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Guild Wars
Guild Wars: Prophecies (renamed after the release of Guild Wars: Factions) places players in the fantasy world of Tyria.
When creating a character, the player has to choose whether they want to create a role-playing character or a PvP character and which character class they want to play (Warrior, Ranger, Elementalist, Hypnotist, Necromancer or Monk).
Role-playing game:
Shortly before the start of the game, the three human kingdoms of Tyria - Ascalon, Kryta and Orr - clashed in many Guild Wars. The last guild war ends abruptly when the charr begin to invade the weakened kingdoms.
The charr, a violent race from the north (whose homeland can be visited in Guild Wars: Eye of the North) started an invasion of the kingdoms of Tyria. The expelled of Kryta, Saul D'Alessio and his White Mantle repelled the invasion, Orr was annihilated when the vizier Khilbron cast a forbidden spell to protect the capital of Arah, which caused the Cataclysm and the sinking of the kingdom into the soil of the Sea of Sorrows, what is left standing is the Kingdom of Ascalon protected by its Great Wall of the North.
The player begins the day of, and a few hours before, the 'Great Burning', the Charr ritual that turned the green lands of Ascalon into a wasteland. At the beginning of that day, Ascalon seeks the help of the heroes to fight the Charr and this is where the game begins.
In this tutorial area, the player can play alone or with another player, to complete the first quests, acquire the first skills and get in touch with the game world. After choosing a secondary profession, the player can exit the tutorial and start the 'real' game.
Note: the choice of a secondary profession is a crucial part of the design of Guild Wars, as the player does not play just a monk or a warrior, but a combination of the professions. With the six character classes, Prophecies effectively has 30 different character combinations.
For example, while an Elementalist/Mesmer (E/Me) and a Mesmer/Elementalist (Me/E) may look similar, the differences are that armor can only be used for the main profession and each profession has a main attribute that only this class can use. Like the Elementalist, the E/Me has Energy Storage increasing the available energy drastically. While the E/Me has base energy, he can cast spells twice as fast due to his Quick Cast.
The secondary profession is locked for about 75% of the Prophecies game, but can later be changed to unlimited. (With access to Factions and/or Nightfall even much earlier).
After exiting the tutorial, the player can play many side quests (to gain experience, gold and skills), primary quests (leading to quests) and quests proper (that advance the story). Prophecies offers 25 missions (with primary and secondary (bonus) objectives) to play and hundreds of missions with many plot twists in various game settings (wasteland, green lands, jungle, desert, snowy mountains, volcanic islands).
The player also has access to all PvP content while reaching those outposts in the story. Every skill acquired, every rune or weapon upgrade identified will be unlocked on the account for use with PvP-only characters.
The game is fully instanced, meaning that each player (or a group of players) has their own 'copy' of area/mission of the server. While no one can join you while the player(s) are adventuring, no one will 'steal/corrupt' a lost boss or objective you are trying to reach. All enemies killed in an area remain dead (no respawn) unless they are respawned by skill as the party itself can do with its own team members.
In addition, the game is played almost only in teams, as the play area is balanced for the maximum size of a team (2, 4, 6 or 8 players). Therefore, it can be played cooperatively or, in the absence of human players, completed with NPC minions.
The game has a level cap of 20 and easily obtainable max level armor and weapons, aiming for 'nicer' things rather than weapons with increasing damage, and increasing difficulty as players have to deploy tactics, as enemies are neither capped at level 20 nor limited to groups of 8.
For those who 'played the campaign', Prophecies offers four zones similar to the 'elite missions': The Rift of Woe, The Underworld, The Furnace of Pain and The Tomb of the Primeval Kings (the latter was a PvP outpost prior to the release of Factions).