do to ascend. ---- Ancient Secrets [cdao2] ---- Quest Starter: Fangfa Tai [Amnoon Oasis] Objective: Find Sennat Sen, a master artisan in the Salt Flats. Reward: 1000xp Reward Giver: Sennat Sen Difficulty and Comments: Many Wind Riders in the area can case some strain on your fighting abilities. ------------------- 3. Augury Rock Quests ------------------- ---- Into the Unknown [cdar1] ---- Quest Starter: Jorn Kudebeh [Augury Rock] Objective: Find your friends, Devona, Mhenlo, Cynn and Aidan in the Skyward Reach. Reward: 1000xp Elementalist - Swirling Aura Mesmer - Arcane Conundrum Monk - Zealot's Fire Necromancer - Chilblains Ranger - Winnowing Warrior - "Fear Me" Reward Giver: Jorn Kudebeh Difficulty and Comments: Basically, walk outside of town to get the first three, then walk a bit to the east to get Aidan. ---- Ghostly Vengeance [cdar2] ---- Quest Starter: Marchena [Augury Rock] Objective: Kill ten Minotaurs in the Prophet's Path Reward: 1000xp Elementalist - Obsidian Flame Mesmer - Mantra of Persistence Monk - Blessed Aura Necromancer - Malaise Ranger - Dust Trap Warrior - Shield Bash Reward Giver: Marchena Difficulty and Comments: Another super easy quest. Minotaurs are not hard to find, in fact, I'd imagine they'd eventually run to you. ------------------- 4. Seeker's Passage Quests ------------------- ---- A Belated Betrothal [cdsp1] ---- Quest Starter: Tirzah [Seeker's Passage] Objective: Find out what has become of Tirzah Chebar. His ghost is next to one of the teleporter pads to the east of Seeker's Passage. Reward: 1000xp Elementalist - Windborn Speed Mesmer - Ether Lord Monk - Mend Condition Necromancer - Signet of Agony Ranger - Tiger's Fury Warrior - Bull's Strike Reward Giver: Tirzah Difficulty and Comments: A quest you can likely do without agroing anything if you go from the north. Do this one while you do Ancient Secrets. Poor Chebar, never got to give Tirzah the Silver Ring to propose for marriage. Oh well, you get to give it to Tirzah and collect the reward. ---- The Monk's Path [cdsp2] ---- Quest Starter: Nausuan [Seeker's Passage] Objective: Got to Diviner's Ascent, find the eater of souls and destroy it. Reward: 1000xp, ability to switch second profession to Monk. Reward Giver: Nausuan Difficulty and Comments: When you get close the eater of souls will burrow itself. In its place will come a seemingly endless supply of spiders. After what seems like forever the eater of souls will resurface and you can kill it. If for whatever reason it does not come back up, leave the immediate area and then come back, it tends to be there. This quest can be activated only after you have ascended. ---- The Ranger's Path [cdsp3] ---- Quest Starter: Telius [Seeker's Passage] Objective: Kill Yxthoshth in the Salt Flats. Reward: 1000xp, ability to switch second profession to Ranger. Reward Giver: Telius Difficulty and Comments: This one is a true pain. There are so many storm kin's in the area and it seems if you get near the boss they all charge. If you can not take him out quickly, you may have to spend some time picking storm kins off as they patrol. This quest can be activated only after you have ascended. ------------------- 5. Destiny's Gorge Quests ------------------- ---- The Forgotten Ones [cddg1] ---- Quest Starter: Annelle Fipps [Destiny's Gorge] Objective: Reward: 1000xp Elementalist - Incendiary Bonds Mesmer - Elemental Resistance Monk - Vengeance Necromancer - Animate Bone Fiend Ranger - Precision Shot Warrior - Defensive Stance Reward Giver: Sariss Yassith [Skyward Reach] Difficulty and Comments: Several Hydras roaming around can cause some serious problems. Make sure to talk to Sariss again to get another quest. ---- Forgotten Wisdom [cddg2] ---- Quest Starter: Sariss Yassith [Skyward Reach] Objective: Seek out Siliss Yassith in the Arid Sea Reward: 1500xp, 15 Attribute Points Reward Giver: Siliss Yassith [Arid Sea] Difficulty and Comments: A fairly easy quest. If you follow the arrow, it will point to a top of a cliff. How do you get up there! Head east and climb the neighboring mountain and then walk across the statute to the other side. Get a great reward for this easy quest, watch out for the Sand Wurm though. ---- The Mesmer's Path [cddg3] ---- Quest Starter: Eulenias [Destiny's Gorge] Objective: Go to Diviner's Ascent and slay all three tempest drakes in a single battle. Reward: 1000xp, ability to switch second profession to Mesmer Reward Giver: Eulenias Difficulty and Comments: I'm not sure if not doing it in one session actually fails it, as I have never failed it :P. This quest can be activated only after you have ascended. ---- The Warrior's Path [cddg4] ---- Quest Starter: Agastos the Brave Objective: Slay the Orshad Chieftain in the Scar. He is in the valley with all the other Losaru. Reward: 1000xp, ability to switch second profession to Warrior. Reward Giver: Agastos the Brave Difficulty and Comments: This quest can be activated only after you have ascended. ------------------- 6. Hero's Audience Quests ------------------- ---- The Misplaced Sword [cdha1] ---- Quest Starter: Yort the Bronze [Hero's Audience] Objective: Find the ceremonial family sword. Reward: 1000xp Elementalist - Flame Burst Mesmer - Guilt Monk - Healing Touch Necromancer - Well of Profane Ranger - Flame Trap Warrior - "Shields Up!" Reward Giver: Yort the Bronze Difficulty and Comments: This sword is in a chest located in a valley. Leave from Augury Rock, it is much closer and aside from a few devourers there are no enemies to fight. This quest is super easy, although, it seems not to activate until you have done Forgotten Wisdom, as near as I can tell. ---- The Elementalist's Path [cdha2] ---- Quest Starter: Cembrien [Hero's Audience] Objective: Go to the Prophet's Path and slay the Kree Minotaur. Bring the hide of it to Cembrien. Reward: 1000xp, ability to switch second profession to Elementalist. Reward Giver: Cembrien Difficulty and Comments: The Kree minotaur tends to patrol and may not be at the star. Just wait around and it will eventually come by. This quest can be activated only after you have ascended. ---- The Necromancer's Path [cdha3] ---- Quest Starter: Zratha Kor [Hero's Audience] Objective: Go to the Prophet's Path and slay the Sacred Griffin of Amnoon. Reward: 1000xp, ability to switch second profession to Necromancer. Reward Giver: Zratha Kor Difficulty and Comments: This quest is quite fun, the Griffin is surrounded by several other Griffin's. As they actually do damage now this quest gives a challenge. This quest can be activated only after you have ascended. ------------------------------------------------------------------------------- Southern Shiverpeaks ------------------------------------------------------------------------------- 1. Missions Ice Caves of Sorrow [mis19] Iron Mines of Moladune [mis20] Thunderhead Keep [mis21] 2. Droknar's Forge Hero's Journey [ssdf1] Hero's Challenge [ssdf2] Seeking the Seer [ssdf3] The Southern Shiverpeaks allow for eight player parties, which is the only reason they are often considered to be easier than the Crystal Desert. Enemies hang tight in this area making it difficult to dodge patrols. Common enemies include White Mantle, Mursaat, Stone Summit and Avicara Tengu. In almost every area there is a boss with an elite skill for each class, so wearing a signet of capture is recommended. ------------------- 1. Missions ------------------- ---- Ice Caves of Sorrow [mis19] ---- Objective: Before we get into the mission, allow me to explain for a moment. In this area you will encounter "Mursaat xxxxx" and "Jade xxxxx". They have an attack known as spectral agony. At this point in the game, it will deal 100 damage to you five times and give you 10 arrows of health degeneration. Needless to say, you should avoid them when possible, though you will have to fight some. If you do the bonus, you will need to fight a few more, even. There is no protection from them until the next mission, which you could technically do first, but let's just do the game in order. This mission also supplies a lot of catapult siege. Each shot often does in excess of 150 damage at the center of the blast. Try to time running through them, or avoid them all together. There are some catapults you can take control of to destroy other ones. Anyway, on with the mission. Head north a bit trying to avoid the Mursaat and take out the two Dwarven boats. The one further in, once the engineer is dead, use it's catapult to take out the White Mantle catapults. Now it is safe to walk across the bridge. Head to the northern more of the two doors and clear the area. Blow up the door with a keg of powder located nearby, If you are doing the bonus, see below. If not, continue through the cave exiting it to the southeast. Work your way south and a bit west. Eventually you will see another keg of powder. Blow open Evennia's cell, she is nearby. Then, after the movie, blow up the door slightly to the west of it. Now, creep out until the Mursaat to the south start to move, then move back to avoid their patrol. They will run to the end of the level killing anything which is not White Mantle. Eventually, they will be picked off by Dwarven catapults from the sea and you can more or less walk most the rest of the mission. Keep Evennia from standing in catapult fire though. Kill anything which is left and run Evennia to the awaiting Dwarven ship. Mission complete! Bonus: When you blow up the first door and enter the caves, instead of exiting the way you would to do the mission, head a bit more southwest and exit that way. There will be a door you need to blow up, guarded oftentimes by three Mursaat and three jades. Once you blow it up, some White Mantle will greet you on the other side. Run up the only path available to Rornak Stonesledge who has been capture again. Blow up his cell and talk to him. This will activate the Bonus. Head back to the main mission, when you reach Evennia's cell, ignore it. Grab a keg of explosives and blow up the door east of it. Run through the cave area. To the south there are 12 Mursaat Elementalist's. They will start heading towards you. Run back inside of the little cave you just walked through. The Mursaat will walk by and annihilate everything which isn't White Mantle in their way. Head up to the area they came down from and talk the Dwarf, Hamdor Grandaxe who is up there to complete the bonus. ---- Iron Mines of Moladune [mis20] ---- Please consult my map for directions of where to go, explaining here is a royal pain as you will be making constant turns. Objective: The main purpose of this mission is to seek the Seer and get your armor infused, to protect against the Agonizing Touch skill of the Mursaat. After you get through the first path of enemies, there will be two paths you can take. The one leading up is shorter, but is jam packed with Mursaat who will cream you. Instead, take the low road [a river/frozen river] Follow it around for a significant amount of time. Enemies here consist of Trolls, Hill Giants, Azure Shadows, Blessed Griffins, Stone Summit and some White Mantle. Areas here will also have you dodging some catapult fire. Eventually, you will reach the top of the mountain and fight several azure drakes. Not far behind them is the Seer. Get near her to activate the cinematic. Seek out the monsters she speaks of is a bit east in a huge cave. The only enemies nearby are Azure Shadows, but there are quite a few of them. Once you kill the boss, Eidolon, it will drop a spectral essence. Run this to the Seer. Now, she will infuse all five parts of your armor [in the past she only did one, so instead of fighting up the mountain, everyone ran]. Infused armor reduces the damage from Spectral Agony to 9 [5 times] and 3 arrows of health degeneration. If you want to do the bonus now, see below. If you wish to carry on with the mission, read here. Now, you are close to the end of the mission already. Head northeast and follow the path around. Soon you will reach Markis and a few Mursaat. As you approach Markis, the statues behind him will turn into Jade Armors. Markis has the Ranger skill Barrage. Unlike the past, the mission no longer ends when he dies, instead, he and the Jade Armors which came from the statues must be defeated. This gives the Ranger's a chance to capture the skill. Bonus: Backtracking a bit to the metallic bridge, this time take the path you did not before. Kill the Mursaat and White Mantle and follow the path which leads south. Eventually, after several more packs of Mursaat, you will reach a Shining Blade Scout screaming for help. Clear the immediate area. When you talk to him, he will speak of a Mursaat who has an important message to deliver. You must stop this Mursaat. Just outside to the northeast, the boss with spawn with a few other Mursaat/Jades. Make short work of these enemies. The boss itself will try to escape any chance it gets. Once it is alone just make a wall around it so it can no longer move. Start pounding away on him, he does little damage but can take a significant pounding. Once he dies you will receive the bonus. ---- Thunderhead Keep [mis21] ---- Objective: Escort King Jalis to the village. Once there, defeat the eight patrols of Stone Summit inside. Continue north of the village to the fort. Kill everything in this area, including the boss Dagnar, who killed Prince Rurik. Cinematic, if you're doing the bonus, read below. Now, Jalis will stand in the fort. You must keep him alive from the enemies. Each side of the fort has two catapults, you can take out nearly every enemy for the remainder of the mission by firing these as they enter range. Anything which trickles through just take them out at the east or west doors. The mission will end in victory once Confessor Dorian is killed, it will end in defeat should King Jalis die at any point. Bonus: After the cinematic, you will need to light two beacon's on the fort using torches. Lighting them alone has no bearing on actually getting the bonus. It seems rather, that the dwarfs in the neighboring villages on each side need to be alive when the mission ends. The lighting of the torches distracts the Mursaat, making them go for the fort before the two villages. In other words, light them immediately. ------------------- 2. Droknar's Forge Quests ------------------- ---- Hero's Journey [ssdf1] ---- Quest Starter: Vanyi [Droknar's Forge] Objective: Visit Hero's Audience, Seeker's Passage and Destiny's Gorge. Reward: 500xp Reward Giver: Vanyi Difficulty and Comments: In the old days, you had to complete this, then take up a second profession to activate Hero's Challenge, but that no longer seems to be the case. This quest seems is designed to send you out to the desert to find all of the "The xxxxx Path" quests. ---- Hero's Challenge [ssdf2] ---- Quest Starter: Vanyi [Droknar's Forge] Objective: Find Vanyi's sister Sanyi in the Frozen Forest. Follow her when you find her. Defeat the boss and few other enemies she spawns. The quest recommends you leave from the Iron Mines of Moladune, however, this quest is just outside of the Copperhammer Mines, so if you have them on your map leave from there instead. Reward: 5000xp, 15 Attribute Points Reward Giver: Vanyi Difficulty and Comments: The hardest part of this entire quest is getting there, the Stone Summit sure know how to cluster up in a hurry. Avicara and Azure Shadows seem to swarm as well. Sanyi sometimes gets stuck too, which can make the quest of so fun. It seems, Mragga had been coercing Vanyi into trying to trap you, fortunately, as you are chosen and all that, you can easily beat it. ---- Seeking the Seer [ssdf3] ---- Quest Starter: Captain Hugo Bronzebeard [Droknar's Forge] Objective: Speak with Korg the Scout and Onar Ironblood, both in the Talus Chute. Reward: 500xp Reward Giver: Blade Scout Shelby [Ice Caves of Sorrow] Difficulty and Comments: Korg the Scout is often under attack when he enters your screen, be sure not to let him die. Anyway, these scouts report that the Seer has the ability to make armor much better. In actuality, she only infuses it to protect against the agonizing touch of a race known as the Mursaat. The second scout also informs you they know where Evennia is being held and an operation to rescue her is almost ready! ------------------------------------------------------------------------------- Ring of Fire ------------------------------------------------------------------------------- ------------------- 1. Missions ------------------- ---- Ring of Fire [mis22] ---- Objective: At the start, Brechnar Ironhammer will lure some of the Mursaat off, wait for them to run off and then sneak around and start taking out the smaller packs. You will need to kill some ether seals. As you found out just before this mission, they are rather hard. Pull the Mursaat away from it and kill them. Then kill the seals. Eventually, you will reach a cinematic. Vizier Khilbron suggests you sneak into the Mursaat fortress from behind. In all honesty, going in from the front is not too much harder and will save you a substantial amount of time. If you are doing the bonus, go in the front. Once the area is clear, hit the lever which was behind one of the ether seals and cross the bridge. Kill the three remaining groups of Mursaat and the boss stationed in the Gate House to end the mission. Bonus: The Seer is just before the first lava pit, a bit to the north. Talk to her and continue with the regular mission. Elect to go in the front doors of the fort, even though Khilbron warns against this. Once you have destroyed the ether seals just inside of the Mursaat stronghold, an Eidolon will appear. When it dies, it will drop a spectral essence just as it did in the Iron Mines. Run it to the Seer. You will get the bonus for doing this, in addition, you will also get infused provided you did not before or have changed armor since then, ---- Abaddon's Mouth [mis23] ---- Objective: When you spawn, Vizier Khilbron will be near you. For a short while he will enchant you with a wicked spell which allows you to cast for virtually no energy, extremely increased recharge times and movement speed. Use this opportunity to pick off any Mursaat standing on the wall of the fort as you can. Break in once you can. The nearby Mursaat and Jade will come to you. Work your way west and clear the slew of Jades here. There will be two bosses, unfortunately, which two you get are random, though you'll get the other four at later points. Hopefully you will have taken out all of the minions. Try to drag them out of the range of the seals. When dead, kill the seals to reveal an opening and head through it. If you continue south, you will carry on with the mission. Going west will clear a path to the bonus, see below and a map for more information. Back to the mission, you will reach another seal. Beyond it are two more bosses along with several Jade and Mursaat. Try to separate them as best as you can and kill any Mursaat Monks. Soon after they are all gone is yet another gate protected by ether seals. Knock this one down. It opens to an area with six jade bows standing on two ledges and an ether seal. Have a Mesmer, necro, or Elementalist DoT/AoE them to death. This will prevent them from doing any damage to you. Next take out the seal. The final two bosses are here. Kill them and then the seal. Khilbron will again appear and enchant you. This room contains six ether seals in close proximity. Take out whichever you want. Before you continue on, there is something important to know. Each time you take out one of these seals, it will release a handful of level 10 seal guards. These are easy to kill. Mursaat Guardians, level 24 spell casters of random classes will also start coming towards you. In addition, they will spawn behind you near the Vizier as well. I have never seen them attack Khilbron, so I would not worry about that, but having an Elementalist and Mesmer spawning directly behind your monks is quite damaging if unprepared. This process will repeat each time you kill another seal. When the final seal is destroyed there will be a cinematic. Fight the unbelievably easy boss which appears to end the mission. Bonus: Please consult a map of which route to clear for this mission. Once you clear the fort the Mursaat guard, follow the map to the westernmost point of the island killing everything. This will clear the path you need to take. Once clear, head back to the fort and walk to the side which boarders the sea. She wants to be walked to the area of the island you cleared which has the only green spots. If she dies you fail the bonus. If you do not open the ether seals to get out of the Onyx Gate fortress she will say thank you and disappear, but you will still fail the bonus. ---- Hell's Precipice [mis24] ---- A few notes on this mission area: 1. You will end up pretty much in the same place you started, but you get to walk a big circle to get there! 2. When you kill Burning Titans, a Risen Ash Hulks at level 24. When that Hulk dies it will spawn a hand and fist of the titans. There are also level 28 Risen Ash Hulks which spawn the same things when they die. Be aware of this, as three enemies can turn into a rather large problem quickly. Risen Ash Hulks are necromancers and as such, strip enchantments. Hands and Fists are warriors using axes and swords. Burning Titans are Elementalist's whom will set you on fire if you stand in close proximity. 3. By far the most damaging enemies in the area are sparks of the titans. They are little imps who are often able to hide behind the larger titans. These should be taken out first in almost any circumstance. Objective: Make your way to the Portals and disable them all. Once disabled, there will be a cinematic. After which, you will need to fight the Undead Prince Rurik. Before you attack him, though, clear out the fists of the titans. Once Rurik falls, continue on until you reach the Undead Lich. Kill everything around him first. Now, when fighting him, he can randomly teleport a character into the nearby lava. This is a bit disorientating at first. You must kill the Lich on the caldera [the circular thing] of the volcano. He has two [sometimes three?] life bars, so if he goes from empty to full, do not worry, unless you did not kill him on the caldera. Each time he "dies" some fists/hands of the titan will come out from the lava. Make short work of them and resume the pounding. When the Lich finally dies for real, you will complete the mission and the game. You will be sent to Droknar's Forge. Edit: Perhaps you only need to kill him once, just on the dead center of the caldera. I'll have to investigate some more, but this seems more likely than him having multiple life bars. Bonus: Talk to the Seer [See Map] to activate it. When you get near the three portals which need to be destroyed, you will see some rather large creatures in the lava. These are the Armageddon Lords. In tandem with the other enemies, they can be devastating, so try to clear some room around you before you engage them. Once all three are dead the bonus is complete. When you get near the seer, any nearby enemies will attack her. More accurately, she will attack them. As she is level 30, she can take a good amount of punishment, but make sure someone heals her if needed, you can not activate the bonus should she die. Once activated, you can leave her to rot. ------------------- 2. Ember Light Camp Quests ------------------- ---- Final Blow [elc1] ---- Quest Starter: Shadow [Ember Light Camp] Objective: Kill the three Inner Council Members of the White Mantle, Argyle, Bolivar, and Curthbert, in Perdition Rock. Reward: 500xp Reward Giver: Fogard Axemighty [Ring of Fire] Difficulty and Comments: Perdition rock, and every area after this, houses at least, one, often more elite skills for each class. Take your time to explore around the area and find them. Once the council members are dead, take the boat from the ferryman to the next town, the Ring of Fire. Get the reward for the final quest in the game from him. ------------------------------------------------------------------------------- Fissure of Woe ------------------------------------------------------------------------------- The Fissure of Woe is one of the areas which can be accessed from the Temple of the Ages. This can be done by kneeling in front of the Balthazar Shrine and then talking to the NPC which appears. This can ONLY BE DONE WHILE YOU HAVE THE FAVOR OF THE GODS IN YOUR COUNTRY! It costs 1,000 gold to enter the fissure. Only human players who have ascended may enter. The fissure is a dangerous place, consisting of several types of enemies. While no single type of enemy is devastating, the various combinations of them can be deadly. Skeletals and Shadows make up a majority of the area. They are both undead, and hostile to each other, this can be used to your advantage. The quickest way to die in the fissure is to take on a stationary crowd when a patrol comes over. Make sure you know your patrols. If it is your first time in the fissure, let someone experience lead the way around. It is also not necessarily the best idea to take a quest the moment you can, in a few quests it spells instant death if the path has not been cleared. Also, fissure quests can be repeated each time you enter the fissure. The Mission ends if the following NPC's are killed: The Eternal Forgemaster Rastigan the Eternal Kromril the Eternal Eternal Weaponsmith The Wailing Lord It does not end if the following NPC's are killed: Eternal Lord Taeres Fissure Quest Index: Tower of Courage [FOW1] The Wailing Lord [FOW2] A Gift of Griffons [FOW3] Army of Darkness [FOW4] The Eternal Forgemaster [FOW5] Defending the Temple of War [FOW6] Restore the Temple of War [FOW7] Khobay the Betrayer [FOW8] Tower of Strength [FOW9] ---- Tower of Courage [FOW1] ---- Quest Starter: Rastigan the Eternal Objective: Defeat the Shadow Army surrounding the temple. There are 6 or 7 groups on the outside, consisting of Shadow Rangers and Abyssals. Once they are all defeated, the tower will be opened by Rastigan and you will need to clear the two Abyssals and necromancer boss inside. Reward: 5000xp Reward Giver: Rastigan the Eternal Difficulty and Comments: This quest is rather easy, if you know what you're doing. Despite everyone telling you not to take the quest immediately, for this one, it makes no difference. Rastigan will not move until the first Shadow Ranger dies. First, take out the group to your left. Target the monk first, when it falls, Shadow Beasts and their hexes pose the largest threat. When this group is defeated, continue up the ridge. There are two groups of one Shadow Monk and Shadow Beast. Take out each of these groups. If the group consisting of 3 Shadow Mesmer's and 1 Shadow Elementalist can be attacked without agroing any Abyssals or Shadow Rangers, do so. When done, or if unable to, go back to Rastigan. Take out the group on the other side. This one does not have a monk, but deals considerably more damage. Two of the Elementalist's in it are part of a patrol, you should wait for them to wander off and take each of the groups one at a time. When all are dealt with, follow the wall around to a group of two warriors, one beast and one monk. Dispose of it. To east is a pack of 2 monks. 1 warrior and 1 Mesmer. Ignore it for now. Have one person head south. A ton of enemies will pour in from the west, breaking off into three different patrols. One of them will come towards your position. Let it come to you, and then take it out. Once dead, take out the afore mentioned monk/warrior group. Now it gets a bit hard. Still, avoiding the Rangers and Abyssals, wait for a patrol consisting of a monk and some warriors to run through the "valley" take that group out. You might get attacked by a group of Mesmer's and Elementalist's as well. This should pose no big threat. Now, head over to the first group of Abyssals/rangers. Take it out. Once a ranger has died, Rastigan will run up near your position. You must keep him alive, or the fissure run ends. Work your way around the tower counter clockwise. You will encounter at some point a stray patrol including a monk, which you'll want to take out. If you're careless, you'll also encounter one with some Elementalist's. These won't be big problems, the hardest part of patrol reading has already been accounted for. Eventually you'll clear all the rangers/Abyssals and complete the quest. ---- The Wailing Lord [FOW2] ---- Quest Starter: Rastigan the Eternal Objective: Kill the 5 banshees in the forest, do not harm the Wailing Lord. Reward: 10000xp Reward Giver: Rastigan the Eternal Difficulty and Comments: This is the hardest quest in the entire fissure, I would suggest saving it until you've done most of the other ones. You can take this once you complete the Tower of Courage. You'll have to take out two more groups of Shadow troops on the way towards this quest. Once you go down a large hill, you'll be in skeletal country. The patrols here are vicious. The first group consists of ice lords and ether breakers. They are water Elementalist's and Mesmer's. These groups are fairly easy and they are stationary. The moving groups consist of Skeletal Bonds, which are monks with spellbreakers and Skeletal Berserkers, heavy hitting warriors. Take out the first patrol. If you're doing this quest, head west. There's another stationary group. Make sure to pull it way back to the south, so you don't get attacked by a moving patrol. Now, the road to the forested area is clear. Once you reach the forest, get ready for some damage. Spirit Shepherds are lightning users, they tend to come in bulk. Try to stay fanned out so chain lightning does not mow you all down. The spirit trees[oaks?] are rangers in love with casting random spirits. Extinction, primal echoes and nature's renewal among them. As you go through this area, Spiders will appear from the trees, they do large damage with status effects. Worms will also pop up [small worms like in Pre-Searing, not the big ones from the desert/Shiverpeaks/ring of fire]. As you approach the Wailing Lord, some Skeletal army members will pop up from the ground or already be stationed near a bridge. DO NOT GO OVER THIS BRIDGE UNTIL EVERYTHING IS CLEAR. If possible, try to hit the banshees from across the river with a longbow. When they come over smack them down. The wailing lord shouldn't follow them, but if he does, do not hit him. Certainly do not kill him. Now, There are two groups of Skeletal on either side of the Wailing lord. When you cross the bridge, they'll both come at the party. This is a very difficult battle to win, because they'll chase you forever. Once the Banshees are dead, head back to Rastigan to get the reward. DO NOT TAKE THE QUEST FROM THE WAILING LORD YET. ---- A Gift of Griffons [FOW3] ---- Quest Starter: The Wailing Lord Objective: Escort the 3 Griffons to Rastigan the Eternal in the Tower of Courage Reward: 10000xp Reward Giver: Rastigan the Eternal Difficulty and Comments: This quest is a hundred times harder than it was a month ago. Griffons will spawn along the path back to the tower of courage, along with about eight patrols of Skeletals. If ANY Griffon dies, you will fail and your trip to the fissure will end. This is why you went back to get your reward from the last quest before taking up this one. The Griffons are level 24, but they die in about 3 seconds from focused fire. It's nearly impossible to monitor all three of them for any individual monk. If you can get them to follow someone staying way behind, do that. If not, Healing seeds/healing hands might be able to keep them alive. Protective spirits help too. Do not run from any encounter with the Griffons following you, because they won't. ---- Army of Darkness [FOW4] ---- Quest Starter: Kromril the Eternal Objective: Defeat the Priest of Menzies and bring the unholy text it drops back to Kromril. Reward: 10000xp Reward Giver: Kromril the Eternal Difficulty and Comments: Don't take this quest until after you have cleared this entire area of patrols. There are two Dragon Lich's and several other enemies on a platform to the northeast, the priest would spawn between them. But, backing up. There are about six groups of Skeletal Patrols [Bonds/Berserkers] you'll want to clear out of this area, as well as three or four stationary groups. When you clear the area near an encampment just to the bottom of the big hill where you first fought Skeletals, several NPCs will spawn. You'll want to clear this immediate area before taking any quests. If you take this quest, clear the way as far east as you can, including any patrols which are even remotely close to the little mountainous platform to the far east. The Dragon Lich's are level 30, do a ton of damage, and inflict multiple conditions. As a protection monk, I've seen Mend Ailment heal for over 300 points around these guys. When this entire area is clear, go back and take the quest. Now return, kill the few enemies which spawned including the priest of the Menzies. It will drop a book, pick it up and run it back to Kromril for your reward. ---- The Eternal Forgemaster [FOW5] ---- Quest Starter: Eternal Weaponsmith Objective: Clear the Temple of War of the Shadow army. Talk to the Eternal Forgemaster. Reward: 5000xp Reward Giver: The Eternal Forgemaster Difficulty and Comments: I'm going to assume you did the previous quest and cleared out most of the patrols. In reality, you probably didn't. Anyway, make your way over to the southeast where the arrow points. There's a good deal of shadow army members here. Try to pull the group of warriors/beasts first. Drag them a long, long way. Then kill them. When they die, a group of six shadow beasts spawns near where this group started. Dispose of them next. When done, take out the two groups of Monks and Mesmer's going up the hill. If you haven't cleared out the Skeletal patrols, you will have to deal with up to two of them wandering around while you fight all this. When you get into the temple, there are eight groups of enemies. Four of the groups have two monks and two Mesmer's. These groups remain stationary. The other four groups have two shadow beasts and two Abyssals. They patrol. The first is a patrol, just take them out right at the door. I prefer to go clockwise around this are, as pulling seems easier. The next group is one of monks and Mesmer's, pull them as far as you can before fighting them, so you don't grab the abyssal/beast patrols as well. Continue this process until all eight groups are done. There are eight rangers up on the top of the temple, two at each direction. When you get up there, some Shadow Beasts will spawn as well. This part is quite hard. I recommend one warrior goes up, with one nuker behind it. Behind this nuker, two more tanks to prevent anything from running down. The casters should stand behind this wall, the first warrior *should* still be in healing range of the monks. You'll probably be unable to run until you've killed off all of the beasts and two to four of the rangers. When you need to, run back down the ramp. The rangers will not pursue. Continue this process until everything is dead, the forgemaster will spawn. Grab your reward, but not the next quest ---- Defend the Temple of War [FOW6] ---- Quest Starter: The Eternal Forgemaster Objective: Destroy the 12/13 [varies] waves of Shadow Army attackers. The Eternal Forgemaster must survive Reward: 10000xp Reward Giver: The Eternal Forgemaster Difficulty and Comments: This quest is the easiest one down here. Waves comprise of two enemies, either beasts or Abyssals. They come one to two at a time, from alternating directions most of the time. Try to stay spread out as best you can in the limited area so mark of pain and spiteful spirit don't own you or the forgemaster. This quest is bugged, if the last two members of two different waves die at the same time, the quest only updates once, leaving a group left in the quest log, when it does not actually exist. The only way around this is to make sure not to kill two waves at exactly the same time. Play it defensively, let them all come to you, don't run down to kill them. ---- Restore the Temple of War [FOW7] ---- Quest Starter: The Eternal Forgemaster Objective: Destroy the five seeds of corruption so that the forgemaster may receive powers from the temple of war to create armor! Reward: 10000xp and the ability to get fissure armor. Reward Giver: The Eternal Forgemaster Difficulty and Comments: This quest is pretty tough. Exit the temple to the south. There is a group of shadow troops waiting. When dead, grab the next group at the bottom of the ramp and PULL THEM a bit. When they die, six shadow beasts will spawn in the distance and eventually run towards you, take them out as well. There's now a patrol to the east and to the south. The east one shouldn't reach you unless someone runs like a headless turkey towards them. You'll want to kill the one to the south though, when it gets close. Some shadow beasts may pop out at various points during the front areas of this quest, generally in groups two. When you reach the cave to the west, head in. Spiders fall from the ceiling, often five seconds after the warriors have run by them. They inflict poison as well as reap hell on your casters. Dryders aren't much fun either. Take this area very slowly, it's often a big laggy and you may find yourself fighting in excess of ten armored cave spiders even if you are careful. There are five seeds of corruption, which lead you further and further into this cave. The green water is NOT poison, though as everything is hitting you with poison, you may think it is. When the final seed is dead, head back to the forgemaster. He'll now be able to make armor for you.... if you can afford it. ---- Khobay the Betrayer [FOW8] ---- Quest Starter: The Eternal Forgemaster Objective: Kill Lord Khobay Reward: 10000xp Reward Giver: The Eternal Forgemaster Difficulty and Comments: This quest can only be done once per character. This may be a bug. Basically, follow the arrow to the destination. You'll meet some furnace drakes, which are rather toned down compared to other drakes in the game. The Smoke walkers are healers, and not very good once at that. The Infernal Wurms are like siege wurms in the desert and do no burrow like the other kinds of wurms. Near Lord Khobay are a bunch of guards. Most of these tend to be monks, and they will use restore life on their fallen comrades. The quest will update once all four guards and Khobay are defeated. ---- Tower of Strength [FOW9] ---- Quest Starter: Eternal Lord Taeres Objective: Clear the shadows from the tower of strength. Reward: 10000xp Reward Giver: Eternal Lord Taeres Difficulty and Comments: To be honest, I've never bothered to do this entire quest, but it seems to be set up in a similar manner to the tower of courage. You'll need to keep the tower guards which Taeres sends with you alive, else you will fail the mission. It's a good idea not to take this before doing the other quests, or else you may wind up getting them killed while trying to do restore the temple of war. ------------------------------------------------------------------------------- The Underworld ------------------------------------------------------------------------------- The Underworld is one of the areas which can be accessed from the Temple of the Ages. This can be done by kneeling in front of the Grenth Shrine and then talking to the NPC which appears. This can ONLY BE DONE WHILE YOU HAVE THE FAVOR OF THE GODS IN YOUR COUNTRY! It costs 1,000 gold to enter the fissure. Only human players who have ascended may enter. In my personal opinion; this area is the hardest in the game. While enemies aren't in mixed classes as they are in the fissure, they do considerably more damage and have better abilities. Underworld Quest Index: Clearing the Chamber [UW1] Restore the Monuments of Grenth [UW2] Escort the Souls [UW3] Unwanted Guests [UW4] Wrathful Spirits [UW5] Demon Assassins [UW6] The Ice King[UW7] [more quests not yet listed] ---- Clearing the Chamber [UW1] ---- Quest Starter: Reaper of the Labyrinth [Labelled lost soul] Objective: Kill the 3 groups of Grasping Darknesses, then the terrorweb dryders guarding the first statue. Reward: 5000xp Reward Giver: Reaper of the Labyrinth [the one who pops up once the statue is cleared] Difficulty and Comments: Before taking this quest, clear the room of Aatxes. They have amazing physical power and take about four damage from anything which doesn't ignore armor. Try to keep them blind and crippled, with weakness on if possible. Additionally, a wall of tanks helps immensely as they mow down casters in two to three shots. Once cleared, take the quest. Grasping darknesses will trickle over. Kill them ONE GROUP AT A TIME [killing them all at once causes a bug which prevents the doors from opening]. Once they are dead, the doors to nearby rooms will open. Follow the arrow, killing aatxe's and darknesses along the way. Eventually you'll reach a statue with some dryders. When completed, a reaper will appear to give you a reward and new quests. For the time being, only take Restore the Monuments of Grenth [UW2]. Head south from here towards the village. in order to do Wrathful Spirits [UW5]. ---- Restore the Monuments of Grenth [UW2] ---- Quest Starter: Reaper of the Labyrinth. Objective: Clear all six other statues of Terrorweb dryders. Reward: 10000xp Reward Giver: Reaper of the Labyrinth Difficulty and Comments: Hardest quest; as it requires you to go all over the place killing all the dryders, You'll do this one while doing others; so don't actively go after it. At each of the other statues, there are additional quests which can be taken. ---- Escort the Souls [UW3] ---- Quest Starter: Reaper of the Labyrinth Objective: Escort the souls safely to the Forgotten Vale Reward: 10000xp Reward Giver: Mayor Algeheri [Forgotten Vale] Difficulty and Comments: This quest is nearly impossible if you do it the way the game wants you to. Instead, do this one AFTER Wrathful Spirits [UW5]. Take the quest; you'll see the souls spawn. DO NOTHING. Talk to this reaper and teleport back to the Reaper of the Forgotten Vale. Now, fight your way towards the Reaper of the Labyrinth. You'll come across several annoying degen mesmers. When all of them are dead [a dozen or so] head to the souls which you spawned and walk them to the mayor. Grab your reward! At this point, I recommend doing Unwanted guests or heading to the frozen wastelands. ---- Unwanted Guests [UW4] ---- Quest Starter: Reaper of the Labyrinth Objective: Kill the keeper of souls which provide the vengeful aatxes with immortality. Reward: 10000xp Reward Giver: Reaper of the Labyrinth Difficulty and Comments: This quest is amazingly easy IF YOU DO IT RIGHT. Each Keeper of souls is protected by two or three vengeul aatxes. These aatxes can not be damaged or targetted by any spell or ability. The keepers are also protected by three terrorweb dryders, which you should be familiar with. It is HIGHLY recommended that you've already done Wrathful Spirits [UW5], so that you will have access to the Reaper of the Forgotten vale. After taking the quest, teleport to the veil and start running back towards the labyrinth. This keeper is easy to kill. When it dies, so will the aatxes it controls. There are a few exceptions. If the aatxe is currently aggroed, it will not die until it loses it's agro. This can be achieved in a multitude of ways, but the easiest is to just teleport somewhere else while someone is tanking the aatxe in the middle of no where. Anyway, once this group is dead, walk back to the reaper of the labyrinth and take the group elevated by the ramp in front of you. The aatxes here may take a long while to move behind the keeper, but they eventually will. If you're impatient, you can have one person run them off into the pit where you killed the previous keeper was, and then have everyone else charge the second keeper. teleport somewhere and the aatxes will die. The third keeper you'll want to kill is positioned where you started in the underworld. He's easy to get to as well. Once dead, head out of the main room using the corridor you would take if you were going to do a smite run. There will be another easy to get keeper here. Once dead, continue on the corridor, but make a turn towards the twin serpent mountains. This keeper is also easy to get to without any aatxe agro. Finally, head back towards the reaper using the other path to him this time, to take out the final keeper of souls. This quest is easy, you don't ever have to agro an aatxe, though you will probably end up killing five of the six groups of terrorwebs. I can not stress this enough, DO NOT TAKE THIS QUEST AND ESCORT THE SOULS AT THE SAME TIME. ---- Wrathful Spirits [UW5] ---- Quest Starter: Reaper of the Forgotten Vale Objective: Kill the Wrathful Spirits before they kill the villagers. Only one villager has to survive. Reward:10000xp Reward Giver: Reaper of the Forgotten Vale Difficulty and Comments: Easy quest if you do it third. Kill everything in town before clearing the statue of dryders and taking this quest. You may also wish to kill the nearby coldfire nights before starting as well. Have most of the party stand by the mayor; and one member take the quest. Focus on keeping at least one villager alive. The attackers are easy to kill, but do have illusionary weaponry; which can be a bit painful. Once all six or so groups of them are defeated, return to the reaper of the forgotten vale for your reward. Also, after doing all of these types of quests, you'll get a spider! Now, head back [or teleport via repear transport] to the reaper of the labyrinth and take Escort the Souls [UW3]. ---- Demon Assassins [UW6] ---- Quest Starter: Reaper of the Twin Serpent Mountains Objective: Stop the Reaper Slayer before it reaches the top of the mountain. Reward: 10000xp Reward Giver: Reaper of the Twin Serpent Mountains Difficulty and Comments: Rather hard. Before taking it, have anyone with traps place them damn near everywhere on the bottom of this section of the mountain. The reaper slayer and his associates don't do much damage, but can more or less survive a party of eight damage smackers for a considerable length. Pin him against the side of a wall or something to prevent him from getting to the top. When his friends come along, have your nukers cream them quickly, without letting the slayer continue. Once he is dead, go get your reward! ---- The Ice King [UW7] ---- Quest Starter: Reaper of the Ice Wastes Objective: Protect the Ice King while he summons his ice golems. Reward: 10000xp Reward Giver: Reaper of the Ice Wastes Difficulty and Comments: This quest can be easy or hard depending on your party. You're definately going to want winter. A monk tank with spell breaker is also very handy. When you take the quest, the dryders will spawn three [sometimes six] at a time in the little fork in the road below the repear. Half of them will run straight at the ice king, the other half will venture around and eventually attack the reaper. You can either fight them all at their spawn point, where they're rather clustered up and easy to aoe, or break into two groups and protect the respective NPCs. Either way, this quest isn't very hard, eventually the Ice King will finish his summoning and you'll be able to get your reward. ------------------------------------------------------------------------------- Sorrow's Furnace/Grenth's Footprint ------------------------------------------------------------------------------- Sorrow's Furnace works very differently from the other areas. The first quest which is gotten near the entrance to Grenth's Footprint instructs you to aid four individuals with each of their missions. Each one of their missions consists of one to six quests. Once all four people's missions are entirely done, you'll be able to get another quest from outside of the Deldrimor War Camp; and once that is done one more quest from inside of the Furnace. Some Furnace missions end if you die, others do not. All of them end if the NPC you are protecting is killed. Initial Quest To Sorrow's Furnace [SF1] Galen Trask Quests Summit Slaves [SF2] Cold One [SF3] Gathering Resources [SF4] Wrenches in The Gears [SF5] Fire in the Hole [SF6] Unruly Slaves [SF7] Kilroy Stoneskin Quests Kilroy Stoneskin [SF8] High Priest Alkar Quests Unspeakable, Unknowable [SF9] Orozar Highstone Quests Noble Intentions [SF10] Noble Intentions, Plan B [SF11] Main Quests Final Assault [SF12] The Forge Heart [SF13] Initial Quest ------------- ---- To Sorrow's Furnace [SF1] ---- Quest Starter: Dwarven Prospector [Grenth's Footprint] Objective: Help Galen Trask, Kilroy Stoneskin, High Priest Alkar, and Orozar Highstone complete their respective sets of missions. Reward: 10000xp Reward Giver: Dwarven Prospector Difficulty and Comments: This quest is designed to point you to all four of the NPCs who have quests for you inside of Sorrow's Furnace. Once done, it allows you to do bigger and more challenging quests. Galen Trask Quests ------------------ ---- Summit Slaves [SF2] ---- Quest Starter: Galen Trask [Sorrow's Furnace] Objective: Scout out the Stone Basilica, Darkhaven, Sorrow's Belly, the Gap and the Iron Arch inside of Sorrow's Furnace. Reward: 2000xp Reward Giver: Galen Trask Difficulty and Comments: Basically, follow the little star on the map around while doing the other five quests of Galen's. All of the Galen missions here have a bare minimum of enemies, making it one of the easier sets. However, there are a lot of quests so it does balance out. The reason you will not be attacked by most of the summit is because you're now one of their slaves, as indicated by an enchantment which makes you one! ---- Cold One [SF3] ---- Quest Starter: Krak Flamewhip [Sorrow's Furnace] Objective: Turn Krak's "warm one" which will appear into your inventory into a "cold one" by using five chunks of ice. Reward: 1500xp Reward Giver: Krak Flamewhip Difficulty and Comments: Follow the map towards the room with several allied ice golems and some crushers. Lure the golems under here. When they're smashed they will be turned into ice. Use the ice on the warm one until it is a cold one and then take it back to Krak. Also, grab any Ore from this room that you come across near the crushing devices as well. If you get hit by a crusher, you will die, but as of present it does not give you a death penalty. ---- Gathering Resources [SF4] ---- Quest Starter: Krak Flamewhip [Sorrow's Furnace] Objective: Talk to Tharn Stonerift, then collect ten ore for him. Once you have ten, give them to Tharn and then talk to Krak. Reward: 1500xp Reward Giver: Krak Flamewhip Difficulty and Comments: Much like the Summit Slaves quest, just grab the ore as you see it. You only need ten, though there tend to be about fourteen deposits laying around. ---- Wrenches in The Gears [SF5] ---- Quest Starter: Krak Flamewhip [Sorrow's Furnace] Objective: Place the toothed cog in the Cruncher mouth; it is a gear in which the normal master gear lever does not work. Also, defeat the five rebel spirit keepers guarding the cog. Reward: 1500xp Reward Giver: Krak Flamewhip Difficulty and Comments: The battle down near the spirit keepers is probably the hardest one in the entire Galen mission. All of the spirit keepers are monks who heal and revive everything they can. However, they tend to just run around in circles far away from the initial slaughter the rest of the enemies will get involved in. By the time they actually start reviving their friends, there won't be much opposition. Once dead, grab the nearby cog and head to the star it places nearby on the compass and use it on the gear. Head back to Krak for the reward. ---- Fire in the Hole [SF6] ---- Quest Starter: Krak Flamewhip [Sorrow's Furnace] Objective: Hunt down the Flame Djinn. Reward: 1500xp Reward Giver: Krak Flamewhip Difficulty and Comments: Follow the arrow until you see the djinn hovering over a pair of bridges. Now, this is very important. Keep the entire party as close to each other as possible, this will greatly reduce the damage the djinn does. Normally, if he hits only one target, he'll do about 400 damage, which can get painful quite quickly. As there are more party members, he'll do less damage but hit all of the party; which is easily corrected by a heal area / heal party / divine healing. The djinn lasts quite a while, but once he's defeated you can return to Krak for your reward. ---- Unruly Slaves [SF7] ---- Quest Starter: Krak Flamewhip [Sorrow's Furnace] Objective: Defeat Molachev and his army. Reward: 1500xp Reward Giver: Krak Flamewhip Difficulty and Comments: In one of the large open rooms, there is a huge gathering of enemies. Take them out to do this quest. In honesty, I don't recall if the bulk of the army has to go down with Molachev, or just him. Either way, it's not a tough fight. Once done, you'll probably still need to find an area or two for the main Galen quest. Once done with all of these quests, the Galen part of To Sorrow's Furnace will update. ---- Kilroy Stoneskin [SF8] ---- Quest Starter: Kilroy Stoneskin [Sorrow's Furnace] Objective: Help Kilroy defeat Gulnar Irontoe Reward: 3000xp Reward Giver: Kilroy Stoneskin Difficulty and Comments: A spin off of Leroy Jenkins, Kilroy will charge from group to group without rest. His shout makes everyone move faster, recharge spells faster and for less energy. This mission is simple, provided you have a healer keeping up with Kilroy healing him, he'll literally be able to do everything else. ---- Unspeakable, Unknowable [SF9] ---- Quest Starter: High Priest Alkar [Sorrow's Furnace] Objective: Return the ancient ruins of the Great Destroyer. Destroy the Morlog Hierophant before he learns the true name of the Great Destroyer. Grab the Rubicon and drop it near Alkar in the ruins. Get all four shards of Balthazate crystal and drop them near Alkar. Protect him from patrols. Reward: 8000xp Reward Giver: High Priest Alkar Difficulty and Comments: Somewhat hard; Alkar is frequently attacked while you grab the shards. However, it's easy to predict when. A wave of three or four enemies will go near him as you approach the enemies carrying one of the shards, and then another when you kill an enemy with one. Because of this, you can easily plan when to defend Alkar. It's best to just keep one person by him to heal him or divert fire while the other seven hunt down the shards. ---- Noble Intentions [SF10] ---- Quest Starter: Orozar Highstone [Sorrow's Furnace] Objective: Follow Orozar to the meeting place. Then protect him once you're there. Reward: 4000xp Reward Giver: Orozar Highstone Difficulty and Comments: The following is easy enough as most everything is allied with you at this point. Once you get to the meeting place, it'll be a trap! Several patrols will attack you. The first one comes from the west with warrior class enemies. The second from the south with casters. Once both waves are gone, a third will come from the North west, a fourth from the west and a fifth, with a warrior boss, from the east. Once they're all gone, a sixth wave will come from the west, followed by a seventh from the east and immediately followed by a wave from the south which is trailed by a ninth wave from the north. Once all four of these waves are gone, a wave will come from the east. Following it are two from the west and southwest. At this point, all hell broke loose and I forgot where the others came from exactly, but mostly from the east including a geomancer boss. Once all of this is clear, talk to Orozar to complete the mission. Important notes, Priests of Sorrow can use reviving spells, which should make them the number one priority. Also, if you're going to die and you're the last person alive, get as far from Orozar as you can. There's a respawn point right by him and you don't lose unless he dies. As you'll lose all of your DP when you complete the mission, there's nothing wrong with getting annihilated a few times [not recommended with henchies as they won't lose the DP] ---- Noble Intentions, Plan B [SF11] ---- Quest Starter: Orozar Highstone [Sorrow's Furnace] Objective: Find Ural Highstone, once he's captured, take him near the entrance of Sorrow's Furnace. You carry Ural like you carry most items. Talk to Orozar for your reward. Orozar must survive. Reward: 4000xp Reward Giver: Orozar Highstone Difficulty and Comments: Once you follow the arrow to Ural, there will be a short movie of Orozar capturing him. Now, Orozar wants you to lower a bridge and head out of this place through an unexplored way. Just ignore it. Kill the two enemies near the bridge lever, then grab Ural and walk back out the way you came in. You'll have to fight four packs of enemies which were the allies you had when you started the first Orozar quest; but you'd have to fight them even if you lowered the bridge and ran all the way around fighting several much more difficult groups. The only downfall to doing it this way; is once you drop Ural near the door, you have to run all the way back to Orozar to get your reward and update your quest of 'To Sorrow's Furnace'. ---- Final Assault [SF12] ---- Quest Starter: Dwarven Prospector [Grenth's Footprint] Objective: Help Ennis Granite Strider complete his mission. Reward: 10000xo Reward Giver: Dwarven Prospector Difficulty and Comments: This quest itself is just talking to Ennis and brining him into the furnace then doing his quest. Actually doing it is the next on. ---- The Forge Heart [SF13] ---- Quest Starter: Ennis Granitestrider [Sorrow's Furnace] Objective: Destroy the 3 rage binders controlling the Iron Forgeman. Kill the three flame djinns which imprison it. Reward: 8000xp Reward Giver: Ennis Granitestrider Difficulty and Comments: Hard quest. The other dwarf who's name eludes me at this moment will give you kegs to blow up blocked doors. Also, enemies will readily target characters with kegs, use this to your advantage. When you finally reach the main furnace room, be wary. The furnace itself vents super heat every few seconds which do major damage. I recommend clearing most of the area around the rage binders as well as the patrol inside. Now, you'll have to split your party into at least two, maybe three groups. All three rage binders must be dead at the same time; though the auto resurrect every 30 seconds [After extensive testing the number is closer to 28.5 seconds]. This makes this quest *nearly* impossible to do with henchmen only. When they are all dead a movie will start. After it, 3 flame djinns will spawn. Remember these guys? 400 damage per shot divided by all things in the immediate area [please note, spells such as protective spirit do not help, they're removed before taking damage]. Run the heck out of the main room until all the djinns lose agro on you. Then, take them one at a time and pile up on top of them so the damage is scattered around. Spinal Shivers and other interuppting skills are highly recommended as well for this fight. When all three are dead, the quest is complete. ------------------------------------------------------------------------------- Titan Quests ------------------------------------------------------------------------------- In order to get these quests, you must have completed mission 24, Hell's Precipice. Once done, in Droknar's Forge, kneel at the statue of Glint to take the first of these quests. Once the first is done, you can take the other three and do them in any order you wish. Defend Droknar's Forge [TQ1] Last Day Dawns [TQ2] Defend North Kryta Province [TQ3] Defend Denravi [TQ4] The Titan Source [TQ5] ---- Defend Droknar's Forge [TQ1] ---- Quest Starter: Vision of Glint [Droknar's Forge] Objective: Kill Lord Evirso Sectus in the Mineral Springs. His army of titans threaten to take out the entire southern Shiverpeaks. Reward: 20000xp Reward Giver: Vision of Glint Difficulty and Comments: The first titan quest and probably the easiest due to the large party size. Titan Hearts are healers, rather potent ones at that. Titan Malice's die and turn into Titan Hearts, so be wary of this. The Dark Titan necromancers have extremely potent energy management spells, they should be taken out after the hearts. The melee attackers are nothing special. While they can deal massive amounts of damage; they don't have any terribly unpredictable attacks. Take groups slowly, the titan's have large and some what random patrol paths. As it takes a good minute or two to take out even the smallest of packs, it is best to keep an eye out for additional patrols. ---- Last Day Dawns [TQ2] ---- Quest Starter: Vision of Glint [Droknar's Forge] Objective: Aid Adelbern in cleansing Ascalon of the Titans. Reward: 20000xp Reward Giver: Vision of Glint Difficulty and Comments: Head to the Frontier Gate and talk to Warmaster Riga. Walk outside and follow the arrow. After several level 24 Charr patrols, you'll find King Adelbern along with two melee guards and a priest. They'll be attacked by five waves of Charr, Armageddon Lords and Sparks of the Titans. You should be familiar with these enemies by now. King Adelbern MUST survive; which is easier said than done since he's a melee attacker. Bring winter so your pyromancers aren't useless. Also note - you only have four people in your party, making this quest much harder than the previous one. The king is fairly durable and doesn't run off to attack the enemy furthest from him; but he'll still need a good healer to keep him afloat. ---- Defend North Kryta Province [TQ3] ---- Quest Starter: Vision of Glint [Droknar's Forge] Objective: Find Captain Greywind and assist him in halting the attack of the titans. Then, escort the Ascalon settlers back to their settlement and defend it from several waves of attacks. Reward: 20000xp Reward Giver: Vision of Glint Difficulty and Comments: ---- Defend Denravi [TQ4] ---- Quest Starter: Vision of Glint [Droknar's Forge] Objective: Denravi has been overrun by Titans, defend it! Reward: 20000xp Reward Giver: Vision of Glint Difficulty and Comments: Talk to Shadow in the Henge of Denravi then head outside. Evennia is there with a pair of Shining Blade. In theory, you're supposed to talk to her and fight of a titan attack a few turns ahead. It is MUCH easier if you do not bother to activate her, thus allowing your party to be completely annihilated if necessary but not auto fail the quest as you would in the event that Evennia were killed. Wild Growths are what you need to watch out for the most. When killed, they will spawn three air/water born titans. Both Water and Air born titans do high damage and should be the priority targets. Leave wild growths alive while the party heals up. Titans will come from several directions. Eventually, a boss titan [which looks similar to an Burning Titan] will appear. Kill it and anything else nearby to complete the quest. This one is rather short, though quite tough. Also, do not veer too far off of the recommend path for you to take, there are a couple of titan spawn points which will literally kill you before you know what hit you. ---- The Titan Source [TQ5] ---- Quest Starter: Vision of Glint [Droknar's Forge] Objective: Kill the three titan bosses in Dragon's Gullet. Reward: 50000xp Reward Giver: Vision of Glint Difficulty and Comments: This quest is exceptionally hard if you leave from the Grendich Courthouse [four people]. You can alternatively leave from Yak's Bend [six people] to make it easier. Some people even leave from the Temple of the Ages [eight people!]. Anyway, it's well doable with four people, though. Head to the flame corridor, the area where you got althea's ashes [assuming you didn't buy them]. You'll note the Charr have become level 24 here. Just run through this area into Dragon's Gullet. Make your way through Titans and Charr to the massive sledge lake indicated on you map. In the middle is a group of Titan bosses, Mesmer, Necromancer and Ranger. Along with them are several charr. Before you go after the middle, walk a lap around the lake [while in it] and several fists/hands of the titans and risen ash hulks will rise from under it and attack you. Kill all of them first. Now, try to pull the bosses to land, so you can benefit from being able to move. They all drop quite quickly under focused fire, so even if you've accumulated large DP%, this should not be too hard. ******************************************************************************* iv) Professions ******************************************************************************* A quick few notes. Skills can be captured with signets of capture from nearly any boss of either of your classes throughout the game. I will only list monsters which give elite skills. All skills sold in major cities are available as quest rewards before you reach that city. Small outposts such as the Grendich Courthouse, Ice Tooth Cave and Maguuma Stade generally sell skills which are NOT from rewards. These are the only skills you should ever purchase, otherwise search for them as a quest reward throughout the guide. Please note; due to a patch, all non-elite skills can now be bought from the Ember Light Camp. Additionally, Priests of Balthazar have been moved into the respective arenas nearby rather than in the towns. ***Please note*** The following skill list is from 8/26/05. Some skills have been changed to be more or less effective. Generally, the changes are in the cool down time of the spell or the casting time/cost, though some may have radically different effects than those stated below. Also, at the time this was written, the practical display maximum was level 12, and it is now level 15; which will cause all skills to look somewhat weaker on the top end than they really are. 1. Assassin Skills 2. Elementalist Skills 3. Mesmer Skills 4. Monk Skills 5. Necromancer Skills 6. Ranger Skills 7. Ritualist Skills 8. Warrior Skills --- 1. Elementalist Skills --- Elementalist's primary attribute is energy storage, which grants three additional energy per level. This is good because Elementalist skills are the most expensive in the game. They do great damage and have some great defensive buffs/offensive hexes. Fire does big damage to large areas and has a few damage over time spells. Air does massive damage to individual targets and tends to inflict conditions such as weakness and blind. It, along with earth, have a lot knockdown skills. Water does modest damage, but like earth, carries an impressive array of defensive spells. Water is good at slowing enemies down, as well. ---- Name: Aftershock Attribute: Earth Magic Energy Cost: 10 Casting Time: .75 Recharge Time: 10 Effect: Nearby foes are struck for 26 to 85 damage. If they were on the ground from a previous knock down, they take 10 to 56 damage more. Comment: A very effective spell as you can't generally get out of the way when you're knocked down. Many hammer warriors with an Elementalist secondary use this combination. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Harnil [Marhan's Grotto] ---- Name: Air Attunement Attribute: Air Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 60 Effect: For 36 to 55 seconds, each time you cast an air magic spell, you gain back 30% of the energy needed to cast that spell. Comment: none. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Armor of Earth Attribute: Earth Magic Energy Cost: 10 Casting Time: .75 Recharge Time: 15 Effect: Enchantment. For 30 seconds, you gain 24 to 53 more armor, but move 50% to 21% slower. Comment: 53 armor is a HUGE chunk. 40 armor is equivalent to half damage. So, yeah. Moving slow can be annoying, though. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Armor of Frost Attribute: Water Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 45 Effect: Enchantment. For 10 to 29 seconds you gain +40 armor against physical damage, but -24 armor against fire damage, this enchantment ends if you use fire magic. Comment: Not horribly useful, but if you're a defensive character, this will certainly in a few areas of the game. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] ---- Name: Armor of Mist Attribute: Water Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Enchantment. For 8 to 18 seconds, you gain 10 to 34 more armor and move 33% faster. Comment: Probably the best enchantment armor spell an Elementalist has. 34 armor is a significant amount, moving faster can be used for many things. The duration is decent, though the recharge is a bit long. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] ---- Name: Aura of Restoration Attribute: Energy Storage Energy Cost: 10 Casting Time: .25 Recharge Time: 20 Effect: Enchantment, For 60 seconds, you gain 152 to 350% of the energy cost for each spell you cast, in health. Comment: One of the few methods of healing for an Elementalist. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Blinding Flash Attribute: Air Magic Energy Cost: 15 Casting Time: .75 Recharge Time: 4 Effect: Target foe becomes blind for 3 to 9 seconds. Comment: Doesn't last long enough, find another method of blinding melee attacks if that is your goal. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Blurred Vision Attribute: Water Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 20 Effect: Hex. For 8 to 18 seconds, target foe and all nearby foes are hexed with blurred vision. They miss 50% of the time with attacks as a result. Comment: Clustered melee attackers will be nearly useless against your party with this spell. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase From: Marna [Ice Tooth Cave] ---- Name: Chain Lightning Attribute: Air Magic Energy Cost: 10 Casting Time: 3 Recharge Time: 10 Effect: Target foe and up to two more nearby foes are struck for 10 to 70 lightning damage. This spell has 25% armor penetration, but causes exhaustion. Comment: Excellent for spiking, fairly cheap too. If you're an Aeromancer, this spell is a must. Patch notes: This skill has been toned down quite a bit. Still powerful, but not nearly as abusive as before. The range is now smaller, as well. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Conjure Flame Attribute: Fire Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 60 Effect: Enchantment. Lose all other Enchantments on you. For 60 seconds, your attacks deal an extra 1 to 13 fire damage. Comment: Useful on a W/E for the extra damage. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Conjure Frost Attribute: Water Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 60 Effect: Enchantment. Lose all other Enchantments on you. For 60 seconds, your attacks deal an extra 1 to 13 water damage. Comment: Useful on a W/E for the extra damage. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Conjure Lightning Attribute: Air Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 60 Effect: Enchantment. Lose all other Enchantments on you. For 60 seconds, your attacks deal an extra 1 to 13 air damage. Comment: Useful on a W/E for the extra damage. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Crystal Wave Attribute: Earth Magic Energy Cost: 15 Casting Time: .75 Recharge Time: 20 Effect: Foes near you are struck for 10 to 82 damage. This spell completely ignores armor, but cures all "conditions" on foes it hits. Comment: Big, irresistible damage. As long as your party isn't big on inflicting conditions, this is a great skill. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Deep Freeze Attribute: Water Magic Energy Cost: 25 Casting Time: 3 Recharge Time: 15 Effect: Hex. Target foe and all foes near it, take 10 to 70 cold damage. For the next 3 seconds they move 66% slower than normal. Comment: Holy crap this spell costs a lot. The damage is okay. Stick with something else, Hydromancer's. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Earth Attunement Attribute: Earth Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 60 Effect: Enchantment. For the next 36 to 55 seconds, you gain 30% of the energy back from all earth spells you cast. Comment: none. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Earthquake Attribute: Earth Magic Energy Cost: 25 Casting Time: 3 Recharge Time: 15 Effect: At target foes location, all foes nearby are struck for 26 to 85 earth damage and knocked down. This spell causes exhaustion. Comment: A wonderful long range area of effect knock down spell. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Elemental Attunement [Elite] Attribute: None Energy Cost: 10 Casting Time: 2 Recharge Time: 60 Effect: For 45 seconds, every time you successfully cast an elemental spell, you gain 50% of the energy back. Enchantment. Comment: Very handy. As most Elementalist elites stink, you might consider this if you have energy problems. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Geckokaru Earthwind [Perdition Rock] ---- Name: Enervating Charge Attribute: Air Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 8 Effect: Target foe is struck for 5 to 41 lightning damage and suffers from weakness for 5 to 17 seconds. Comment: Weakness on enemies is good. Quick recharge and cheap casting is better! Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Eruption Attribute: Earth Magic Energy Cost: 25 Casting Time: 3 Recharge Time: 30 Effect: Cause an eruption at target foe's location. For 5 seconds foes near this are struck for 5 to 28 damage each seconds. When it ends, foes in the area are blinded for 10 seconds. Comment: Most people won't stand in this waiting to go blind, but rest assure most PvE enemies will. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Ether Prodigy [Elite] Attribute: Energy Storage Energy Cost: 5 Casting Time: 1 Recharge Time: 5 Effect: Enchantment. Lose all enchantments. For 10 to 22 seconds, you gain energy regeneration of 4. When Ether Prodigy ends, you take 2 damage for each point of energy you have. This spell causes exhaustion. Comment: I love this spell. I don't mind taking the damage. Oddly, I used this as a secondary class elite skill, at level 1 since I couldn't pump it :P. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Jyth Sprayburst [Ring Of Fire] [66% chance to spawn] ---- Name: Ether Renewal [Elite] Attribute: Energy Storage Energy Cost: 10 Casting Time: 1 Recharge Time: 30 Effect: Enchantment. For 10 seconds, each time you cast a spell you gain 1 to 4 energy and 5 to 17 health for each enchantment on you. Comment: This spell is heaven with a couple protectors in the party. You always have enchantments then. Nothing like gaining 170 health and 40 energy for using flare. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Vassa Ssiss [Elona Reach], Issah Sshay [Thirsty River] ---- Name: Fire Attunement Attribute: Fire Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 60 Effect: Enchantment. For 36 to 55 seconds, each time you cast a fire spell you gain 30% of the energy back. Comment: none. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Fire Storm Attribute: Fire Magic Energy Cost: 15 Casting Time: 4 Recharge Time: 30 Effect: For 10 seconds, the area around target foe is hit for 5 to 24 damage each second. Comment: Amazing, One of the first spells an Elementalist gets, is likely one a Pyromancer will use the entire game. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Fireball Attribute: Fire Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 7 Effect: Fireball flies toward a target foe, when it hits, it explodes. All nearby enemies are hit for 7 to 91 damage. Comment: Good damage and a fast recharge, generally gets pushed out of your skill load out in favor of DoT in the later stages of the game. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Flame Burst Attribute: Fire Magic Energy Cost: 15 Casting Time: .75 Recharge Time: 5 Effect: All nearby foes are stuck for 7 to 91 fire damage. Comment: Hello massive somewhat spammable damage. The range is significantly better than inferno. If you want a close up bang spell, this is it. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Flare Attribute: Fire Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 0 Effect: Target foe is struck for 16 to 40 fire damage. Comment: The only truly spammable fire spell, flare does modest damage for a good portion of the game. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Frozen Burst Attribute: Water Magic Energy Cost: 15 Casting Time: .75 Recharge Time: 30 Effect: Hex. Foes adjacent to you are stuck for 20 to 68 cold damage and move 66% slower for 5 to 10 seconds. Comment: Due to the relative lack of offensive water spells, if that's what you're going for, you'll probably be using this. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Gale Attribute: Air Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 5 Effect: Knock down target foe for 3 seconds. This spell causes exhaustion and fails 50% of the time if your air magic is level 4 or less. Comment: Cheap, comes back fast. Being knocked down is no fun. Being knocked down most of the battle is less fun. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Glimmering Mark [Elite] Attribute: Air Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 15 Effect: Hex. For 1 to 13 seconds whenever target foe suffers lightning damage, that foe and all adjacent foes suffer blindness for 3 seconds. Comment: There are several better elite skills to use. The blindness duration simply isn't long enough. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Alana PekPek [Witman's Folly], Edibbo PekPek [Talus Chute], Edibbo PekPek [Spearhead Peak] [All 3 bosses have a 83% chance to spawn] ---- Name: Glyph of Concentration Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 2 Effect: Your next "spell" cannot be interrupted and ignores the effects of being dazed. Comment: Handy, but you'll probably never use it. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Glyph of Elemental Power Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 5 Effect: Your elemental attributes are boosted by 2 for your next spell. Comment: Again, hand, but most glyphs are a waste. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Thengen [Port Sledge] ---- Name: Glyph of Energy [Elite] Attribute: 5 Energy Cost: 1 Casting Time: 15 Recharge Time: Effect: Your next spell costs 20 less energy and does not cause exhaustion. Comment: This glyph, however, isn't a waste. Exhaustion is a pain, this will prevent it. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Hyl Thunderwing [Mineral Springs] ---- Name: Glyph of Lesser Energy Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 30 Effect: Your next spell costs 15 less energy to cast. Comment: To believe, they give you this spell and firestorm at the same time. Can you find the combo? Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Glyph of Renewal [Elite] Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 15 Effect: Your next spell recharges twice as fast as normal. Comment: Useful for skills like meteor shower, not worth bringing as an elite though. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Nayl Klaw Tuthan [Perdition Rock] ---- Name: Glyph of Sacrifice Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 15 Effect: Your next spell has no casting time, but takes 90 extra seconds to recharge. Comment: I have never used this. Ever. If there were like a 20 second spell to cast, I might consider it. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Grasping Earth Attribute: Earth Magic Energy Cost: 5 Casting Time: .75 Recharge Time: 30 Effect: Hex. For 8 to 18 seconds, all nearby foes move 50% slower but have +24 armor against physical damage. Comment: Handy if no one in your party deals physical damage. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Ice Prison Attribute: Water Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Hex. For 8 to 18 seconds, target foe moves 66% slower than usual. This spell ends if that foe takes fire damage. Comment: Useless, most other water spells slow things and deal damage, and don't shut off when a fire spammer hits them. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Ice Spear Attribute: Water Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 0 Effect: Target foe is struck for 10 to 46 damage. This spell has only half the normal spell range. Comment: One of two spammable water spells. The damage is low and the half range deal is not fun. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Ice Spikes Attribute: Water Magic Energy Cost: 15 Casting Time: 2 Recharge Time: 15 Effect: Hex. Target foe and those nearby it are struck for 20 to 68 cold damage and move 66% slower for 2 to 5 seconds. Comment: Decent damage, though the slow duration is a bit on the short side. Multiple targets is nice though. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Immolate Attribute: Fire Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Target foe is struck for 5 to 41 damage and is set on fire for 1 to 3 seconds. Comment: Being set on fire isn't fun. This skill is also somewhat spammable. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Incendiary Bonds Attribute: Fire Magic Energy Cost: 15 Casting Time: 2 Recharge Time: 15 Effect: Hex. After 3 seconds, target foe and those nearby are struck for 10 to 50 fire damage and are set on fire for 1 to 3 seconds. Comment: Replace immolate with this, when you get it. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Inferno Attribute: Fire Magic Energy Cost: 10 Casting Time: .75 Recharge Time: 20 Effect: All Adjacent foes are struck for 15 to 94 damage. Comment: The first up close bang spell. Replace this for flame burst when you get that. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Iron Mist Attribute: Earth Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Hex. For 5 to 15 seconds, target foe moves 90% slower than normal, but is immune to all damage sources except for lightning. Comment: Heh... Heh.... This is so fun to use.... somewhat useless though. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Kinetic Armor Attribute: Earth Magic Energy Cost: 15 Casting Time: 3 Recharge Time: 60 Effect: Enchantment. For 8 seconds, you gain 10 to 34 armor. This spell renews its duration each time you cast a spell. Comment: 34 permanent armor for a stone dagger spammer. Nothing wrong with that. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] ---- Name: Lava Font Attribute: Fire Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 4 Effect: For 5 seconds, all adjacent foes to the area this spell was cast take 5 to 24 damage per second. Comment: Short duration, modest damage. Does have the advantage of staying where you cast it, as opposed to following you around. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Lightning Javelin Attribute: Air Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Lightning javelin does 15 to 43 damage if it hits. This spell has 25% armor penetration. If the foe was attacking, it is interrupted. Comment: none. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Lightning Orb Attribute: Air Magic Energy Cost: 15 Casting Time: 2 Recharge Time: 5 Effect: Lightning orb deals 10 to 82 damage to the target. This spell has 25% armor penetration. Comment: This skill does obscene damage at levels beyond 12. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Lightning Strike Attribute: Air Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 5 Effect: Strike target foe for 5 to 41 damage. This spell has 25% armor penetration. Comment: none. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Lightning Surge [Elite] Attribute: Air Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 10 Effect: Hex. After 3 seconds, target foe is knocked down and knocked down and struck for 14 to 83 damage. This spell causes exhaustion. Comment: This spell is quite handy, possibly the best Aeromancer elite. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Facet Of Elements [Dragons Lair] ---- Name: Lightning Touch Attribute: Air Magic Energy Cost: 15 Casting Time: .75 Recharge Time: 10 Effect: Target touched foe and all adjacent foes are struck for 10 to 34 damage. If any of those foes are suffering from a water hex, they take an additional 10 to 34 damage. This spell has 25% armor penetration. Comment: Got to love when enemies cluster up and let you smack them around with this! Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] ---- Name: Maelstrom Attribute: Water Magic Energy Cost: 25 Casting Time: 4 Recharge Time: 30 Effect: For 10 seconds, foes near the target are struck for 10 to 22 cold damage each second. Any enemy casting a spell in this are is interrupted if hit by Maelstrom. This spell causes exhaustion. Comment: The best anti-caster spell an Elementalist has. Not terribly good in PvP, but in PvE, virtually any caster will be crippled for the duration of this spell. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Magnetic Aura Attribute: Earth Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 60 Effect: Enchantment. For 5 to 10 seconds, you have a 75% chance to "block" melee attacks. Comment: Duration is too short with an insane recharge time. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Mark of Rodgort Attribute: Fire Magic Energy Cost: 25 Casting Time: 1 Recharge Time: 20 Effect: Hex. For 8 to 18 seconds, whenever target foe is struck for fire damage, that foe is set on fire to 1 to 3 seconds. Comment: Rodgort is TROGDOR spelled backwards! THE BURNINTATOR! Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] ---- Name: Meteor Attribute: Fire Magic Energy Cost: 5 Casting Time: 3 Recharge Time: 30 Effect: Meteor strikes target foe and any other foe close to it. These foes are knocked down and take 7 to 91 fire damage. Comment: Use meteor shower instead. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Meteor Shower Attribute: Fire Magic Energy Cost: 25 Casting Time: 5 Recharge Time: 60 Effect: Meteors strike target's location and anything nearby. Each strike hits to 7 to 91 damage and knocks down said foes. Although several meteors hit, only 3 of them do damage/knockdown. This spell causes exhaustion. Comment: Big damage, a few knock downs. Can be effective against PvE casters, but maelstrom is still better. This works best against packs of melee. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] ---- Name: Mind Burn [Elite] Attribute: Fire Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 20 Effect: Target foe takes 15 to 51 fire damage. If you have more energy than that foe, that foe takes an additional 15 to 51 fire damage and is set on fire for 1 to 6 seconds. This spell causes exhaustion. Comment: Ouch, ouch, ouch. Elementalist's tend to have more energy than anything, so it's almost assured you'll get the secondary effect. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Scelus Prosum [Hell's Precipice] ---- Name: Mind Freeze [Elite] Attribute: Water Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 20 Effect: Hex. Target foe suffers 10 to 34 cold damage. If you have more energy than that foe, it takes an additional 10 to 34 cold damage and moves 90% slower for 2 to 5 seconds. Comment: Ouch, ouch, ouch. Elementalist's tend to have more energy than anything, so it's almost assured you'll get the secondary effect. The slow duration can be extremely useful for catching monks running away. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Maak Frostfiend [Witman's Folly], Maak Frostfiend [Spearhead Peak], Skitt Skizzle [Ice Floe] ---- Name: Mind Shock [Elite] Attribute: Air Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 20 Effect: Target foe takes 10 to 42 damage. If you have more energy than that foe, it takes another 10 to 42 damage and is knocked down. This spell has 25% armor penetration but causes exhaustion. Comment: Ouch, ouch, ouch. Elementalist's tend to have more energy than anything, so it's almost assured you'll get the secondary effect. Knockdown is a great way to keep the annoying rangers from retreating and running in circles around the arena for five minutes. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Old Red Claw [Snake Dance] ---- Name: Mist Form [Elite] Attribute: Water Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Enchantment. For 8 to 18 seconds, you can not take or deal damage from physical attacks. Comment: Not as good as it seems. If you're an Elementalist, you're probably not taking a ton of physical damage as it is. If the Elementalist is your secondary, you're probably dealing melee damage, in which case this spell is useless. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Eidolon [Iron Mines of Moladune], Eidolon [Ring Of Fire], Brrrr Windburn [Talus Chute], Sala Chillbringer [Snake Dance], Ice Beast [Mineral Springs] ---- Name: Obsidian Flame Attribute: Earth Magic Energy Cost: 5 Casting Time: 2 Recharge Time: 5 Effect: Deal 22 to 94 damage to target foe. This spell ignores armor but causes exhaustion. Comment: Big damage, somewhat spammable. Exhaustion isn't fun, but it is only 5 energy. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Obsidian Flesh [Elite] Attribute: Earth Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 30 Effect: Enchantment. For 8 to 18 seconds, you gain +20 armor and can not be the target of enemy spells, but you move 50% slower. Comment: Here's your earth elite. Great skill, too. Spellbreaker and some armor all in one. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Harn Coldstone [Perdition Rock] [50% chance to spawn] ---- Name: Phoenix Attribute: Fire Magic Energy Cost: 15 Casting Time: 3 Recharge Time: 25 Effect: At target foe's location, foes nearby take 7 to 91 damage. Phoenix also explodes doing an additional 15 to 75 damage. Comment: O_o. I prefer fireball. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Rodgort's Invocation Attribute: Fire Magic Energy Cost: 25 Casting Time: 5 Recharge Time: 15 Effect: All foes near target foe's location are struck for 7 to 91 damage and set on fire for 1 to 3 seconds. Comment: A very popular and devastating method of dealing with crowds. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Harnil [Marhan's Grotto] ---- Name: Rust Attribute: Water Magic Energy Cost: 5 Casting Time: 2 Recharge Time: 45 Effect: Hex, for 6 to 35 seconds, target foe and those adjacent foes take three times longer than normal to activate their signet rings. Comment: Good in pvp or against pve warrior bosses. 6 seconds to use a healing signet is 6 seconds of owning the warrior. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Thengen [Port Sledge] ---- Name: Searing Heat Attribute: Fire Magic Energy Cost: 25 Casting Time: 3 Recharge Time: 30 Effect: Searing heat hits target foe location for five seconds. Each second, foes in the heat take 5 to 24 fire damage per seconds, and when it ends, are set on fire for 3 seconds. This spell causes exhaustion. Comment: Another great crowd smasher. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] ---- Name: Shard Storm Attribute: Water Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 10 Effect: Hex. If it hits, target foe is struck for 10 to 54 cold damage and moves 66% slower for 2 to 5 seconds. Comment: Another slow down water projectile attack. Duration is again somewhat short. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Shock Attribute: Air Magic Energy Cost: 5 Casting Time: .75 Recharge Time: 10 Effect: Target touched foe is struck for 10 to 50 damage and is knocked down. This spell has 25% armor penetration but causes exhaustion. Comment: This is nice, run up to them, spike them for decent damage, and then run away while they're on the ground. The exhaustion isn't a big deal on a 5 energy skill. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] ---- Name: Stone Daggers Attribute: Earth Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 0 Effect: Send out two stone daggers. If it hits, each deals 3 to 20 earth damage. Comment: The spammable geomancer attack. Very popular in combination with stoning and kinetic armor. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Stoning Attribute: Earth Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 5 Effect: Stoning strikes for 20 to 76 damage. If a foe was suffering from weakness, that foe is knocked down. Comment: Good damage, mildly spammable, does knockdown, which works well with Aeromancer's weakening things using enervating charge. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Marna [Ice Tooth Cave] ---- Name: Swirling Aura Attribute: Water Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 60 Effect: Enchantment. For 8 to 18 seconds, you have a 75% chance to block arrows and magical projectiles. Comment: Good duration, very handy skill, recharge takes forever and a half, though. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Thunderclap [Elite] Attribute: Air Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 15 Effect: Hex. For 8 to 18 seconds, if target foe is struck for lightning damage, that foe and all adjacent foes are knocked down, and you lose 15 to 9 energy. If you can not lose the energy, thunderclap ends. Comment: If this skill didn't require so much energy to maintain, it would be godly. As it is, the spell is still pretty damn good. Massive knockdowns are great. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Chrysos The Magnetic [Thunderhead Keep] [17% chance to spawn], Maida The Ill Tempered [Ring Of Fire], Optimus Caliph [Abaddon's Mouth], Kratos the Foul [Iron Mines of Moladune] ---- Name: Ward Against Elements Attribute: Earth Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 20 Effect: For 8 to 18 seconds, allies inside of the ward have 24 additional armor against elemental attacks. Comment: The most useless of the wards. As many elemental attacks are Area of Effect, it would just be simpler to move out of the way. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Ward Against Foes Attribute: Earth Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 20 Effect: For 8 to 18 seconds, all enemies inside of this ward move 50% slower. Comment: Use this like a trap, make things limp through while being under immense fire. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Ward Against Harm [Elite] Attribute: Water Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 20 Effect: For 8 to 18 seconds, all allies inside of this ward have 12 to 50 additional armor against fire, and 12 to 22 additional armor against other resistible damage. Comment: If this isn't the best elite skill for an Elementalist, let alone the entire game, please let me know. At level 14, the duration and the recharge are identical, for all practicality, this skill is always active in battle. Fire damage reduced by 60%, all other by about 25%. This in combination with Ward Against Melee can pretty much keep a party alive in PvE. This skill is less effective in PvP for a Hydromancer, consider water trident or something not from a water branch. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Arkhel Havenwood [Frozen Forest] ---- Name: Ward Against Melee Attribute: Earth Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 20 Effect: For 8 to 18 seconds, all allies in this ward have a 50% chance to evade melee attacks. Comment: Another great ward. This will keep the warriors alive much longer, or, cast it near your casters, so they don't have to run immediately if something breaks through the front lines. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] ---- Name: Water Attunement Attribute: Water Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 60 Effect: Enchantment. For 26 to 55 seconds, each time you cast a water spell, you gain back 30% of the energy. Comment: none. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Water Trident [Elite] Attribute: Water Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 3 Effect: Target foe takes 5 to 53 damage. If that foe was moving, it is knocked down. Comment: The second almost spammable water skill. This one has better range and damage, plus a knockdown capability. Ward Against Harm is better, but this elite isn't half bad. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Learn from: Berg Frozenfist [Ice Caves of Sorrow], The Judge [Thunderhead Keep] [66% chance to spawn], Boreal Kubeclaw [Frozen Forest] ---- Name: Whirlwind Attribute: Air Magic Energy Cost: 10 Casting Time: .75 Recharge Time: 20 Effect: All adjacent foes take 15 to 51 damage and are knocked down. Comment: When surrounded, make your escape with this. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Windborn Speed Attribute: Air Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Enchantment. For 5 to 8 seconds target ally moves 33% faster. Comment: Duration, sucks. Can be cast on other allies though, that's mildly handy. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] --- 2. Mesmer Skills --- Mesmer's are the most unique class in the entire game. Their Primary Attribute is fast casting, which reduces the casting speed of spells. At level 16, the reduction is approximately 50%. Most Mesmer skills have short casting times to begin with, so this makes then all the more effective. Domination magic always come back to doing damage in one method or another. Inspiration likes to control the energy reserves of others, while illusion is best known for dealing damage over time. Mesmer's carry a high number of mantras, mostly from inspiration magic. These mantras are stances, so only one can be active at the same time, but you can often figure out which ones go best in which areas. For instance, Mantra of Frost would be more useful in the Shiverpeak Mountains than Mantra of Flame. ---- Name: Arcane Conundrum Attribute: Illusion Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 20 Effect: Hex, for 5 to 13 seconds, all "spells" cast by target foe take 100% longer to cast. Comment: A nice way to increase the duration of the annoying short spells which are otherwise difficult for even a Mesmer to counter. Another use is to increase the duration of the already long spells, so you can allow the person to almost get it off, and then counter it just before wasting nearly ten seconds of their time for nothing. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Arcane Echo Attribute: None Energy Cost: 15 Casting Time: 2 Recharge Time: 30 Effect: Enchantment. If you cast a "spell" in the next 20 seconds, arcane echo is replaced with that spell for 20 seconds. Arcane Echo ends if you use a skill which is not a spell. Comment: In my opinion, not terribly useful unless you are using Elementalist skills or another class with very high recharges. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] ---- Name: Arcane Mimicry Attribute: None Energy Cost: 15 Casting Time: 2 Recharge Time: 60 Effect: Spell, for 20 seconds this skill is replaced with the elite skill from target other ally. Comment: This can be quite fun, steal life barrier or something and then enchant the party. The main problem is, you only get that skill at the attribute level you have the appropriate skill in, making it quite useless unless someone is the same class as you. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Arcane Thievery Attribute: Domination Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 10 Effect: Spell, for 5 to 29 seconds, one random spell is disabled for a target foe. Arcane thievery is replaced with that spell for the duration. Comment: A somewhat fun skill to use. Not terribly useful as you get a random one, without the linked attribute to boot. Still, if you manage to get a spell which the other person centered the entire build around, win! Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Backfire Attribute: Domination Magic Energy Cost: 15 Casting Time: 3 Recharge Time: 20 Effect: Hex. For ten seconds, target takes 35 to 119 damage whenever s/he successfully casts a spell. Comment: Backfire is often mistaken to being the end all and do all against casters. Yes, it does really big damage and if you can shove it on someone while they're casting a meteor shower or something, nice. But do not expect even the most newbie of players to cast more than one, maybe two spells with this on them. The duration is short, and even at the highest levels, 140 damage is not that much to deal with. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Blackout Attribute: Domination Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 10 Effect: For 2 to 6 seconds, target touched foe has all of his or her skills disabled. Yours are all disabled for five seconds. Comment: Often useful to prevent an enemy monk from healing itself or someone else who is near death. While it does not last long, it can be devastating if used at the right times. The biggest problem is the touching of the other person, though. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Channeling Attribute: Inspiration Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 15 Effect: Enchantment. For 8 to 46 seconds, whenever you cast a spell, you steal 1 energy from each nearby foe. Comment: To be honest, I don't think I have ever used this skill. Mesmer's generally stay back farther than any other class, so I'm not sure how useful it would be due to range. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Chaos Storm Attribute: Domination Magic Energy Cost: 15 Casting Time: 2 Recharge Time: 30 Effect: Spell. For 10 seconds all enemies near the location of this spell take 5 to 12 damage and lose 1 to 6 energy if they cast a spell while in it. Comment: One of the few area of effect spells. Chaos storm does moderate damage over ten seconds, but the energy stripping if the opponent casts in it comes in handy, smack it down on caster bosses, they're too dumb to move. Not nearly as effective on human players for obvious reasons. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Clumsiness Attribute: Illusion Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 10 Effect: Hex, for the next 4 to 7 seconds, if target tries to attack, that attack fails and the target takes 10 to 76 damage. Comment: Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: [Copperhammer Mines] ---- Name: Conjure Phantasm Attribute: Illusion Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Hex, for 2 to 12 seconds target foe suffers health degeneration of 5. Comment: Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Crippling Anguish [Elite] Attribute: Illusion Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 20 Effect: Hex, for 8 to 18 seconds, target foe moves 50% slower and suffers health degeneration of 1 to 3. Comment: I prefer Migraine, but this skill works better for annoying warriors. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Barl Stormsiege [Frozen Forest] ---- Name: Cry of Frustration Attribute: Domination Magic Energy Cost: 15 Casting Time: .25 Recharge Time: 20 Effect: Spell, if target foe is using a skill, that foe, and nearby foes are all interrupted and take 0 to 37 damage. Comment: One of the few Mesmer skills which can counter non-spells. The cost is a bit steep, but useful for interrupted troll unguents, healing signets, etc. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] ---- Name: Distortion Attribute: Illusion Magic Energy Cost: 5 Casting Time: 0 Recharge Time: 5 Effect: Stance. For 5 seconds you have a 75% chance to evade all attacks. You lose 3 to 1 energy for each attack evaded in this way. Comment: This would be a great skill if only it lasted longer, otherwise, it can be quite handy in tanking a warrior. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Diversion Attribute: Domination Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 5 Effect: Hex, for the next 6 seconds, the next time target foe uses a skill, that skill takes an additional 10 to 47 seconds to recharge. Comment: Six seconds is not a long time, you so need to anticipate when someone is going to use an important skill, or shove it on them while casting a long duration skill. Worst case scenario is that they don't cast when they should have.... darn. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Drain Enchantment Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 25 Effect: Remove an enchantment from target foe. You gain 10 to 20 energy for its removal. Comment: Recharge is a bit long, but it's a great skill for recharging energy and removing positive buffs from your opponent. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Marna [Ice Tooth Cave] ---- Name: Echo [Elite] Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 30 Effect: Enchantment. For 20 seconds, echo is replaced with the next skill you use, and acts as that skill for the next 20 seconds after that. Comment: Honestly, I've never used it, there are so many better Mesmer elites. Again, this might be handy if you are using Elementalist skills. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Rwek Khawl Mawl [Perdition Rock] ---- Name: Elemental Resistance Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 0 Recharge Time: 20 Effect: Stance. For 30 to 78 seconds, you have 40 additional armor against elemental damage, but lose 24 to 14 armor against physical attacks. Comment: While nice, unless you know your going somewhere where everything uses elemental attacks, it is not all that useful. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Empathy Attribute: Domination Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 10 Effect: Hex, for 8 to 18 seconds, target foe takes 10 to 26 damage each time that foe attacks. Comment: Great in the early game and even in the Ascalon arenas. Later, it just becomes an annoyance on warriors, not effective enough in PvE due to the large amount of enemies floating around and relative problems getting this spell on them all. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Energy Burn Attribute: Domination Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 20 Effect: Target foe loses 4 to 9 energy and takes 8 damage for each point of energy lost in this way. Comment: Moderate damage and it takes out the person's energy. Not great, still, it's good early. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Energy Drain [Elite] Attribute: Inspiration Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 20 Effect: Steal 8 to 18 energy from target foe. Comment: My personal favorite elite skill as I generally play inspiration annoyers. This in tandem with the other energy stealing spells and counter spells can completely cripple any caster, possibly two at a time if they aren't very good. Works well in PvE too. Fairly quick recharge time as well. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Snik Hungrymind - [Spearhead Peak], Snik Hungrymind [Witman's Folly],Gambol Headrainer [Ice Floe] ---- Name: Energy Surge [Elite] Attribute: Domination Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 20 Effect: Target foe loses 4 to 9 energy. That foe, and all others in the area, take 8 damage for each energy lost by the initial target. Comment: Energy Burn with a little bit of AoE on it. A good skill, but probably not worth being your elite. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Balasi the Arcane [Iron Mines of Moladune], Melek The Virtuous [Ring Of Fire], Mercia The Smug [Abaddon's Mouth] ---- Name: Energy Tap Attribute: Inspiration Magic Energy Cost: 5 Casting Time: 3 Recharge Time: 20 Effect: Steal 8 to 13 energy from target foe. Comment: The first direct stealing energy skill for a Mesmer. Energy tap has a rather long cast time and nets only a few energy after its use. Still, this skill can help aid in depleting an opponents energy in combination with many others. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Epidemic Attribute: None Energy Cost: 15 Casting Time: 2 Recharge Time: 15 Effect: Any negative conditions on target foe are transferred to all adjacent foes. Comment: Rangers and warriors will love you, too bad adjacent foes is a very small range. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Ether Feast Attribute: Inspiration Magic Energy Cost: 5 Casting Time: 2 Recharge Time: 8 Effect: Target foe loses 5 energy. You are healed for 8 to 24 points of health for each point of energy lost. Comment: The Mesmer's only self heal. This skill strips five energy from the target and gives you life. Be aware, if they have less than five energy, you will get less life back. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Ether Lord Attribute: Inspiration Magic Energy Cost: 5 Casting Time: 2 Recharge Time: 20 Effect: Hex. Lose all energy. For 5 to 9 seconds, target foe suffers energy degeneration of 1 to 3, and you gain an additional energy regeneration of 1 to 3. Comment: Perhaps the most underrated Mesmer skill. Use this when you are down to only five energy, you will then gain extra arrows of regen back to get you on your feet, while squeezing the targets energy supply. If you're a Me/Mo and tend to use rebirth in battle, use this immediately after since it will deplete you for casting rebirth. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Ethereal Burden Attribute: Illusion Magic Energy Cost: 15 Casting Time: 3 Recharge Time: 45 Effect: Target foe moves 50% slower for 10 seconds, you gain 10 to 20 energy when ethereal burden ends. Comment: An improved Imagined Burden, I think. The recharge is high, the energy gain not nearly enough compared to the initial cost of the skill. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Fevered Dreams [Elite] Attribute: Illusion Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 10 Effect: Hex, for 4 to 14 seconds, whenever target foe suffers a new condition, all nearby foes suffer from it as well. Comment: Slightly bigger range than epidemic, less work to keep track of too. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Plexus Shadowhook [Abaddon's Mouth] ---- Name: Fragility Attribute: Illusion Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 15 Effect: Hex, for 8 to 18 seconds, target foe takes 5 to 28 damage each time s/he begins or ends suffering from a condition. Comment: Hey, think you could make a combo out of this and the skill above it? Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Guilt Attribute: Domination Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Hex, for 4 to 9 seconds, if target foe casts an offensive spell, that spell fails and you steal 5 to 12 energy. Comment: Quite handy, though the duration is quite short, it allows you to monitor a caster you are not even highlighted on. While you need to keep track of how long the hex has been on, if you suddenly steal energy, you know that person tried something, if not, they're either doing nothing or someone else removed it. Still, quite handy to use for neutralization of multiple casters. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Hex Breaker Attribute: Domination Magic Energy Cost: 5 Casting Time: 0 Recharge Time: 5 Effect: Stance. For 15 to 75 seconds, any time you are the target of a hex, that hex fails and the caster takes 10 to 39 damage. Comment: Commonly used by Mo/Me's to prevent Mesmer's from hexing them. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Ignorance Attribute: Domination Magic Energy Cost: 15 Casting Time: 2 Recharge Time: 10 Effect: Hex, for 8 to 18 seconds, target foe can not use signets. Comment: Hey hey! Slap this on the last living member of a team before he starts using his res signet. Also good to stop warrior's from using their healing signet over and over. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Thengen [Port Sledge] ---- Name: Illusion of Haste Attribute: Illusion Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Enchantment. The status of crippled is removed. For 5 to 10 seconds, you move 33% faster than normal. When Illusion of Haste ends, you become crippled for 15 seconds. Comment: Somewhat useful for escape. If you actually get away in the ten seconds, you're set. If not, you're boned. You can cast this again when it expires to remove the cripple it just gave you, but eventually you would probably run out of energy. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Illusion of Weakness Attribute: Illusion Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Enchantment, lose 50 to 202 health. This spell ends when you are under 25% maximum health. When it ends, you gain 50 to 202 health. Comment: Let's think. You're a Mesmer. In PVP you will almost always be the first thing hit. So, you can attract the enemies who are already going to come after you! Really, not that useful. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Illusionary Weaponry [Elite] Attribute: Illusion Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 40 Effect: Enchantment. For 30 seconds you deal no melee damage, but instead, your melee damage is converted to 8 to 34 chaos damage. Comment: The ultimate newbie elite. Yes, there are builds which revolve around this one skill. I grant, chaos damage is very nice. Armor is ignored, so in almost all cases you do the said damage. That having been said, one shatter enchantment and it's all over for your build. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Digo Murkstalker [Iron Mines of Moladune] Didn Hopestealer [Snake Dance] ---- Name: Imagined Burden Attribute: Illusion Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 30 Effect: For 8 to 18 seconds target foe moves 50% slower than normal. Comment: Too expensive. Unless you're intending to run away from the crippled warrior chasing you forever... Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Ineptitude [Elite] Attribute: Illusion Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 20 Effect: Hex, for 4 to 9 seconds, target foe takes 10 to 68 damage if he or she attacks and becomes blinded for ten seconds. Comment: A blind warrior is not terribly effective, nor is a blind ranger. Still, not worthy of an elite. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Wyt Sharpfeather [Mineral Springs] ---- Name: Inspired Enchantment Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 1 Recharge Time: varies Effect: Spell, remove an enchantment from target foe and gain 3 to 13 energy. That enchantment replaces inspired enchantment in your skill bar for 20 seconds. Comment: Enchantment busters are nice, not having attributes in the enchantment you steal, not so nice. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Inspired Hex Attribute: Inspiration Magic Energy Cost: 5 Casting Time: 1 Recharge Time: varies Effect: Remove a hex from target ally and gain 3 to 13 energy. Inspired Hex is replaced for 20 seconds by that hex. Comment: See above, replace "enchantment" with "hex" Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Keystone Signet [Elite] Attribute: Inspiration Magic Energy Cost: 0, signet Casting Time: 2 Recharge Time: 30 Effect: Signet, all of your other signets are recharged, your non signet skills are disabled for 17 to 7 seconds. Comment: Although not many builds work with signets, Mo/Me or Me/Mo can. I *think* this works with a res signet also, but I'm not sure. Not terribly useful for an elite, anyway. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Rune Ethercrash [Spearhead Peak] ---- Name: Leech Signet Attribute: Inspiration Magic Energy Cost: 0, signet Casting Time: .25 Recharge Time: 45 Effect: Interrupt target foes action. If it was a spell, you gain 3 to 13 energy. Comment: Another Mesmer interrupt which can counter any action, rather than just spells. Use it wisely. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Mantra of Concentration Attribute: Inspiration Magic Energy Cost: 5 Casting Time: 0 Recharge Time: 20 Effect: Stance. For 60 to 156 seconds, the next time you would be interrupted, you are not. Comment: Meh, I prefer many other stances that a Mesmer has. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] ---- Name: Mantra of Earth Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 0 Recharge Time: 20 Effect: Stance. For 30 to 78 seconds, whenever you take earth damage, that damage is reduced by 26 to 45% and you gain 1 energy. Comment: Use when you know you're going to an area with lots of earth damage. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Mantra of Flame Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 0 Recharge Time: 20 Effect: Stance. For 30 to 78 seconds, whenever you take fire damage, that damage is reduced by 26 to 45% and you gain 1 energy. Comment: Use when you're in an area taking heavy fire damage. Unlock from [Needed only for PvP]: Purchase from: ---- Name: Mantra of Frost Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 0 Recharge Time: 20 Effect: Stance. For 30 to 78 seconds, whenever you take Water/cold damage, that damage is reduced by 26 to 45% and you gain 1 energy. Comment: Use when you're in an area taking heavy water damage. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Mantra of Inscriptions Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 0 Recharge Time: 20 Effect: For 30 to 78 seconds, you signet rings recharge 25 to 45% faster. Comment: Use when you're.... ugh. Well, just so you know, this does not work with Res signet, so don't even try it :P. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Mantra of Lightning Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 0 Recharge Time: 20 Effect: Stance. For 30 to 78 seconds, whenever you take air/lightning damage, that damage is reduced by 26 to 45% and you gain 1 energy. Comment: Use when you're in an area which deals heavy lightning damage. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Thengen [Port Sledge] ---- Name: Mantra of Persistence Attribute: Inspiration Magic Energy Cost: 15 Casting Time: 0 Recharge Time: 20 Effect: Stance. For 30 to 78 seconds, any illusion magic hex you cast lasts 20 to 84% longer. Comment: Perhaps the most useful stance. Make your Conjure Phantasms, phantom pains and migraine's last a lot longer. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Mantra of Recall [Elite] Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 20 Effect: Enchantment. For 20 seconds, you gain no benefit from this skill. After that, you gain 13 to 25 energy. Comment: It's like blood renewal for energy, except it sucks. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Facet of Chaos [Dragon's Lair], Featherclaw [Snake Dance] ---- Name: Mantra of Recovery [Elite] Attribute: Fast Casting Energy Cost: 15 Casting Time: 0 Recharge Time: 30 Effect: For 5 to 17 seconds, the recharge time on your skills is reduced by 50%. Comment: Useful for long recharges such as chaos storm or Elementalist skills. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Goss Aleesh [Thirsty River], Ayassah Hess [Dunes of Despair], Something in Elona Reach also has it. ---- Name: Mantra of Resolve Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 0 Recharge Time: 20 Effect: For 30 to 78 seconds, the next time you would be interrupted, you are not and you lose 7 to 3 energy. This skill ends when you can no longer sacrifice the energy needed. Comment: Quite useful if you have slow reaction times and tend not to step out of a maelstrom right away, or if you want to get off every shot you can before being crushed in pvp. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Hamill [Marhan's Grotto] ---- Name: Mantra of Signets Attribute: Inspiration Magic Energy Cost: 15 Casting Time: 0 Recharge Time: 30 Effect: For 10 to 22 seconds, the next time you use a signet it recharges immediately. Comment: Does not work on Res Signet. Decent on say, a blessed signet for a Protection Monk. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] ---- Name: Migraine [Elite] Attribute: Illusion Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 15 Effect: Hex, for 5 to 17 seconds, target foe suffers health degeneration of 1 to 3 and takes 100% longer to cast spells. Comment: A great skill to slap down on a Monk, Elementalist or another Mesmer. One of the better elite skills available to a Mesmer. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Pytt Spitespew [Ring of Fire] ---- Name: Mind Wrack Attribute: Domination Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 5 Effect: Hex, for 20 seconds, if target foes energy reaches zero, that foe takes 15 to 75 damage. Comment: Good combination with spirit shackles or for energy stripping Mesmer's. Although, Inspiration is the most effective energy ripper, domination magic does have its fair share as well. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Panic [Elite] Attribute: Domination Magic Energy Cost: 25 Casting Time: 2 Recharge Time: 10 Effect: Hex. Target foe and all nearby foes are hexed with panic for 10 to 25 seconds, they suffer energy degeneration of 2 and take 10 to 68 damage each time they use a signet ring. Comment: I seldom use this one, honestly. I probably should. It just doesn't seem the two go well together. It wouldn't cripple a monk all that much, nor do warriors use energy for the most part. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Moles Quibus [Hell's Precipice] ---- Name: Phantom Pain Attribute: Illusion Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 15 Effect: Hex, target foe suffers health degeneration of 1 to 3 for 10 seconds, after which, that foe sustains a deep wound for 5 to 17 more seconds. Comment: This illusion skill is one of the better. Deep wounds are nice, and they go well with fragility/epidemic. Life degeneration for a solid ten seconds is also nice. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Physical Resistance Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 0 Recharge Time: 20 Effect: Stance. For 30 to 78 seconds, you have +40 armor against physical attacks, but 24 to 14 less armor against elemental attacks. Comment: One of the more useful stances. It should be obvious when to bring this along. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Power Block [Elite] Attribute: Domination Magic Energy Cost: 15 Casting Time: .25 Recharge Time: 30 Effect: Spell, if target foe is casting a spell, that spell fails. All other spells of the same attribute are disabled for that foe for 3 to 15 seconds. Comment: My favorite Elite from the domination tree. This is a way to quickly take out a spike Elementalist by canceling their first skill with it then doing on to annoy a different caster. I find this skill less effective against monks than you would initially figure, simply because monks are starting to carry both healing prayer and divine favor skills. Also, this skill has difficulty countering reversal of fortune, due to that skills quick casting time, making this almost useless on protectors who already have enchantments up. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Lyssa's Cursed [Perdition Rock] ---- Name: Power Drain Attribute: Inspiration Magic Energy Cost: 5 Casting Time: .25 Recharge Time: 25 Effect: Spell, if target is casting a spell, it is interrupted and you gain 1 to 25 energy. Comment: Hello half my energy back! My personal favorite counter spell. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Power Leak Attribute: Domination Magic Energy Cost: 10 Casting Time: .25 Recharge Time: 20 Effect: Spell, if target foe is casting a spell, that spell is interrupted and that foe loses 10 to 22 energy. Comment: Another good counter spells. Never hurts to drain an Elementalist of nearly 40 energy and them not even getting a spell off to show for it. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Power Spike Attribute: Domination Magic Energy Cost: 10 Casting Time: .25 Recharge Time: 15 Effect: Spell, if target foe was casting a spell, it is interrupted and that foe takes 20 to 86 damage. Comment: Another counter spell, like all counters, the level only effects the secondary effect such as taking energy or dealing damage, so if your main concern is to bring another counter spell, bring this one with, even if it only does 20 damage. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Shame Attribute: Domination Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Hex, for 4 to 9 seconds, if target foe casts a spell onto an ally, that spell fails and you steal 5 to 12 energy. Comment: Useful way to momentarily annoy a monk without actually having to watch them. Short duration means you'll have to come back quickly, but it gives you a chance to fire off another skill or two at someone else. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] ---- Name: Shatter Delusions Attribute: Domination Magic Energy Cost: 5 Casting Time: .25 Recharge Time: 10 Effect: Remove one Mesmer hex from target foe, that foe takes 15 to 63 damage. Comment: If you are really good, this is an excellent way to get some extra bang for your buck just before your hexes expire. Use this at the last moment before they do. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Shatter Enchantment Attribute: Domination Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 25 Effect: Remove one enchantment from target foe. If removed, that foe takes 14 to 83 damage. Comment: Self explanatory. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Shatter Hex Attribute: Domination Magic Energy Cost: 15 Casting Time: 1 Recharge Time: 10 Effect: Remove a hex from target ally. If removed, all foes nearby that ally take 30 to 102 damage. Comment: A nice way to deal some direct damage, actually. you could echo this and have a heavily hexed teammate run into a crowd and double cast this. The damage is surprisingly good. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Signet of Humility Attribute: Inspiration Energy Cost: 0, signet Casting Time: 2 Recharge Time: 20 Effect: Target foe's elite skill is disabled for 1 to 13 seconds. Comment: Always useful when someone relies on one skill for their entire build. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] ---- Name: Signet of Midnight [Elite] Attribute: None Energy Cost: 0, signet Casting Time: .75 Recharge Time: 15 Effect: You and target touched foe are blinded for 15 seconds. Comment: Okay, in all seriousness, this skill should not be elite. If by chance you find yourself carrying it, at least you can blind the annoying warriors chasing you around and maybe epidemic the blindness. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Malus Phasmatis [Perdition Rock] ---- Name: Signet of Weariness Attribute: Domination Magic Energy Cost: 0, signet Casting Time: 1 Recharge Time: 30 Effect: Target foe and all nearby foes lose 3 to 9 energy. Comment: Unless you're just trying to keep someone out of energy, there's no use to this skill. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Soothing Images Attribute: Illusion Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 5 Effect: Hex, for 8 seconds target foe and all adjacent foes cannot gain adrenaline. Comment: Pretty pictures.... oooooo. As most warrior skills take adrenaline instead of energy, this is a good way to prevent them from using them. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Hamill [Marhan's Grotto] ---- Name: Spirit of Failure Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 3 Recharge Time: 10 Effect: Hex, for 30 seconds target foe has a 25% chance to miss with attacks. You gain 1 to 4 energy each time that foe fails to hit. Comment: Not a great way to get energy, though it can be a decent way to slow down a flurry/frenzy happy warrior. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Spirit Shackles Attribute: Inspiration Magic Energy Cost: 10 Casting Time: 3 Recharge Time: 5 Effect: Hex, for 8 to 24 second, target foe loses 5 energy each time he or she attacks. Comment: Great skill. If the PvE healer attacks you, it will get rid of it's only advantage, being able to heal itself. In PvE, you can squeeze the energy reserves or rangers or casters who want to toss in their 8 wand damage, amazing how many of them that there are. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Sympathetic Visage Attribute: Illusion Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 30 Effect: Enchantment. For 8 to 18 seconds, whenever target ally is hit by a melee attack, all nearby foes lose all adrenaline and 3 energy. Comment: A nice skill when several warrior enemies are pounding on an ally. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] ---- Name: Wastrel's Worry Attribute: Domination Magic Energy Cost: 5 Casting Time: .25 Recharge Time: 1 Effect: Hex, after 3 seconds target foe takes 8 to 53 damage and wastrel's worry ends. This skill ends prematurely if that foe uses a skill. Comment: One of the more direct damage skills. I've never played around with it, but it seems spammable, so I suppose one would circulate the party knocking up every enemy with damage from it. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- 3. Monk Skills ---- Monks have four attributes, healing prayers, protection prayers, smiting prayers and divine favor. Divine favor is for primary monks only. It has only a few skills associated with it, but grants 3.25 [rounded down, always] extra life to a friendly target when that target is hit by any spell cast by the monk [exceptions include full party skill, such as Aegis and Heal Party]. Divine favor increases the effectiveness of healing spells by quite a lot. ---- Name: Aegis Attribute: Protection Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 30 Effect: All party members have a 50% to block attacks for the next 5 to 10 seconds. Now only affects party members, not all friendly units. Comment: A decent protection skill. It is a bit expensive with a long recharge, but it can come in handy for the initial charge into a group. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] ---- Name: Air of Enchantment [Elite] Attribute: Protection Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 5 Effect: Enchantment. For 4 to 9 seconds, enchantments cast on target other ally cost 5 less energy. Comment: Not too good, unless you're intending to burn your next six spells on the same player, in which case that player should reconsider his or her build. Capture From: Miella Lightwing [Silent Surf], Jayne Forestlight [Eternal Grove] ---- Name: Amity [Elite] Attribute: Protection Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 45 Effect: All adjacent foes can not attack for 8 to 18 seconds, unless they take damage. Comment: Mass pacifism. Provided your party can hit individual targets rather than using area of effect, this skill can be great. It not, it is totally worthless. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Pravus Obsideo [Perdition Rock] ---- Name: Aura of Faith [Elite] Attribute: Divine Favor Energy Cost: 10 Casting Time: 1 Recharge Time: 15 Effect: Enchantment. For 60 seconds, enchanted ally gains 24% to 45% more health when healed. Comment: This is a decent spell for a second healer monk in a party. You can have three of them active due to the fairly low recharge time, making the other healing monk's job easier. Not recommended if you are the only monk in the party. Also, as it is an enchantment, it can be easily busted by any number of skills in many areas of the game. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Coventina The Matron [Ring of Fire], Willa The Displeased Capture From: [Abaddon's Mouth] ---- Name: Balthazar's Aura Attribute: Smiting Prayers Energy Cost: 25 Casting Time: 1 Recharge Time: 25 Effect: For 10 seconds, target ally deals 10 to 22 holy damage to each adjacent foe, each second. Comment: An improved Symbol of Wrath. Balthazar's Aura is a great smiting skill. Unlike symbol, you can cast this on any party member and it follows them around wherever they go. This can be good, or bad, though. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Balthazar's Spirit Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While maintained, target ally gains adrenaline and energy after taking damage. Comment: The adrenaline increases with the level of smiting, this skill works with redirected damage such as life bond, making it a great way to recover the upkeep for both skills. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Bane Signet Attribute: Smiting Prayers Energy Cost: 0, signet Casting Time: 2 Recharge Time: 25 Effect: Target foe takes 26 to 50 holy damage. If that foe was attacking, it is knocked down. Comment: Long recharge, but useful in the early game to smiters. Knockdown is also quite effective when used at the right times. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Banish Attribute: Smiting Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 10 Effect: Target foe takes 20 to 49 holy damage. Comment: This is one of the more spammable smiting skills, if such a thing exists. The damage is rather weak, but it is one of the first two direct damage smiting skills, it is worth at least a mention. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Blessed Aura Attribute: Divine Favor Energy Cost: 10 Casting Time: 2 Recharge Time: 2 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, any Monk enchantment you cast lasts 10% to 30% longer. Comment: This refers to non-upkeep enchantment, such as healing breeze, protective spirit and so on. This is not a terribly useful skill unless you are a pure protector or like maintaining enchantments for Blessed Signet use. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Blessed Light [Elite] Attribute: Divine Favor Energy Cost: 10 Casting Time: .75 Recharge Time: 5 Effect: Heal target ally for 10 to 94 health and remove one condition and hex. Comment: Quite effective, a bit of everything. The quick recharge is nice. Capture From: Ssuns, Blessed of Dwayna [Archipelagos] ---- Name: Blessed Signet Attribute: Divine Favor Energy Cost: None, signet Casting Time: 2 Recharge Time: 10 Effect: For every enchantment you are maintaining, you gain 3 energy, with a maximum of 3 to 20 energy gained in this way. Comment: Very useful way for pure protection monks to keep their energy alive. Doing this can easily allow you to maintain enchantments which give you negative regeneration. Only useful on a monk primary though. Also, it only applies to monk skills with upkeeps. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Boon Signet [Elite] Attribute: Divine Favor Energy Cost: None, Signet Casting Time: 1 Recharge Time: 5 Effect: Heal target ally for 5 to 29 health. For each enchantment on that ally, you gain two energy, maximum of 1 to 5 energy. Comment: uh, is this spell a joke? Not a great way to get energy back, certainly not a great way to heal anything. I'm apparently missing something obvious.... Capture From: Mungri Magicbox [Ferndale] ---- Name: Contemplation of Purity Attribute: Divine Favor Energy Cost: 5 Casting Time: .25 Recharge Time: 10 Effect: You lose all enchantments on you. For each one you lose, you gain 6 to 65 health, lose one hex and lose one condition. Comment: As enchantments are generally quite expensive, using this method to heal yourself by first buffing yourself with useless spells is not effective. This should generally be used as a last resort. Certain enchantments with duration, say, healing breeze, could be purified when they start flashing to indicate they are wearing off. Rather than get the one second of health from breeze, use this to gain more and remove any unwanted conditions. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Convert Hexes Attribute: Protection Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 20 Effect: All hexes are removed from target other ally. For 8 to 18 seconds, that ally gains +10 armor for each of those hexes which was a Necromancer hex. Comment: An easy way to give the poor defenseless casters more defense while removing all of their negative conditions. If the recharge were a bit better this would be a great skill. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Deny Hexes Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 12 Effect: Remove one hex from target ally for each recharging Divine favor skill you have. Comment: Potentially a great way to remove a lot of hexes with the long recharge on divine favor skills. That said, the recharge on this skill is rather long itself. Purchase from: Cantha ---- Name: Divine Boon Attribute: Divine Favor Energy Cost: 5 Casting Time: .25 Recharge Time: 1 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, whenever you cast a monk spell on an ally, that ally is healed for 25 to 61 additional points, but you lose 2 energy. Comment: This spell goes both ways. It can be extremely good under certain scenarios, or quite bad in others. I have difficulty explaining when to use this and when not to use it, but if you are constantly casting small spells on allies, you will deplete your energy in a fast hurry this way. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Divine Healing Attribute: Divine Favor Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Heal yourself and all nearby members of your party for 10 to 210 points. Comment: This spell has about the range of heal area, though heals for substantially more and does not heal nearby enemies. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Thengen [Port Sledge] ---- Name: Divine Intervention Attribute: Divine Favor Energy Cost: 5 Casting Time: .25 Recharge Time: 30 Effect: In the next ten seconds, if target receives lethal damage, the damage is ignored and that ally instead gains 26 to 197 health. Comment: This spell is an easy way to save someone rather than using heal other, however, it is not without downfalls. Divine Intervention is an enchantment, and as such, it can be removed. Likewise, it will expire at some point too, so if the enemy realizes what you have done, they may just ignore the target for ten seconds and wail on someone else in that time, further depleting your energy. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] ---- Name: Divine Spirit Attribute: Divine Favor Energy Cost: 10 Casting Time: .25 Recharge Time: 60 Effect: For 1 to 9 seconds, Monk spells cost 5 less energy to cast. Spells can not be reduced below 1 energy. Comment: This skill sounds useful, though, it really is not. The duration is quite short and you will have to cast two and a half five energy spells just to break even on the original cost of the divine spirit. Unless you are a smiter, or a protector enchanting others before a battle, this skill will not help you much, as it requires a fair amount of startup energy followed by several quick shots of spells. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Draw Conditions Attribute: Protection Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 2 Effect: All negative Conditions are taken from target other ally and given to you. For each condition received, you gain 6 to 22 life. Comment: Although you do not solve the problem of getting rid of the negative condition, being able to pass it around does have its advantages. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] ---- Name: Dwayna's Kiss Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 3 Effect: Heal target other ally for 15 to 51 points. Heal for 5 to 17 more points for every enchantment and hex on that ally. Comment: A good spell. The limiting factor is that it can not target yourself. As allies generally have at least one hex or enchantment on them, this spell does heal better than orison, though with a slower recharge. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Dwayna's Sorrow Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 5 Effect: Enchantment. For 30 seconds, target ally and all nearby allies are enchanted with this spell. If an ally under this enchantment dies, all other allies are healed for 5 to 41. Comment: Almost the opposite of edge of extinction. It comes in handy to combat that, but there's no other great use for this skill. Purchase from: Cantha ---- Name: Empathic Removal [Elite] Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 10 Effect: Your and target other ally lose 1 condition and 1 hex. Comment: Here's a nice removal skill. Cheap, little high on the recharge. The downfall, it's an elite :( Capture From: Byzzr Wingmender [Melandru's Hope] ---- Name: Essence Bond Attribute: None Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While you maintain this Enchantment, whenever target ally takes physical damage, you gain one energy. Comment: Not too many uses for this skill, but here is a good one. Life bond a warrior in the party and make it clear that s/he should run into the middle of everything. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] ---- Name: Ethereal Light Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 5 Effect: Target ally is healed for 25 to 85. This spell is easily interrupted. Comment: More potent than orison, though being easily interrupted is highly annoying. It's not better to the point where anyone should use it. Purchase from: Cantha ---- Name: Extinguish Attribute: Protection Prayers Energy Cost: 15 Casting Time: .25 Recharge Time: 10 Effect: Remove one condition from each party member. If burning was removed, that party member is healed for 10 to 82 health. Comment: Somewhat handy, especially when your party is diseased or if everyone managed to just run through a barbed trap. It is rather expensive with a slow recharge for a condition remover, but does have some massively useful uses. Purchase from: Cantha ---- Name: Gift of Health Attribute: Healing Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 5 Effect: Target ally gains 15 to 123 health, all of your healing prayers are disabled for 10 to 6 seconds. Comment: A lot of healing for the energy, but it comes at a stiff price if you're using only healing prayers. Purchase from: Cantha ---- Name: Guardian Attribute: Protection Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 2 Effect: Enchantment, for the next 5 seconds target ally has a 20% to 44% chance to block attacks and magical attacks which are projectiles. Comment: This skill is just under powered. The duration is too short, the chance to block never elevates enough. Oh well, I suppose if you have no better skills to cast, this one is at least spammable. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Heal Area Attribute: Healing Prays Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Heals all allies or enemies in a small area near you for 30 to 150 points of health. Comment: This spell can be good or bad, depending on how well you play. If you generally position yourself directly next to the casters and rangers, you can heal them all for a large amount without moving. Likewise, you can creep up behind your wall of warriors and heal all of them, but still be out of range of the enemies. This spell becomes bad when you have a Monk with no clue how to play healing the enemies with this and not even realizing it. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Heal Other Attribute: Healing Prayers Energy Cost: 10 Casting Time: .75 Recharge Time: 3 Effect: Heal target other ally for 35 to 151 points of health. Comment: A must have for a healing Monk. Heal other is a quick recharging spell which packs quite the healing punch. With solid divine favor, Heal Other is good for around 200 health. The only downfall is this is yet another spell which can not target yourself [duh!] Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Heal Party Attribute: Healing Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 2 Effect: Heals all members of your party, whom are within the range of the compass, for 16 to 67 health. Comment: This is by far the best long range healing spell for a monk. It allows you to heal everyone when the party gets spread out. However, the spell is rather expensive to cast and even with runes, sits around only 80 health per person. Still, there are some uses for it, particularly when everyone gets hit by the same moderate damage attacks. While it is nice, do not take this in favor of a more efficient one target healing spell. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Healing Breeze Attribute: Healing Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 2 Effect: Enchantment, for 10 seconds, target ally gains a health regeneration of 3 to 8 arrows. Comment: A great skill in the early game, healing breeze will heal most people faster than they can take damage. Its effects are less impressive as the game progresses. Enchantment busters hurt it's functionality, gaining 160 health over 10 seconds, while nice, may not be effective enough. Furthermore, with all of the methods of health degeneration later in the game, healing breeze is often used as a way to counter the negative health arrows, and gives but a few positive ones in its place. Despite all of this, healing breeze has never made its way out of my skill bar. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Healing Burst [Elite] Attribute: Healing Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 10 Effect: Target touched ally and adjacent allies are healed for 30 to 126 health. If more than one ally was healed, you lose five energy. Comment: It's kind of like a mass healing touch, which is pretty cool, but can become expensive quite quickly. Capture From: The Scar Eater [Eternal Grove], Incetol, Devout of the Depths [Rheas Crater] ---- Name: Healing Hands [Elite] Attribute: Healing Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 25 Effect: For the next ten second, whenever target ally takes physical damage, that ally is also healed for 5 to 25 points. Comment: Thanks to all the patching, this skill is now infinitely better than healing seed. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Rull Browbeater [Perdition Rock] ---- Name: Healing Light [Elite] Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 4 Effect: Heal target ally for 40 to 88 health. If target has an enchantment, you gain 1 to 3 energy back. Comment: Smell health bonus, but it essentially costs 2 energy, so not bad either. Consider better elites, though. Capture From: KaySey Stormray [Archipelagos] ---- Name: Healing Seed Attribute: Healing Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 25 Effect: Whenever target ally takes damage in the next 10 seconds, that ally and all nearby allies gain 3 to 25 health. Comment: This skill has had its duration basically cut in half. It is no longer super godly, now it is just an unelite more expensive version of healing hands. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Healing Touch Attribute: Healing Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 5 Effect: Heal target touched ally for 16 to 51 health. The effects of Divine Favor are doubled for this skill. Comment: Easily the best self healing skill for a primary monk. With decent divine favor, this skill can heal in excess of 150 health with a quick recharge time. Fairly effective for healing other casters too, provided they stand nearby. Not so great for healing warriors, unless you like standing that far up. This is a great skill which any primary monk healer should consider using. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Healing Whisper Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 1 Effect: Target other ally is healed for 40 to 88. This spell has only half range. Comment: Great healing spell, more potent than orison with a better recharge. The half range is a bit annoying, ironically, the range on this is still two feet better than a 'shout' by a warrior. Purchase from: Cantha ---- Name: Heaven's Delight Attribute: Divine Favor Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Heal yourself and party members in the area for 10 to 210 health. Comment: Identical to Divine Healing. With both of them in the skill bar, they can be extremely effective though. Purchase from: Cantha ---- Name: Holy Strike Attribute: Smiting Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 8 Effect: Target touched foe takes 10 to 34 holy damage. If attacking, that foe is knocked down, and takes an additional 10 to 22 holy damage. Comment: The best "spiking" attack for a smiter. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Marna [Ice Tooth Cave] ---- Name: Holy Veil Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 12 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, any hexes of enchantments cast on target creature take twice as long to cast as they normally would. Comment: Not terribly useful. Perhaps decent if you are a primary Mesmer trying to counter hex spells, but Mesmer's have several skills for slowing casting time, so this would seem pointless. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Holy Wrath Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While maintained, whenever target ally takes attack [physical] damage, this spell deals 66% of the damage back to the source, maximum of ??? to ???, and you lose 10 energy. Comment: Having never tried this skill, but just reading it, this seems worthless... At least it doesn't cancel when you're out of energy. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] ---- Name: Infuse Health Attribute: Healing Prayers Energy Cost: 10 Casting Time: .25 Recharge Time: none Effect: Your current health is reduced by 50%. Target other ally is healed for 100% to 129% of the health you just lost. Comment: This is perhaps the most underrated healing skill in the game. However, it is better when your secondary is monk. I generally carry this around if that is the case, because it can come in handy. Use this skill if you are a ranged caster/attacker and usually at full life. When the primary Monks are down on energy, call that you are infusing someone with health [so the Monk's don't think you just got popped for 300 damage]. This is a great way to save someone trying to escape, due to the quick cast time. Furthermore, it is one of the few ways to keep the ever so dumb NPC's alive if you have no monks in the party. The obvious downfall is that you will lose a lot of life casting this, but at the end of the day, it's the fastest way to heal without dedicating an entire build around it. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Jamei's Gaze Attribute: Healing Prayers Energy Cost: 10 Casting Time: .75 Recharge Time: 3 Effect: Heal target other ally for 35 to 151 health. Comment: This skill is identical to heal other. While it may be a lot of healing, and fun to carry them both, it also burns through energy fairly quickly. Purchase from: Cantha ---- Name: Judge's Insight Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 10 Effect: For 8 to 18 seconds, target ally gains 20% armor penetration and does holy damage. Comment: Great skill against heavily armored opponents, as holy damage is difficult to resist, and does additional against some necromancers and the undead. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Karei's Healing Circle Attribute: Healing Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Heal yourself and adjacent allies for 30 to 150 health. Comment: This spell is just like heal area. Minion masters may love you for carrying both. In fact, bringing both with heaven's delight and divine healing is just... over kill. Purchase from: Cantha ---- Name: Kirin's Wrath Attribute: Smiting Prayers Energy Cost: 5 Casting Time: 2 Recharge Time: 30 Effect: Deals 8 to 27 damage per second, for five seconds, to all areas adjacent to where it was cast. Comment: This is identical to Symbol of Wrath Purchase from: Cantha ---- Name: Life Attunement Attribute: Protection Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target ally deals less combat damage, but receives a 14% to 43% greater amount of health when healed. Comment: Never used this skill to be honest, probably decent when used on a caster who is not attacking anyway. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Life Barrier [Elite] Attribute: Protection Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 5 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, damage to target other ally is reduced by 20% to 44%. If your health drops below 50% and that ally takes damage, Life Barrier ends. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Enshal Hardwood [Frozen Forest] ---- Name: Life Bond Attribute: Protection Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target other ally takes only 50% damage from attacks, the other half is redirected to you, though reduced by 3 to 25 points. Comment: A great skill that should be considered by any protector. Even a healer may wish to stock this in the event the entire party aside from you and someone else die. Use this to keep that person alive longer and make healing easier. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] ---- Name: Life Sheath [Elite] Attribute: Protection Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 7 Effect: For the next 20 seconds, the next 30 to 126 damage target ally would take, it is negated. Comment: A decent skill. It can certainly keep someone alive if they're near death. However, it doesn't actually absorb damage, so in theory reversal of fortune can be more effective. Capture From: Seaguard Gita [Boreas Seabed], Monk Construct [Sunjiang District] ---- Name: Light of Dwayna Attribute: None Energy Cost: 25 Casting Time: 4 Recharge Time: 20 Effect: Revives all nearby dead allies. Comment: The key word here is "nearby". You basically have to be standing on them. Meaning, of course, if your entire team did not die in a pile, nothing will happen. While it is quicker then most life bringing spells, it is also grossly expensive and unpractical. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Harnil [Marhan's Grotto] ---- Name: Live Vicariously Attribute: Healing Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While you maintain this enchantment, you gain 1 to 11 health when target ally strikes a foe. Comment: This skill is rather lame. The few uses may be to slap it on a Barrage ranger or Cyclone Axe Warrior and then not have to worry about healing yourself. Still, just avoid this skill unless you want to experiment. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Mark of Protection [Elite] Attribute: Protection Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 45 Effect: For 10 seconds, whenever target ally would take damage, that ally is instead healed for that amount, maximum of 6 to 49 points. All of your protection prayers are disabled for ten seconds. Comment: The best protection elite, this skill is a long term reversal of fortune. Great for bringing someone from near death up a good deal of health before the opponent notices. Its weakness is the remainder of your skills being blacked out, but if you're just marinating things, who cares. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Lokar Icemender [Iron Mines of Moladune], Bolis Hillshaker Capture From: [Thunderhead Keep] ---- Name: Martyr [Elite] Attribute: None Energy Cost: 5 Casting Time: .25 Recharge Time: 10 Effect: All negative conditions from all members of the party are transferred to you. Comment: A nice way to cure everyone else at the cost of yourself. While this skill can be useful, do not bother to equip it as it is a waste of an elite. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Dwayna's Cursed [Perdition Rock] ---- Name: Mend Ailment Attribute: Protection Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 5 Effect: Remove one condition from target ally. That ally gains 5 to 57 life for each remaining condition. Comment: I prefer mend condition, but this spell is useful as well, and it can self target. Unlock from [Needed only for PvP]:Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Mend Condition Attribute: Protection Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 2 Effect: Remove one condition from target other ally, that ally is healed for 5 to 57 points. Comment: A more surefire way of healing by condition removal. Quick recharge, low cost. This is the way to go. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Mending Attribute: Healing Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target ally gains health regeneration of 1 to 3 arrows. Comment: Commonly seen as the main healing skill of Warrior Monks, a primary monk can make good use of this early, as well. If you boost the heck out of healing and just slap mending on your party [or henchmen], you can basically waltz to Yak's Bend with almost no problems [Charr Chaot's can shatter them, but they are few and far between]. The 3 arrows should be more than enough to keep everyone from losing life unless they recklessly run into a crowd. Once you reach Yak's Bend, this skill should not be used as your only skill. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Orison of Healing Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 2 Effect: Heal target ally for 20 to 60 points. Comment: The bread and butter healing skill. Orison, with divine favor, does in the neighborhood of 100 healing to any friendly target. It has a quick recharge as well. As it costs only five energy, provided you have four arrows of regeneration of energy, you should be able to cast this skill and by the time it recharges have the same amount of energy. While it is not that good in the late game, most monks keep it anyway, because it is cheap and quick to recharge. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Pacifism Attribute: Protection Prayers Energy Cost: 10 Casting Time: 3 Recharge Time: 30 Effect: for 8 to 18 seconds, target foe can not attack, this effect ends if that foe takes damage. Comment: I find this skill to be extremely lame. There is so much AoE in this game, or just incompetent teammates. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Peace and Harmony [Elite] Attribute: Divine Favor Energy Cost: 5 Casting Time: 1 Recharge Time: 25 Effect: For 30 to 78 seconds, target ally gains +1 energy regeneration. This is an enchantment spell, and ends prematurely if that ally attacks or casts a spell which targets a non-ally. Comment: One of the more useful Monk Elites, which is saying a lot as Monk's easily have the best elites in the game. Peace and Harmony, as an enchantment, can be removed, however, Monk's tend to stay back enough where enchantment busters, in PvE at least, will fail to hit them. Casting this on yourself can greatly increase your effectiveness in battle. Consider this alternative though. Casting it on some forms of fire Elementalist's may help even more. Ones which use skills which require them to get close, such as inferno and lava font, are not in fact targeting enemies with their skills. Provided s/he has enough of these skills, you could supply that ally with increases energy regeneration. Personally, this is my second favorite Monk elite. It allows you to maintain another enchantment, basically for free, or spout off more spells. If you are a healer, I would still take Word of Healing over this skill though. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Marnta Doomspeaker [Snake Dance] ---- Name: Protective Bond Attribute: Protection Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target ally cannot take damage more than 5% of his or her maximum life at a time. When this skill prevents damage, you lose 6 to 4 energy, if you can not, the enchantment ends. Comment: A nice way to prevent damage, but extremely high energy maintenance. Haven't really found a long term solution to using this other than for soloing. Patch Notes: Now at level 17 it still takes away 3 energy, instead of 1, making this skill a virtual relic of the past, unless you're one of the few who has found a way around this, already. DO NOT EMAIL ME REGARDING THIS. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Protective Spirit Attribute: Protection Prayers Energy Cost: 10 Casting Time: .25 Recharge Time: 5 Effect: For 5 to 19 seconds, target ally cannot lose more than 10% health from a single attack or spell. Comment: Decent duration, good effects. However, it does not protect against all forms of enemy damage dealing, particularly those which deals high amounts of damage. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Purge Conditions Attribute: None Energy Cost: 5 Casting Time: .25 Recharge Time: 20 Effect: Remove all negative conditions from one ally. Comment: A nice spell to get rid of many pesky conditions at once. The recharge is pretty high, but it is the first condition removal skill you will come across. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Purge Signet Attribute: None Energy Cost: 0, signet Casting Time: 3 Recharge Time: 20 Effect: Removes all conditions and hexes from target ally. You lose 10 energy for each one removed. Comment: Not very useful. This is a great way to run out of energy in a fat hurry. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] ---- Name: Ray of Judgment [Elite] Attribute: Smiting Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 30 Effect: All your skills except smiting prayers are disabled for 10 seconds. Target foe and adjacent foes take 30 to 90 holy damage. Animated undead are set on fire for 3 to 8 seconds. Comment: Not too useful. Word of Censure is a much better smiting elite, as are all of the other ones. Capture From: The Afflicted Miju [Undercity & Vizunah Square] ---- Name: Rebirth Attribute: Protection Prayers Energy Cost: 10 Casting Time: 6 Recharge Time: 0 Effect: Target dead ally is revived and teleported to your current location. Your energy is reduced to zero. The revived ally's skills are disabled for 10 to 4 seconds. Comment: This skill seems to have become the standard revival skill. However, half the people do not understand how to use this. When NOT to use: -When you are in a crowd of enemies. The person you res is just going to die again, they will respawn with barely any life and no skills. -When you are the only monk in the party and the battle rages on. Hello, six seconds with no healing, and then a few more for your energy to come back. Defenseless party alert! When TO use: -When you have boldly chickened out and everyone else died. This skill allows you to revive a teammate without agroing any enemies. -When you are a secondary monk, and a ranged attacker not reliant on energy. Make sure to call that you are using the skill during battle so the monk knows to get ready to heal the person when they pop up safely back. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Release Enchantments Attribute: Divine Favor Energy Cost: 5 Casting Time: 1 Recharge Time: 5 Effect: Lose all enchantments. Each party member gains 5 to 29 health for each monk enchantment lost. Comment: Not a very effective spell. Even if you lose a solid amount such as five enchantments, your party is still only getting 150 or so health. And you've burned a ton of energy getting them all on. Purchase from: Cantha ---- Name: Remove Hex Attribute: None Energy Cost: 5 Casting Time: 2 Recharge Time: 7 Effect: Removes one hex from target ally. Comment: One of a select few ways to remove hexes in the game. Cheap spell, decent recharge. Only carry it along for hex heavy areas though. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Restore Condition [Elite] Attribute: Protection Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 2 Effect: Remove all conditions from target other ally. That ally gains 10 to 58 life for each on removed. Comment: Great condition remover. Easily the best one. However, as it is an elite skill, unless you are solely a hex/condition buster, I can not suggest using this skill. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Spindle Agonyvein [Abaddon's Mouth] ---- Name: Restore Life Attribute: Healing Prayers Energy Cost: 10 Casting Time: 8 Recharge Time: 0 Effect: While standing over target dead ally, Restore Life will bring that ally back to life with 26% to 45% health and 42% to 80% energy. Comment: Often considered the most "noob" resurrection spell, this deserves a second look. Yes, it takes forever to cast. Yes, you have to stand on the party member for it to work. However, unlike resurrect, the target comes back to life with considerable health and energy, allowing them to get out of danger if it still exists. Unlike rebirth, they do not come back to life with a sliver of health and all of their skills disabled. This skill is more useful when you have two monks in the party, having one load up on this and do mid- battle resurrecting, bringing back allies in a not so critical state as when another ally pops off a rebirth and the person comes back with no health in the middle of a pack. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Resurrect Attribute: None Energy Cost: 10 Casting Time: 6 Recharge Time: 5 Effect: Resurrect target ally with very little health and energy. Comment: This skill does have range, unlike restore life, but revives the fallen teammates with barely any health, making them easy bait for another immediate death should danger exist. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Resurrection Chant Attribute: Healing Prayers Energy Cost: 10 Casting Time: 8 Recharge Time: 0 Effect: Target party members is revived with as much health as you and 5 to 29% energy. This spell has half the normal range. Comment: Finally, a decent res spell. It has poor range, but allies come back with as much health as you regardless of the level. Also, they get some of their energy along with it. I'm a fan of this skill, even though I'm a protector. As everyone else carries rebirth these days, I feel like bringing something else! Purchase from: Cantha ---- Name: Retribution Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While maintained, whenever target ally takes damage, 33% of it is dealt back to the attacker, maximum of 5 to 17 damage. Comment: Again, seems pretty worthless to me. At least this one doesn't eat extra energy, though the reflect damage caps far too low. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Reversal of Fortune Attribute: Protection Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 2 Effect: The next time target ally would take damage, that ally gains that amount of life instead. That ally can only gain 15 to 67 life in this way. Comment: The bread and butter Protection Monk spell. Cheap, fast, spammable. Reversal of Fortune essentially two hits, assuming they do around the same damage. However, some smart players are able to anticipate when someone will get hit by this spell, and do two damage accordingly. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Reverse Hex Attribute: Protection Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 7 Effect: Remove one Hex from Target ally. For 5 to 9 seconds, the next time that ally takes damage, it is reduced by 5 to 41 points. Comment: Handy hex remover, almost acts as a mini life sheath or reversal of fortune. Purchase from: Cantha ---- Name: Scourge Healing Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 5 Effect: For 30 seconds, every time target foe is healed, the healer takes 15 to 67 holy damage. Comment: One of the better smiting skills, very effective against the annoying healer bosses spread throughout the game. Unlock from [Needed only for PvP]: Purchase from: Bartoch [Droknar's Forge] ---- Name: Scourge Sacrifice Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: For 8 to 18 seconds, every time a foe sacrifices life, that foe loses twice the normal amount. This skill now affects all adjacent targets. Comment: Useful against blood necromancers, not much else. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] ---- Name: Shield Guardian Attribute: Protection Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 1 Effect: Enchantment. Target ally has a 75% chance to block incoming attacks. The next time that ally blocks an attack, that ally and all nearby allies are healed for 16 to 67 damage, and shield guardian ends. Comment: Not really sure the purpose of the first half of this. It may as well just heal you the next time that ally is swung at, but whatever. Purchase from: Cantha ---- Name: Shield of Deflection [Elite] Attribute: Protection Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 5 Effect: For 5 to 10 seconds, target ally has a 50% to 70% chance to Evade attacks and gains 12 to 22 armor. Comment: Yet another wonderful Protection Monk elite skill. Shield of regeneration and Mark of Protection are probably better, but this one is nothing to be ignored. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Grun Galesurge [Ring of Fire] ---- Name: Shield of Judgment [Elite] Attribute: Smiting Prayers Energy Cost: 15 Casting Time: 1 Recharge Time: 45 Effect: For 8 to 18 seconds, every time target foe is struck for physical damage, the dealer of the damage is knocked down, taking 5 to 41 damage. Comment: This skill is highly annoying. After being knocked down the first time, most people are not dumb enough to continue attacking the same target though. Still, knockdown is a great tactical advantage, so is forcing people to take up new targets. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Myd Springclaw [Mineral Springs] ---- Name: Shield of Regeneration [Elite] Attribute: Protection Prayers Energy Cost: 15 Casting Time: 1 Recharge Time: 20 Effect: Target ally gains 3 to 9 health regeneration and 40 armor for 5 to 10 seconds. Comment: Another great elite protection skill. This one is my personal favorite, but it is a bit pricey. Still, if Lina uses it... how bad can it be? Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Facet of Light [Dragon's Lair] ---- Name: Shielding Hands Attribute: Protection Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 25 Effect: For 10 seconds, all damage incurred by target ally is reduced by 3 to 15 points. Comment: Very useful in the early stages of the game, easily being able to reduce all damage to zero. However, with the long recharge time and increasing amounts of damage taken later, this skill will quickly find its way out of your skill bar. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Signet of Devotion Attribute: Divine Favor Energy Cost: 0, signet Casting Time: 2 Recharge Time: 5 Effect: Heal target ally for 14 to 83 points. Comment: A skill which is getting more attention in both PvP and PvE as of late. Signet of Devotion is a slow Orison of healing which costs no energy. As such, it is backfire proof as well as some other skills. I would recommend this only as a third healing spell though, do not try and build your entire character around this. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] ---- Name: Signet of Judgment [Elite] Attribute: Smiting Prayers Energy Cost: 0, signet Casting Time: 2 Recharge Time: 25 Effect: Target foe is knocked down and takes 15 to 63 holy damage. All foes nearby to the knocked down foe also take the damage, but are not knocked down. Comment: Although this is not helpful to you, taking on several Azure Shadows at once often results in being hit with this from all of them in succession, highly damaging. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Fawl Driftstalker [Talus Chute], Balt Duskrider [Iron Mines of Moladune] ---- Name: Signet of Rage Attribute: Smiting Prayers Energy Cost: None, Signet Casting Time: 2 Recharge Time: 30 Effect: Deals 10 to 34 holy damage and 5 to 10 more for each adrenaline skill that foe has. Comment: A nice bit of damage which can be done to most warriors. Not effective on much else. Purchase from: Cantha ---- Name: Signet of Rejuvenation Attribute: Healing Prayers Energy Cost: None, signet Casting Time: 1 Recharge Time: 10 Effect: Heal target ally for 5 to 49 health. If that ally is casting a spell or attacking, that ally gains another 5 to 41 health. Comment: Not a bad skill, faster than signet of devotion, and if they're attacking, does about the same amount. Purchase from: Cantha ---- Name: Smite Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 10 Effect: Deals 10 to 46 holy damage to target foe. If that foe was attacking, it takes an additional 10 to 22 damage. Comment: Along with Banish, the only spammable smiting skill. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Smite Hex Attribute: Smiting Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 15 Effect: Remove a hex from target ally. All foes nearby to that ally take 10 to 70 damage. Comment: A great hex remover, does damage too. Sadly, the recharge is too high to make it terribly effective. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Spear of Light Attribute: Smiting Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 15 Effect: Deals 26 to 50 damage to target foe. If that foe is attacking, it deals another 15 to 51 damage. Comment: It's all holy damage, that's huge! This is one of the best all around smiting skills in the game, cheap with a good recharge. The only downfall is that it's a projectile similar to lightning javelin. Purchase from: Cantha ---- Name: Spell Breaker [Elite] Attribute: Divine Favor Energy Cost: 15 Casting Time: 1 Recharge Time: 45 Effect: For 5 to 16 seconds, target ally can not be the target of any hostile spell. Comment: This spell is picking up popularity fast, and rightly so, it is so broken [that means overpowered]. However, it is not impossible to overcome. First, the recharge is relatively long. Second, while the person can not be the initial target, s/he can still be affected by the spell if it is AoE or non-target based. Still, this skill deserves major consideration against the caster areas of the game. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Raptorhawk [Snake Dance] ---- Name: Spell Shield Attribute: Divine Favor Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Enchantment. While casting for the next 5 to 17 seconds, you can not be the target of spells. When Spell shield ends, your skills are disabled for 10 to 6 seconds. Comment: Handy if you're trying to avoid being interrupted by mesmers when casting. Not much in the way of practical use for it, though. Purchase from: Cantha ---- Name: Spirit Bond Attribute: Protection Prayers Energy Cost: 10 Casting Time: .25 Recharge Time: 2 Effect: Enchantment. For 8 seconds, whenever target ally takes more than 60 damage from one attack, that ally is healed for 40 to 88 health. Comment: Handy against some of the factions bosses who will easily deal 200+ damage in any given attack. Protective spirit is still more useful, but this is a good way to protect if that ally does not have spirit on them. Purchase from: Cantha ---- Name: Stonesoul Strike Attribute: Smiting Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 8 Effect: Target touched foe takes 10 to 46 holy damage. If that foe was already knocked down, that foe takes 10 to 46 more damage. Comment: Identical to Holy Strike. The two can create a powerful chain of holy spiking damage, which is useful. Cheap, and quick to recharge. Purchase from: Cantha ---- Name: Strength of Honor Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While maintained, target ally deals 1 to 8 more damage in melee combat. Comment: USELESS. Low damage plus maintenance + melee only = no thanks. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Succor Attribute: None Energy Cost: 10 Casting Time: 1 Recharge Time: 10 Upkeep: 1 energy arrow. Effect: While this enchantment is maintained, target other ally gains health and energy regenerations of 1 and you lose 1 energy each time that ally casts a spell. Comment: Highly annoying spell. You can give up both energy and energy regeneration, so someone else in the party gets a puny one extra arrow. This is not worth it unless you're a pure protector and want to get the energy back using blessed signet or something along those lines. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Marna [Ice Tooth Cave] ---- Name: Symbol of Wrath Attribute: Smiting Prayers Energy Cost: 5 Casting Time: 2 Recharge Time: 30 Effect: For 5 seconds, foes adjacent to you take 8 to 27 holy damage per second. Comment: Cheap, damaging. Common on warrior/monks. The recharge is quite high and the duration low, still, it is worth considering if you are a smiter or a warrior/monk. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Unyielding Aura [Elite] Attribute: Divine Favor Energy Cost: 5 Casting Time: 3 Recharge Time: 15 Upkeep: 1 arrow of energy regeneration Effect: Target dead ally comes back to life with 100% health and energy. If that ally dies, or if this enchantment is removed/unmaintained, that ally dies, but does not incur a death penalty for that death. This spell fails 50% of the time if Divine Favor is less than level 5. Comment: Damn is this skill fun. It has the same premise of Vengeance, but you get to control when the person dies again, unless it is removed from the enemy. As it is an elite skill, if your goal is to have a quick full res, I would stick with Vengeance, as this skill is not worthy of being elite. However, Unyielding Aura does have many fun perks. Here are a few: When a person in your party is constantly running off and getting killed, res him using this spell. Now, with that ally on your leash you can control the action. If s/he runs off again and does not heed warnings, simply stop maintaining the enchantment. Okay, so other than a quick res or the leash factor, this skill is fairly useless, but think of all the fun you can have :)! Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Ipillo Wupwup [Witman's Folly] ---- Name: Vengeance Attribute: None Energy Cost: 10 Casting Time: 4 Recharge Time: 60 Effect: Enchantment, bring target ally back to life with full health and energy. After thirty seconds, or if this enchantment is removed, that ally dies again. Deaths caused by the removal of, expiration of, or otherwise during Vengeance do not cause additional death penalties. Comment: A handy res spell, to say the least. Vengeance brings someone back at full power, if only for a short time. Use that person as a meat shield, since they are going to die again anyway. This skill is more fun then anything else, but does have its practical purposes. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Vigorous Spirit Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 4 Effect: Enchantment spell, for 30 seconds, whenever target ally attacks of casts a spell, that ally gains 1 to 11 health. Comment: Similar to Live Vicariously, though perhaps more useful. This skill does not have an upkeep and is triggered by casting as well as attacking. Still, I would not recommend bringing this one along unless you are a supporting healer, rather than a pure healer. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Vital Blessing Attribute: Protection Prayers Energy Cost: 10 Casting Time: .75 Recharge Time: 2 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target ally gains 40 to 168 more maximum health, Comment: This is a skill I have not spent much time with. Having more life is good, though at the cost of energy regeneration, I'm not sure it is worth it. Maybe if monk is your secondary, but still, what a waste of stat points. Oh well, e-mail me some crazy ideas involving this skill, other than giving people more life for UW and FoW runs. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Watchful Spirit Attribute: Divine Favor Energy Cost: 15 Casting Time: 1 Recharge Time: 10 Upkeep: 1 arrow of energy regeneration Effect: While you maintain this enchantment, target ally gains health regeneration of 2. If watchful spirit ends, that ally gains 30 to 150 health. Comment: Honestly, I have never used this skill, but it looks to be an interesting mix between mending and an unwatched [aka, self activating] heal. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Withdraw Hexes [Elite] Attribute: Divine Favor Energy Cost: 15 Casting Time: 1 Recharge Time: 5 Effect: Remove all hexes from target ally and all adjacent allies. This spell takes an additional 20 to 8 seconds to recharge for each hex removed in this way. Comment: It looks great, until that added recharge. Consider this would be about a minute minimum before you could cast it again - unless you're using this to remove one hex, in which case you're wasting an elite skill. Capture From: Hukrah Earthslove [Mount Qinkai] ---- Name: Word of Censure [Elite] Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 2 Effect: Target foe takes 15 to 63 damage. If your health was below 33%, this spell takes 20 more seconds to recharge. Comment: Lots of damage with little recharge and a fair price. This is a great smiting skill. Capture From: Shen, the Magistrate & Qufuu [Wajjun Bazaar] ---- Name: Word of Healing [Elite] Attribute: Healing Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 4 Effect: Heal target other ally for 16 to 67 health. Heals for an additional 15 to 83 points of health if that ally is below 50% health. Note: the extra health is applied only if the target is under 50% health AFTER the initial healing + divine favor. In reality, the target will need to be at around 33% life for the extra healing to trigger. Comment: Without much question, this is the best elite skill a healing monk can have, perhaps the best a monk can have. Word of healing can easily restore over 200 health to an ally for five energy. The only downfall is that it can not target the caster, but oh well. This skill should be seriously considered by any primary healer. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Capture From: Wissper Inssani [Elona Reach], Josso Essher [Thirsty River] ---- Name: Zealot's Fire Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 30 Effect: For 60 seconds, whenever you use a skill on an ally, all adjacent foes to that ally are struck for 5 to 37 fire damage. Comment: Has its uses, I suppose, assuming you are consistently casting spells on the same ally. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] --- 4. Necromancer Skills ---- Necromancers have four attributes, Blood Magic, Death Magic, Curses and Soul Reaping. Soul Reaping is the primary attribute. There are no skills which use this attribute, but it does give a necromancer 1 energy point per level that the attribute is at, for each ally, minion or enemy which dies nearby. "Nearby" in this instance is huge, roughly the size of the compass. With multiple points in this attribute, a Necromancer can effectively never have to watch out for his or her energy supply. Necromancers carry a vast array of anti-melee skills, making them the bane of most warriors. They also carry some anti-caster skills, but no where near the amount that the Mesmer does. ---- Name: Animate Bone Fiend Attribute: Death Magic Energy Cost: 25 Casting Time: 3 Recharge Time: 5 Effect: Turn the nearest corpse into a level 1 to 14 Bone fiend. Bone Fiends attack at range. Comment: I personally like the fiends to the horrors and minions. They tend to do more damage and live longer. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Animate Bone Horror Attribute: Death Magic Energy Cost: 15 Casting Time: 3 Recharge Time: 5 Effect: Turn the nearest corpse into a level 1 to 14 Bone Horror. Comment: Avoid this one, though, you do get it the earliest. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Animate Bone Minions Attribute: Death Magic Energy Cost: 25 Casting Time: 3 Recharge Time: 5 Effect: Turn the nearest corpse into two level 0 to 10 Bone Minions. Comment: Rather expensive and the minions are often 8 to 10 levels lower than any target. Not worth it. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Aura of the Lich [Elite] Attribute: Death Magic Energy Cost: 15 Casting Time: 3 Recharge Time: 30 Effect: Elite Enchantment. For 24 to 53 seconds, your maximum health is halved, but you take half damage and half healing from all sources. When Aura of the Lich ends, you are healed for 50 to 202 health. Comment: I'll leave you to put this into a combo <<. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture From: Maligo Libens [Hell's Precipice] ---- Name: Awaken the Blood Attribute: Blood Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 45 Effect: Enchantment. For 20 to 39 seconds, you gain +2 blood magic and +2 curses, but, whenever you sacrifice health, you sacrifice 50% more than normal. Comment: A very effective way to boost several of the more desirable necromancer skills. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] ---- Name: Barbed Signet Attribute: Blood Magic Energy Cost: 0, signet Casting Time: 2 Recharge Time: 20 Effect: Sacrifice 8% max health. You steal 18 to 52 health from target foe. Comment: I've honestly never used this, but as 52 life is about 8% of 480... er, is it? Well, anyway, this just seems like a way to spike some damage. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Barbs Attribute: Curses Energy Cost: 10 Casting Time: 2 Recharge Time: 30 Effect: Hex, for 30 seconds target foe takes 1 to 8 more damage when hit by a physical attack. Comment: Very ineffective way to add damage. The extra damage is hardly noticeable unless you're a minion master and you've got a load of tiny horrors beating away on something. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Blood Renewal Attribute: Blood Magic Energy Cost: 5 Casting Time: 1 Recharge Time: 10 Effect: Enchantment. Sacrifice 33% max health. For 10 seconds, you gain health regeneration of 3 to 5. When blood renewal ends, you gain 40 to 160 health. Comment: Effective way to heal yourself, if it gets ripped off of you, even better! Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Blood Ritual Attribute: Blood Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 2 Effect: Enchantment. Sacrifice 17% max health, for 8 to 13 seconds, target touched foe gains energy regeneration of +3. You can not target yourself. Comment: Honestly, this spell is overrated. First, you need to touch, second, it has a 2 second cast time, third, in 13 seconds +3 energy regeneration is 13 energy, and you just took 10 to cast it. Basically, you gave someone three free energy. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Blood is Power [Elite] Attribute: Blood Magic Energy Cost: 5 Casting Time: .25 Recharge Time: 0 Effect: Elite Enchantment. Sacrifice 33% max health, for 10 seconds, target ally gains 3 to 5 energy regeneration. Comment: This one, however, is great. Five energy regeneration is a much better rate, and the spell is cheaper. The sacrifice penalty is higher, but easy enough to work around you. Monks will love you, you dirty old man. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture From: Cry Darkday [Snake Dance] ---- Name: Blood of the Master Attribute: Death Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Sacrifice 10% max health. All adjacent undead allies are healed for 30 to 54 health. Comment: Never used, no comment. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Chilblains Attribute: Death Magic Energy Cost: 25 Casting Time: .75 Recharge Time: 15 Effect: You become poisoned for 3 to 13 seconds, nearby foes take 10 to 37 cold damage and lose one enchantment. Comment: A very fun skill, though it would be better if the poison length decreased, rather than increased. Still, you can always transfer it to a foe. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Consume Corpse Attribute: Death Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 0 Effect: Teleport to a random corpse and gain 25 to 85 health and 5 to 17 energy from it. Comment: Remarkably handy. With the energy you steal, you'll pretty much cast this spell for free. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Dark Aura Attribute: Death Magic Energy Cost: 10 Casting Time: 1 Recharge Time: 10 Effect: Enchantment. For 30 seconds, whenever target ally sacrifices health, Dark Aura deals 5 to 41 shadow damage to all adjacent foes and you lose 5 to 17 health. Comment: Unless you're in a party of Masochists, this spell seems a very ineffective way to dish out any serious damage. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Dark Bond Attribute: Blood Magic Energy Cost: 10 Casting Time: 2 Recharge Time: 60 Effect: Enchantment. For the next 30 to 54 seconds, whenever you take any type of damage, your closest minion takes 75% of that damage for you. Comment: Great for a summoner, not great for much else. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Dark Fury Attribute: Blood Magic Energy Cost: 10 Casting Time: .75 Recharge Time: 5 Effect: Enchantment. Sacrifice 17% max health. For 5 seconds, the next time any nearby party member hits with an attack [dealing physical damage], that party member gains one strike of adrenaline. Comment: Check out the wording of the actual spell, glitch <__<. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Facet of Nature [Dragon's Lair] ---- Name: Muddy Terrain Attribute: Wilderness Survival Energy Cost: 5 Casting Time: 5 Recharge Time: 30 Effect: Create a level 1 to 8 spirit which dies after 30 to 78 seconds. All creatures in the area move 10% slower and gain no bonus from speed boosting effects. Comment: Lame? Yes, that would suffice, lame! Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] ---- Name: Nature's Renewal Attribute: Wilderness Survival Energy Cost: 5 Casting Time: 5 Recharge Time: 60 Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds. All enchantments and hexes being cast in its area take 100% longer to cast. Maintained enchantments take double upkeep while in range. Comment: This skill got nerfed hard, haven't seen it since... Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Oath Shot [Elite] Attribute: Expertise Energy Cost: 10 Casting Time: 0 Recharge Time: 20 Effect: If this attack hits, all of your other skills are recharged. If it misses, they're all disabled for 10 seconds. [50% chance to miss with expertise 7 or less] Comment: Uh....It's really fun wasting your elite skill on something which can disable you for ten seconds... Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Perfected Cloak [Thunderhead Keep], Cairn The Troubling [Ring Of Fire], Cairn The Relentless [Abaddon's Mouth] Hilios The Dutiful [Iron Mines of Moladune] ---- Name: Otyugh's Cry Attribute: Beast Mastery Energy Cost: 5 Casting Time: 0 Recharge Time: 30 Effect: All animals in the area become hostile to your target and gain +20 armor for 30 seconds. This attack cannot turn animals against their masters or their masters' allies. 50% failure with beast mastery 4 or less. Comment: In honesty, I'm sure this skill has an use, I just don't have a damn clue what it might be. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Penetrating Attack Attribute: Marksmanship Energy Cost: 10 Casting Time: 0 Recharge Time: 3 Effect: This attack hits for 3 to 15 extra damage with 20% armor penetration. Comment: Spammable, big damage, works great with other forms of armor penetration. Possibly the best single attack a ranger has to offer. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Pin Down Attribute: Marksmanship Energy Cost: 15 Casting Time: 0 Recharge Time: 15 Effect: If it hits, your target is crippled for 3 to 13 seconds. Comment: Hi, people reading this. STOP USING THIS SKILL IN PVE. Dear god, how often do you see a Risen Ash Hulk run away? NEVER. Why cripple it? Geez. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Point Blank Shot Attribute: Expertise Energy Cost: 10 Casting Time: 0 Recharge Time: 3 Effect: This attack has only 50% of your bow range, but hits for 10 to 18 extra damage. Comment: For having such a huge negative, and being based on a primary attribute, you would think the damage would be considerably better. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Poison Arrow [Elite] Attribute: Wilderness Survival Energy Cost: 5 Casting Time: 0 Recharge Time: 1 Effect: Your target becomes poisoned for 5 to 17 seconds. Comment: Only poisons enemies with flesh. One of the most common ranger elite skills in pvp. Can be stacked with a preparation, unlike apply poison. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Salani Pippip [Witman's Folly], Kekona Pippip [Spearhead Peak], Ranger Boss Something Pippip [Talus Chute] ---- Name: Power Shot Attribute: Marksmanship Energy Cost: 10 Casting Time: 0 Recharge Time: 6 Effect: Attack deals 10 to 18 additional damage. Comment: Very nice early, replace with penetrating attack eventually, as it will do more damage and has a lower recharge. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Practiced Stance [Elite] Attribute: Expertise Energy Cost: 5 Casting Time: 0 Recharge Time: 15 Effect: For 20 to 32 seconds, while in this stance, your preparations recharge 50% faster and last 26% longer. Comment: It's a shame many of the better preparations are elite skills, too, otherwise, this would be one of the best ranger skills. If, however, you love apply poison or kindle arrows, this may be worth considering. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Ryk Arrowwing [Mineral Springs] ---- Name: Precision Shot Attribute: Marksmanship Energy Cost: 10 Casting Time: 0 Recharge Time: 6 Effect: If this hits, you deal 10 to 18 additional damage [like every other damn ranger skill, grumble], but it cannot be blocked or evaded. This attack is easily interrupted. Comment: ... Okay, about that easily interrupted deal... yeah... bad skill. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Predator's Pounce Attribute: Beast Mastery Energy Cost: 5 Casting Time: 0 Recharge Time: 5 Effect: Your pet hits for 5 to 17 additional damage and gains 5 to 41 health. Comment: Handy way to keep your pet alive while doing some extra damage. In recent times, I've stopped using this skill in pvp, because no one really attacks pets, and even if they do, 41 health isn't going to help. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Predatory Season Attribute: Beast Mastery Energy Cost: 5 Casting Time: 5 Recharge Time: 60 Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds. Healing is reduced by 20% to all creatures in range. All creatures gain +5 health steal when attacking. Comment: I've never used this aside from just having something to spam. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Primal Echoes Attribute: Beast Mastery Energy Cost: 5 Casting Time: 5 Recharge Time: 60 Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds. Signets cost 10 energy to use in its range. Comment: Haha! Stupid warrior has to pay most of its energy to use a res or healing signet! Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: [Copperhammer Mines] ---- Name: Punishing Shot [Elite] Attribute: Marksmanship Energy Cost: 10 Casting Time: .5 Recharge Time: 8 Effect: Your target is hit for 10 to 18 additional damage and is interrupted. Comment: Bet you didn't see that 10 to 18 coming! Anyway, the recharge is fairly quick, so the ability to interrupt frequently is there, still, there are better elites. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Thul Boulderrain [Snake Dance] [Northern end] ---- Name: Quick Shot [Elite] Attribute: None Energy Cost: 5 Casting Time: 1 Recharge Time: 1 Effect: Shoot an arrow twice as fast as normal Comment: Great skill, useful for spreading damage via preparations to several targets quickly. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Maxine Coldstone [Perdition Rock] 50% chance to spawn ---- Name: Quickening Zephyr Attribute: Wilderness Survival Energy Cost: 5 Casting Time: 5 Recharge Time: 60 Effect: Create a level 1 to 8 spirit which dies after 15 to 39 seconds. Skills recharge twice as fast but cost 30% more. Comment: Useful for screwing over spiking teams, as their spells will cost considerably more energy to cast. Also quite effective at taking down the energy of a monk. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Read the Wind Attribute: Marksmanship Energy Cost: 5 Casting Time: 2 Recharge Time: 12 Effect: Preparation. For 12 seconds, your arrows move twice as fast and deal 3 to 9 extra damage. Comment: Doesn't last too long, but does make a nice replacement for favorable winds, as it only benefits you. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Revive Animal Attribute: Beast Mastery Energy Cost: 5 Casting Time: 6 Recharge Time: 20 Effect: All nearby allied pets come back to life with 50 to 410 health. Comment: If it could only heal pets too. I guess it's nice because it allows you to revive other pets, making it so not everyone has to pack comfort animal. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Marna [Ice Tooth Cave] ---- Name: Savage Shot Attribute: Marksmanship Energy Cost: 10 Casting Time: 0 Recharge Time: 5 Effect: Your targets action is interrupted. If that action was a spell, they take 13 to 25 extra damage. Comment: Can be handy, though, Concussion shot and Distracting shot are better options. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Scavenger Strike Attribute: Beast Mastery Energy Cost: 10 Casting Time: 0 Recharge Time: 5 Effect: Your pet hits for 5 to 17 extra damage. If hitting a foe with a condition, that foe takes 1 to 12 more damage. Comment: Pets can inflict many conditions, this is worth bringing for extra damage. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Serpent's Quickness Attribute: Wilderness Survival Energy Cost: 5 Casting Time: 0 Recharge Time: 45 Effect: Stance. For 15 to 27 seconds, your skills recharge 50% faster. This stances ends if you drop below 50% health. Comment: Stacks with other quick recharge. This one lasts a while too. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Spike Trap [Elite] Attribute: Wilderness Survival Energy Cost: 10 Casting Time: 2 Recharge Time: 20 Effect: When triggered, all foes in the area take 10 to 56 damage and are crippled for 3 to 13 seconds, and are knocked down. You are easily interrupted while setting this trap. Comment: Modestly better than barbed trap, but not worth the elite slot, unless you're in an all trapper smite run group. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Vulg Painbrain [Ring Of Fire] ---- Name: Storm Chaser Attribute: Wilderness Survival Energy Cost: 10 Casting Time: 0 Recharge Time: 30 Effect: Stance. For 8 to 18 seconds, you move 25% faster and gain 1 to 4 energy whenever you take elemental damage. Comment: The best running skill in the game, period. Storm chaser works great with a second profession, due to its long duration for a minimal amount of points. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Symbiosis Attribute: Beast Mastery Energy Cost: 5 Casting Time: 5 Recharge Time: 60 Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds. For each enchantment on a creature, that creature gains 27 to 125 health. Comment: Running around with 6,000 health can be quite fun, but it is not all that practical. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Harnil [Marhan's Grotto] ---- Name: Symbiotic Bond Attribute: Beast Mastery Energy Cost: 10 Casting Time: 0 Recharge Time: 55 Effect: Stance. For 120 to 264 seconds, your pet gains +1 health regeneration and half of all physical damage dealt to it is redirected to you. Comment: Somewhat like a life bond to your pet, although, I'm not sure it actually works, having never tried it. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] ---- Name: Throw Dirt Attribute: Expertise Energy Cost: 5 Casting Time: 1 Recharge Time: 45 Effect: Target touched foe and those adjacent to it become blind for 3 to 13 seconds. Comment: I'd rather just cripple the person, but this doesn't require you to actually hit them, which is good against pesky blocking warriors. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Tiger's Fury Attribute: Beast Mastery Energy Cost: 10 Casting Time: 0 Recharge Time: 10 Effect: Stance. All your non-attack skills are disabled for 5 seconds. For 5 to 10 seconds, you attack 33% faster than normal. Comment: dot... dot... dot... Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Troll Unguent Attribute: Wilderness Survival Energy Cost: 5 Casting Time: 3 Recharge Time: 10 Effect: For 10 seconds, you gain health regeneration of 3 to 9. Comment: Long casting time, but one of a few ways a Ranger can gain health back. This allows you to still move around [as opposed to healing spring], and more effectively counters most health degeneration. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Whirling Defense Attribute: Expertise Energy Cost: 10 Casting Time: 0 Recharge Time: 60 Effect: For 8 to 18 seconds, you have a 75% chance to block attacks. When you block a projectile attack, adjacent foes take 5 to 10 damage. Comment: A great skill for a tank, but not much else. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Winnowing Attribute: Wilderness Survival Energy Cost: 5 Casting Time: 5 Recharge Time: 60 Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds. Whenever a creature in its range takes physical damage, it takes four more than usual. Comment: zzzzzzz. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Winter Attribute: Wilderness Survival Energy Cost: 5 Casting Time: 5 Recharge Time: 60 Effect: Create a level 1 to 8 spirit which dies after 30 to 126 seconds. Turns all elemental damage into cold damage. Comment: Sure makes armor selection a breeze when you're only going to have to face on element. Also stacks well with greater conflagration. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] --- 6. Warrior Skills --- Warrior have the heaviest armor against physical attacks in the game. Their skills can also use Adrenaline, rather than energy. Adrenaline is gained when a warrior strikes a target with an attack. A small, quite small, in fact, amount of adrenaline is given to a warrior when it is attacked. Strength is the primary attribute of a warrior, giving armor penetration when using attack SKILLS. This does not effect regular attacks. Warriors can master themselves with Hammers, Axes of Swords. Hammers do the most damage, but attack the slowest. Axes and swords attack at the same rate, but swords have a smaller damage range [15-22 on a max, compared to 6-28 for an axe]. All three weapons can inflict various conditions and do additional effects when they hit someone suffering from those conditions. Tactics is useless... just kidding. Tactics is quite underused, due to the demand that there be 2398047293489 healing monks in every party. If, however, you do not have one, a tactics based warrior has the best chance of staying alive, compared to other warrior builds. ---- Name: "Charge!" [Elite] Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 20 Effect: Shout. For 5 to 10 seconds, you and all allies in the area move 25% faster. Comment: This affects multiple people and is based on energy. The problem is, It's an elite skill, and though most warrior elite skills are awful, there's often times something better than this one. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Balthazar's Cursed [Perdition Rock] ---- Name: "Fear Me!" Attribute: Tactics Energy Cost: 0 Adrenaline Cost: 4 Casting Time: 0 Recharge Time: 0 Effect: Shout. All adjacent foes lose 1 to 3 energy. Comment: A relatively useless skill. It's not going to deplete the energy of casters nearly fast enough to bother them. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: "For Great Justice!" Attribute: None Energy Cost: 10 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 45 Effect: Shout. For 15 seconds, your adrenal skills charge twice as fast. Comment: This is also pretty awful. It lasts no where near long enough in relation to its recharge time. Use frenzy, flurry, or some multiple target attack if you want to build up adrenaline faster. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: "I Will Survive!" Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: Shout. You gain health regeneration of 3 for each condition you are suffering. This regeneration expires after 5 to 10 seconds. Comment: Due to the large amount of conditions these days in pvp, and even pve, this might be worth considering, until you note that it takes an entire minute to recharge. Now as it's been changed to 30 seconds... I'll have to try it. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: "I will avenge you!" Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 45 Effect: Shout. For each dead ally in the area, you gain 10 seconds of health regeneration 3 to 6 and your attack speed increases 33%. Comment: Another nice effect, but a long recharge and the requirement of a dead teammate hampers its usefulness. The range is now the size of the compass... which is somewhat nice. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] ---- Name: "Shields Up!" Attribute: Tactics Energy Cost: 10 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: Shout. For 8 to 18 seconds, you and all nearby allies gain 50 armor against piercing attacks and a 10% to 34% chance to block incoming projectiles. Comment: Extremely effective against rangers, and in most of the Maguuma jungle... it's a shame you don't get it when you're there. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: "To the Limit!" Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 20 Effect: Shout. For each adjacent enemy [max 1 to 5], you gain a strike of adrenaline. Comment: If there's give enemies near you, just use cyclone axe or hundred blades for the adrenaline. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: "Victory is Mine" [Elite] Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 15 Effect: Shout. You gain 10 to 56 health and 5 energy for each condition suffered by adjacent foes. Comment: If you team consists of fragility spikers or condition rangers, this is a wonderful skill to bring with. Goes well with most warrior attacks too, as they often inflict a condition. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Sakalo Yawpyawl [Witman's Folly], Jono Yawpyawl [Spearhead Peak], Jono Yawpyawl [Talus Chute] ---- Name: "Watch Yourself" Attribute: Tactics Energy Cost: 0 Adrenaline Cost: 4 Casting Time: 0 Recharge Time: 0 Effect: Shout. Party members near you gain 20 armor for 5 to 10 seconds. Comment: Twenty armor isn't that bad, and this can actually prevent you from taking much damage at all in the early game, but the duration is short and most people consider tactics to be useless. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Axe Rake Attribute: Axe Mastery Energy Cost: 0 Adrenaline Cost: 7 Casting Time: 0 Recharge Time: 0 Effect: If this attack hits a foe suffering from a deep wound, you deal 1 to 8 extra damage and that foe becomes crippled for 15 seconds. Comment: Crippling is quite nice, but when you consider you're going to need a considerable amount of adrenaline to inflict a deep wound, and then this, you might want to consider a more damaging skill instead. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Axe Twist Attribute: Axe Mastery Energy Cost: 0 Adrenaline Cost: 8 Casting Time: 0 Recharge Time: 0 Effect: If this attack hits a foe suffering from a deep wound, you deal 1 to 16 extra damage and that foe suffers from weakness for 20 seconds. Comment: Weakness, on the other hand, can be well worth it in a warrior vs warrior situation. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Backbreaker [Elite] Attribute: Hammer Mastery Energy Cost: 0 Adrenaline Cost: 10 Casting Time: 0 Recharge Time: 0 Effect: You deal 1 to 16 extra damage and knock down target foe for 4 seconds. Comment: 4 seconds of being on the ground is just... wow. If only it took a little less adrenaline. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Ferk Mallet [Ring Of Fire] ---- Name: Balanced Stance Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: Stance. For 8 to 18 seconds, you can not be knocked down and critical hits deal no additional damage. Comment: An all around great stance, very useful for runners, but also handy in say, the dragon's lair or against geomancers. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Battle Rage [Elite] Attribute: Strength Energy Cost: 0 Adrenaline Cost: 4 Casting Time: 0 Recharge Time: 0 Effect: Stance. For 5 to 17 seconds, you move 25% faster and gain double adrenaline from attacks. Battle rage ends if you use a non-attack skill, and you lose all adrenaline when it ends. Comment: Honestly, I loved using this... with my healing monk. Not that it actually did anything, it was just rather amusing to charge into battle moving really quick. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Smukk Foombool [Snake Dance], Krogg Shmush [Talus Chute] ---- Name: Belly Smash Attribute: Hammer Mastery Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: If this attack hits a foe on the ground, that foe becomes blind for 3 to 9 seconds. Comment: Meh, if they're on the ground, they're not attacking, that's better than blind. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] ---- Name: Berserker Stance Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: Stance. For 5 to 10 seconds, you attack 33% faster than normal and gain 20% more adrenaline. This stance ends if you use a skill. Comment: A good way to stock up huge amounts of adrenaline before finally unleashing it all. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Harnil [Marhan's Grotto] ---- Name: Bonetti's Defense Attribute: Tactics Energy Cost: 0 Adrenaline Cost: 8 Casting Time: 0 Recharge Time: 0 Effect: For 5 to 10 seconds, you have a 75% chance to block attacks. Each attack blocked in this way gives you five energy. This stance ends if you use a skill. Comment: Possibly the most abused skill in the history of the game, especially by secondary warriors. If you're in a pack, you can literally watch your energy go from zero to full in five seconds. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Bull's Charge [Elite] Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 20 Effect: Stance. For 5 to 10 seconds you move 25% faster than normal. If you strike a fleeing foe in melee, that foe is knocked down. This stance ends if you use a skill. Comment: A wonderful way to catch people running away, but, as it is elite, if you really want to stop them, use cripple or the next skill down. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Skintekaru Manshredder [Perdition Rock] ---- Name: Bull's Strike Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 8 Effect: If this attack hits a fleeing foe, you deal 5 to 25 additional damage and that foe is knocked down. Comment: The most underused anti-running skill in the game. It's really not half bad, and if you don't intend to bring a running skill into PVP, you best bring this. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Cleave [Elite] Attribute: Axe Mastery Energy Cost: 0 Adrenaline Cost: 4 Casting Time: 0 Recharge Time: 0 Effect: You deal 10 to 22 additional damage. Comment: Cheap and damaging, although Eviscerate is probably a touch better in the long run. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Marka Granitehand [Iron Mines of Moladune], Gornar Bellybreaker [Thunderhead Keep], Linka Goldensteel [Frozen Forest], Virag Bladestone [Ice Caves of Sorrow] ---- Name: Counter Blow Attribute: Hammer Mastery Energy Cost: 0 Adrenaline Cost: 4 Casting Time: 0 Recharge Time: 0 Effect: If this attack hits an attacking foe, that foe is knocked down. Comment: Another generic knock down skill. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Crude Swing Attribute: Hammer Mastery Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 5 Effect: Attack all adjacent foes. Each one you hit takes 1 to 8 additional damage, but this skill is easily interrupted. Comment: The odds of actually pulling this attack off are not in your favor. The additional damage is pretty bad. Considering it's cyclone axe, with a hammer, you think it'd be better. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Harnil [Marhan's Grotto] ---- Name: Crushing Blow Attribute: Hammer Mastery Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 10 Effect: If this attack hits, you deal 1 to 16 additional damage. If you hit a knocked down foe you inflict a deep wound for 5 to 17 seconds. Comment: A nice compliment to the hammer bashers arsenal. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Cyclone Axe Attribute: Axe Mastery Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 4 Effect: Attack all adjacent opponents for 4 to 10 additional damage. Comment: The skill. Yes, the skill which gets you adrenaline back quickly when you're in a crowd. One of the ways to keep your 105 monks adrenaline charge! Oh.... let's get ready for cyclone axe!!!! [Yes, I really do yell that every time I use it] Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Deadly Riposte Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 10 Effect: For 8 seconds, while you have a sword equipped, you block the next attack against you and your attacker takes 1 to 24 damage and begins bleeding for 3 to 21 seconds. Comment: Although I don't recall ever seeing anyone use this, if there were one on one warrior duals, rest assured this would be used. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] ---- Name: Defensive Stance Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 45 Effect: Stance. For 5 to 10 seconds, you have +24 armor and you have a 75% chance to evade melee attacks and arrows. This stance ends if you use a skill. Comment: Long recharge, though it might help you get away... except you get it at almost the end of the game. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Deflect Arrows Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: Stance. For 8 to 18 seconds, you have a 75% chance to block arrows. This effect ends if you attack. Comment: A great skill to use in the Maguuma jungle, or in some pvps, too bad you get it in the southern Shiverpeaks. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Harnil [Marhan's Grotto] ---- Name: Defy Pain [Elite] Attribute: Strength Energy Cost: 0 Adrenaline Cost: 7 Casting Time: 0 Recharge Time: 0 Effect: Shout. For 8 seconds, you have 90 to 258 more health and 20 more armor. Comment: A common elite skill, a great way to keep yourself alive for eight seconds until someone actually heals you. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Obrhit Barkwood [Frozen Forest] ---- Name: Desperation Blow Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 7 Effect: If this attack hits, you deal 10 to 34 additional damage and your target suffers from one of: Bleeding [25], Deep Wound [20], Crippled [15] or Weakness [20]. You fall down after making this attack. Comment: Falling down is rather annoying, but if you get lucky and cripple the person, it makes up for it. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] ---- Name: Devastating Hammer [Elite] Attribute: Hammer Mastery Energy Cost: 0 Adrenaline Cost: 7 Casting Time: 0 Recharge Time: 0 Effect: Your target is knocked down and suffers from weakness for 5 to 17 seconds. Comment: Probably the best hammer skill in the game. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Martigris the Stalwars [Iron Mines of Moladune], Perfected Armor [Thunderhead Keep], Cairn The Destroyer [Abaddon's Mouth], Cairn The Smug [Ring Of Fire] ---- Name: Disciplined Stance Attribute: Tactics Energy Cost: 10 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 60 Effect: Stance. For 5 to 10 seconds, you gain 24 armor and have a 75% chance to block attacks. This ends if you use an adrenal skill. Comment: I've never used this, doesn't look all that great, though. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Dismember Attribute: Axe Mastery Energy Cost: 0 Adrenaline Cost: 7 Casting Time: 0 Recharge Time: 0 Effect: Inflicts a deep wound on target for 5 to 17 seconds. Comment: As most axe attacks do something special when they hit someone with a deep wound, well, you get the idea. The adrenaline cost for this is rather high, though. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Disrupting Chop Attribute: Axe Mastery Energy Cost: 0 Adrenaline Cost: 6 Casting Time: 0 Recharge Time: 0 Effect: If this hits, any skill target foe was using is disabled for 20 seconds, any non-skill action that character was performing is interrupted. Comment: Useful, useful, useful. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Distracting Blow Attribute: None Energy Cost: 5 Adrenaline Cost: 0 Casting Time: .5 Recharge Time: 10 Effect: This attack deals no damage, but interrupts the target and any foes adjacent to it. Comment: Once again, quite useful, good recharge. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Marna [Ice Tooth Cave] ---- Name: Dolyak Signet Attribute: Strength Energy Cost: 0, Signet Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 20 Effect: For 8 to 18 seconds, you gain 10 to 18 armor and cannot be knocked down, but you move 75% slower. Comment: If the armor bonus were better, I'd swear by this skill, but as it creeps up slowly, the speed reduction is far more annoying than what it's worth. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Marna [Ice Tooth Cave] ---- Name: Dwarven Battle Stance [Elite] Attribute: Strength Energy Cost: 10 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: Stance. For 5 to 10 seconds, your hammer attacks interrupt your target, this ends if you use a skill. Comment: Duration is too short. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Slonak Copperbark [Iron Mines of Moladune] ---- Name: Earth Shaker [Elite] Attribute: Hammer Mastery Energy Cost: 0 Adrenaline Cost: 10 Casting Time: 0 Recharge Time: 0 Effect: All adjacent foes are knocked down. [50% failure with hammer mastery 4 or less] Comment: If you're getting mobbed, this skill makes some sense, otherwise, leave it at home for a better elite. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Kor Stonewrath [Snake Dance] ---- Name: Endure Pain Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: For 7 to 12 seconds, you gain 90 to 258 additional health. Comment: Well, you can stay alive for an extra few seconds, and this skill doesn't take up your elite. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Eviscerate [Elite] Attribute: Axe Mastery Energy Cost: 0 Adrenaline Cost: 7 Casting Time: 0 Recharge Time: 0 Effect: You deal 10 to 34 additional damage and inflict a deep wound on foe for 5 to 17 seconds. Comment: Huge damage, inflicts the every so wonderful deep wound for an axe. Probably the best overall warrior elite skill] Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Toritudo Probo [Hell's Precipice] ---- Name: Executioner's Strike Attribute: Axe Mastery Energy Cost: 0 Adrenaline Cost: 8 Casting Time: 0 Recharge Time: 0 Effect: You deal 10 to 34 additional damage with this attack. Comment: A big damage boost for such an early skill. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Final Thrust Attribute: Swordsmanship Energy Cost: 0 Adrenaline Cost: 10 Casting Time: 0 Recharge Time: 0 Effect: Lose all adrenaline. Target foe takes 1 to 32 additional damage, this damage is doubled if that foe has less than 50% health. Comment: High adrenaline cost, but it is well worth it if you get someone in the 40% range, odds are you're going to kill them. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Flourish [Elite] Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 1 Recharge Time: 10 Effect: All of your attack skills are recharged. You gain 1 to 6 energy for each one recharged like this. Comment: Never really used this. Most attack skill have decent recharge already. If only it charged stances. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Syr Honorcrest [Mineral Springs] ---- Name: Flurry Attribute: None Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 5 Effect: Stance. You attack 33% faster, but deal 25% less damage for the next 5 seconds. Comment: I prefer frenzy, to be honest. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Frenzy Attribute: None Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 4 Effect: Stance. You attack 33% faster but take double damage for the next eight seconds. Comment: Yes, you take more damage, but you deal more too, and if you're not being focused on, shing! Works with bows or other long range weapons, too. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Galrath Slash Attribute: Swordsmanship Energy Cost: 0 Adrenaline Cost: 8 Casting Time: 0 Recharge Time: 0 Effect: You deal an additional 1 to 32 damage with this attack. Comment: This skill offers nothing but damage, avoid it. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] ---- Name: Gash Attribute: Swordsmanship Energy Cost: 0 Adrenaline Cost: 7 Casting Time: 0 Recharge Time: 0 Effect: If this hits a bleeding foe, you deal 5 to 9 extra damage and that foe suffers from a deep wound for 5 to 17 seconds. Comment: Perhaps one strike of adrenaline too expensive, but otherwise a great skill. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Gladiator's Defense [Elite] Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: Stance. For 5 to 10 seconds, you have a 75% chance to block attacks. When you block an attack, the attacker takes 5 to 29 damage. Comment: I prefer the several other non-elite stances, but this one deals some good damage. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Facet of Strength [Dragons Lair] ---- Name: Griffon's Sweep Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 5 Effect: You deal 1 to 8 additional damage, if this attack would have been blocked or evaded, you deal an additional 10 to 29 damage. Comment: Not fair... Stefan gets it right away! Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Hammer Bash Attribute: Hammer Mastery Energy Cost: 0 Adrenaline Cost:6 Casting Time: 0 Recharge Time: 0 Effect: Lose all adrenaline. Target foe is knocked down. Comment: Unless you really need a knockdown, avoid this. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Hamstring Attribute: Swordsmanship Energy Cost: 10 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 15 Effect: Target foe is crippled for 3 to 13 seconds if this attack hits. Comment: The best cripple attack a warrior has. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Healing Signet Attribute: Tactics Energy Cost: 0, signet Adrenaline Cost: 0 Casting Time: 2 Recharge Time: 4 Effect: Gain 40 to 130 health, you have -40 armor while using this skill. Comment: Okay, this is a really good skill, you just need to use it at the right times. Do not use it when there's seven things hitting you and you don't have some sort of blocking stance on. Do not use this when you're missing only 5 life [Yes, I have seen people spam this at 99% health]. -40 armor is a decent chunk, as you'll be starting from 80 or so, but with high tactics, you'll more than make it up. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Heavy Blow Attribute: Hammer Mastery Energy Cost: 0 Adrenaline Cost: 6 Casting Time: 0 Recharge Time: 0 Effect: Lose all adrenaline. If target foe is suffering from weakness, that foe is knocked down and you deal 1 to 24 additional damage. Comment: Knock them down with Devastating hammer, inflict weakness, they get back up, knock them right back down. Works well if you have the adrenaline. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] ---- Name: Hundred Blades [Elite] Attribute: Swordsmanship Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 8 Effect: Strike all foes adjacent to your target, twice. Comment: The most overrated skill ever. No damage increase, in fact, until recently, it had an unintended damage decrease. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Undead Prince Rurik [Hell's Precipice] ---- Name: Irresistible Blow Attribute: Hammer Mastery Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 4 Effect: You deal 1 to 24 additional damage, and another 1 to 24 if this skill is blocked, knocking that blocker down. This skill can not be evaded. Comment: Handy against stances. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Mighty Blow Attribute: Hammer Mastery Energy Cost: 0 Adrenaline Cost: 7 Casting Time: 0 Recharge Time: 0 Effect: If this hits, you deal an extra 1 to 24 damage. Comment: Boring. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Penetrating Blow Attribute: Axe Mastery Energy Cost: 0 Adrenaline Cost: 5 Casting Time: 0 Recharge Time: 0 Effect: Deal 5 to 17 additional damage to target foe. This attack has 20% armor penetration. Comment: This used to have 50% penetration, which made it the greatest skill ever. While it no longer does absurd amounts of damage, it still does quite a bit of damage, a definite must for axe users. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Power Attack Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 4 Effect: Deal 10 to 26 additional damage with this attack. Comment: Again, a generic, and boring, damage skill. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Protector's Strike Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 2 Effect: Deal 10 to 34 additional damage if this attack strikes a moving foe. Comment: Another fairly standard damage skill, only works against people running though. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Pure Strike Attribute: Swordsmanship Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 8 Effect: If this hits, you deal 1 to 24 additional damage. If you are not in a stance, this attack can not be blocked or evaded. Comment: I prefer stances, myself. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Riposte Attribute: Tactics Energy Cost: 0 Adrenaline Cost: 4 Casting Time: 0 Recharge Time: 0 Effect: For 8 seconds, if you have a sword equipped, you block the next attack against you and the attacker takes 1 to 32 damage. Comment: I've never seen it used, but 1v1 against another melee attack it would be great. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] ---- Name: Rush Attribute: Strength Energy Cost: 0 Adrenaline Cost: 4 Casting Time: 0 Recharge Time: 0 Effect: Stance. For 8 to 18 seconds you move 25% faster. Comment: A running skill based on adrenaline. This lasts a long time, compared to other skills. Useful for getting away or chasing someone down, but, loses effectiveness when you have no adrenaline [duh!] Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] ---- Name: Savage Slash Attribute: Swordsmanship Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 10 Effect: If this hits, your target is interrupted. If the interrupted skill was a spell, you deal 1 to 32 additional damage. Comment: Another nice skill for interrupting skills, decent recharge, too. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Seeking Blade Attribute: Swordsmanship Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 4 Effect: If this attack hits, you deal 1 to 16 additional damage. If it was evaded, your target bleeds for the next 1 to 16 seconds. This attack cannot be blocked. Comment: I've never used this! Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Sever Artery Attribute: Swordsmanship Energy Cost: 0 Adrenaline Cost: 4 Casting Time: 0 Recharge Time: 0 Effect: Target foe begins to bleed for 5 to 21 seconds. Comment: Bleeding is annoying, the sever artery/gash combo of course needs bleeding. It's a good cheap skill, worth keeping until you start seeing a lack of fleshy monsters. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] ---- Name: Shield Bash Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: For 5 to 10 seconds, while wielding a shield, the next melee attack against you is blocked. If the attack was a skill, your attacker is knocked down and that skill is disabled for 15 seconds. Comment: This is a very good skill if you can correctly guess when the attacker is going to use their best skill. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] ---- Name: Shield Stance Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 60 Effect: For 8 to 18 seconds, you have a 75% chance to block attacks, but move 33% slower. Comment: Long recharge, makes you move slow. If you need to heal though, this stance can give you the needed cover. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] ---- Name: Skull Crack [Elite] Attribute: None Energy Cost: 0 Adrenaline Cost: 10 Casting Time: 0 Recharge Time: 0 Effect: If this hits a foe casting a spell, that foe becomes dazed for 15 seconds. Comment: So much adrenaline... Still, dazed casters are next to useless. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Hail Blackice [Spearhead Peak] ---- Name: Sprint Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 20 Effect: Stance. You move 25% faster for 8 to 13 seconds. Comment: Standard running skill, uses the common strength attribute. Cheap and quick charging. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ---- Name: Staggering Blow Attribute: Hammer Mastery Energy Cost: 0 Adrenaline Cost: 6 Casting Time: 0 Recharge Time: 0 Effect: If this hits, your target suffers from weakness for 5 to 13 seconds. Comment: Another way to make use of weakness on your hammer basher. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] ---- Name: Swift Chop Attribute: Axe Mastery Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 4 Effect: If this attack hits, you strike for 1 to 16 extra damage. If it is blocked, you inflict a deep wound on that foe for 20 seconds, and they take 1 to 16 more damage. This can not be evaded. Comment: Great against most warrior or ranger stances, the deep wound of course helps most other axe attacks. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] ---- Name: Thrill of Victory Attribute: Tactics Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 10 Effect: If this hits, and you have more health than target foe, you strike for 10 to 34 additional damage. Comment: I've found this skill to not be all that great, even though it charges quickly and does decent damage. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] ---- Name: Warrior's Cunning Attribute: Strength Energy Cost: 10 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 60 Effect: For 5 to 10 seconds, your melee attacks cannot be blocked or evaded. Comment: Too long of a recharge to be of any consistent use. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Harnil [Marhan's Grotto] ---- Name: Warrior's Endurance [Elite] Attribute: Strength Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 30 Effect: Stance. For 5 to 19 seconds, you gain 3 energy each time you hit with a melee attack. This cannot raise your energy above 5 to 15. Comment: The fact this can't bring your max energy to full is reason enough to never use this as an elite skill. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Capture from: Custodian Dellus [Elona Reach], Custodian Hulgar [Thirsty River], Custodian Fidius [Dunes of Despair] ---- Name: Wary Stance Attribute: Tactics Energy Cost: 10 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 60 Effect: Stance. For 5 to 10 seconds, you block any attack skills used against you. For each skill blocked like this, you gain Adrenaline and 5 energy. This ends if you use a skill. Comment: Again, too long of a recharge compared to the duration, otherwise it's a great skill. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] ---- Name: Wild Blow Attribute: None Energy Cost: 5 Adrenaline Cost: 0 Casting Time: 0 Recharge Time: 5 Effect: Lose all adrenaline. If this hits, this attack will deal a critical hit and break any stance your target is in. This attack can not be blocked or evaded. Comment: Although it does take all of your adrenaline, breaking stances with only the chance to "miss" is effective against warriors and rangers. Consider bringing it if you get blocked and evaded frequently. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] ******************************************************************************* v) FAQ & Misc ******************************************************************************* ******************************************************************************* vi) Credits ******************************************************************************* CJayC - Founder of GameFAQs.com for hosting a wonderful website. Sailor Bacon - aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa <_< Greg - Alternate Method of A Gift for Althea Quest PJ - Warrior skill reward for the undead hordes. Rico Liu - Information on the Wisdom of the Druids quest. Gwonline.net & Guildwarsguru.com - For the help they will certainly be when I start doing the skills for classes I know next to nothing about. Also, to gwonlnie.net for helping me complete my list of armors for Necromancers and Warriors. Both of these are great sites for Guild Wars information and I strongly encourage you to check them out. ShadowZone - For posting the Henchmen skill data, which is apparently from the Prima Guide. ---- ---- Quest Starter: Objective: Reward: Reward Giver: Difficulty and Comments: Name: Attribute: Energy Cost: Adrenaline Cost: Casting Time: Recharge Time: Effect: Comment: Purchase from: _____________________________________ Copyright, 2006 Apathetic Aardvark | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ