Polyknights Guild Wars 2 Mini-Wiki [Last Updated:08/24/2012] -- New Beginner's Section!

Please Note: This is a work in progress. Images, formatting, and
additional sections are planned. There are placeholder tags in some
sections while I work on them. Thanks to WYSIWYG formatting not
behaving, I've had to write this guide from scratch in HTML, so it's taking
a bit longer than I had hoped.

PLEASE ask questions if I am not clear on something.

Wondering what this whole Guild Wars 2 thing is about?
Debating on whether or not Guild Wars 2 is the right game for you?
Getting tired of WoW and just want to know what’s different? (See: Recovering Addicts) -- Not finished =(
Excited about Guild Wars 2 and simply want to know more about the game? (See: TL;DR) -- Not finished =(

Hopefully this Wiki can answer all of your questions about Guild Wars 2, and if it doesn't.... that's what the comments section is for. Ask and I will add your question and its answer to the Wiki.

If you're interested in joining Polyknights, the guild info is in this thread:

Servers (Realms)

· Choosing a Realm

When you log into the client, you will be asked to pick a Realm before any characters are created. THIS CHOICE WILL BE PERMANENT (Note: At launch, ArenaNet will be offering free realm transfers)

· Changing servers

Realm Transfers will be available, however they will cost money (Real-Life Cash.) You will have to purchase ArenaNet’s "Gems" (Their Cash Shop Currency) and the Gem Value will vary depending on the population of the realm you are transferring TO. I believe the max is $15 USD to a high pop Realm.


Even if you delete all of your characters, as of the most recent BWE… you still cannot switch realms without a transfer. ArenaNet hasn’t spoken directly about this to my knowledge, but hopefully this will change post-launch.

· Playing with friends

If you are on the same realm as friends, no problem. However, if you are in a different realm, you can "guest" them to your server, allowing you to participate with them in all forms of gameplay except World Versus World (See below.)


· Naming

There is ONE naming database for all of Guild Wars 2. This is to allow cross-server communication. Fortunately, names do allow for spaces, and can be 19 characters in length, spaces inclusive.

· Races

o Asura
"Diminutive Mystical Scientists."

§ Description
The Asura are a race of highly intelligent rabbit-like creatures. Don't let common tropes fool you, the Asura are anything but cute and cuddly. To these egomaniacs, no sacrifice is too big for the sake of science.

o Charr
"A Savage Race of Conquerors"

§ Description
The Charr are a cat-like race with very strong wolf-like instincts and behaviors with very strong bonds between hunting partners. They prefer to travel in packs and have no mercy for their prey. They are also very skilled engineers who are constantly building new weapons of war.

o Human
"A Noble, Resiliant People"

§ Description
The humans are descendants of many of the characters from the first Guild Wars game. They kind of serve as a mediator role between the races, making their former capital of Lion's Arch the "Neutral Hub" connecting the very different races in Tyria.

o Norn
"Towering Heroes of the North"

§ Description
The Norn are very large human-like hunters of the cold and desolate Shiverpeak Mountains. Their attunement to the animals in the wild eventually allows them to shape shift into these totems.

o Sylvari
"Mysterious, Noble Plant Beings"

§ Description
The Sylvari are the youngest race in Tyria. They are sentient plants born from the Pale Tree. Not much is known about the Sylvari as they are the only race not to appear in Guild Wars 1.

· Classes

o Guardian

"Guardians are devoted fighters who protect their allies and smite their enemies by drawing from the power of their virtues. True guardians are brilliant tacticians and selfless defenders who know when to sacrifice their own defenses to empower their allies to achieve victory."

§ Meta
Heavily Armored Melee class that provides many benefits (or "buffs") to party members as well as positional defensive skills such as force fields.

o Elementalist

"Elementalists are multi-faceted spellcasters that channel elemental forces, making fire, air, earth, and water do their bidding. What they lack in physical toughness, they make up in versatility and the ability to inflict massive damage in a single attack."

o Engineer

"Masters of mechanical mayhem, engineers love to tinker with explosives, elixirs, and all manner of hazardous gadgets. They can take control of an area by placing turrets, support their allies with alchemic weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades."

§ Meta
Engineers use "Kits" that replace their weapon skills with unique abilities. We're not just talking mines, bombs, and grenades. The Engineer's arsenal includes flamethrowers, sniper rifles, and even a wrench.

o Mesmer

"Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes."

o Necromancer

"Practitioners of the dark arts, necromancers summon the dead, wield the power of lost souls, and literally suck the life force from the enemy. Necromancers feed on life force, which they can use to bring allies back from the brink or cheat death itself."

§ Meta
On the Necromancer forum, ArenaNet stated that Necro was one class that was going to receive a lot of changes before launch. First it was underpowered, then overpowered, then underpowered. Hopefully Necro is up there with the rest of the gang soon.

o Ranger

"Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled archers, rangers are capable of bringing down foes from a distance with their bows. With traps, nature spirits, and a stable of loyal pets at their command, rangers can adapt to any situation."

o Thief

"Experts at stealth and surprise, thieves can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Thieves practice an agile, acrobatic fighting style, which can make them very hard to hit."

§ Meta
Dual Wield Pistols. Nuff said.

o Warrior

"Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become."

§ Meta
Seemingly the "Plain Jane" of the bunch, there is more to the Warrior than what meets the eye. They're an exceptionally fun class to play, and are worth taking a look at for a first character.

o Commando

There is no Commando class. That was an April Fool's Joke.

· Skills

o Slots 1 & 2 – Primary Weapon Skills

Each class has 2 skills for each weapon type held in the primary hand. Swapping weapons change these skills.

o Slot 3 – Combo Weapon Skills

Some classes (Thief) use the third slot for specific combos of weapons. Ex: Dagger/Pistol will have a different Slot 3 skill than Dagger/Dagger or Pistol/Pistol. For every other class, the third skill is a Primary Weapon Skill.

o Slot 4&5 – Offhand Weapon Skills

Each class has 2 skills for each weapon type held in the off-hand. Swapping weapons change these skills. If a 2-handed weapon is used, slots 4&5 will become Primary Weapon Skills.

o Slot 6 – Healing Skill

Every class had multiple healing abilities reserved to this slot. While a Ranger’s heal might heal both the Ranger and his pet, an Engineer’s Healing Turret will heal all allies in the area. (Not just party members) You can learn new Healing Skills by using Skill Points and can be swapped at any time you are out of combat.

o Slots 7-9 – Utility Skills (Unlocked at Levels 5, 10, and 20.)

Utility Skills are skills that are unlocked using Skill Points. They can be switched out at any time outside of combat.

o Slot 10 – Elite Skill (Unlocked at Level 30)

Elite Skills are very powerful skills that can be unlocked using Skill Points. They can be switched out at any time outside of combat.

· Traits

After Level 10, you start getting Trait Points every time you level. Each class has multiple trait "trees" (though they’re more like lines,) each with its own point-by-point benefit. (Ex. +1% Damage per point in that tree.) At 5, 15, and 25 points a slightly bigger passive bonus is achieved. At 10, 20, and 30 points, you unlock a slot that can be one of 5-6 MAJOR benefits. These typically drastically alter how skills work allowing for more varied playstyles.

Overall Gameplay

· The Map

o Asura Gates

Asura gates allow one to travel very long distances. There is an Asura gate in every main city that heads to Lion’s Arch, the game’s central hub. This way, if your friend plays Asura and you’re playing Sylvari, you can meet up IMMEDIATELY after making your character.

o Waypoints

Once a waypoint is discovered, it becomes active on your map. Once a waypoint is active, you can instantly teleport to that location from anywhere in the entire world. Teleporting costs a very small amount of money.

o Points of Interest

POI’s are places of significance throughout the world. These usually bear relevance in either Guild Wars 1 or Guild Wars 2 story. However, some are just nice things to look at. After visiting a POI, it is marked on your map.

o Skill Points

Skill points are various mini-quests throughout the world that reward you with an additional skill point to purchase skills.

o Vistas

Vistas are high placed scenic areas in Guild Wars 2 that often require what players like to call "jumping puzzles" to get to. Reaching a vista gives a skip-able cutscene that shows off the scenery in the area, and then fills in the Vista Marker on your map.

o Zone Completion

Once you discover every Waypoint, Point of Interest, Skill Point, and Vista within a zone, you will receive a reward of experience, gold, and Karma as well as a chest containing a reward based on the zone. (Ex. Completing a Main City gives Transmutation stones. See below.)

· Reward Distribution

Upon completion of a task (Event, Boss, Dungeon, WvW task) you will be rewarded based on YOUR contribution to the task regardless of grouping or what other players have contributed. This is NOT competitive! If everyone contributes, everyone gets a gold badge.

o Experience

The Experience received is actually a function of not only the task and the badge you received, but also your level! This means that if you are level 50 doing a level 3 quest, you will receive experience of a level 50, significantly higher than a level 3.

o Karma

Karma is a form of currency used to buy special items from Karma vendor that is rewarded as a function of the task and the badge. (Unsure if it varies by level) Karma is untradeable.

o Gold

Gold is the game’s currency, which is used to purchase items from vendors. It is rewarded as a function of task and the badge. (Unsure if it varies by level)


· Movement

o Strafing

In Guild Wars 2, you never stop moving. Whether you're firing your bow, casting a spell, or swimming while firing your harpoon gun, you are never rooted in place. (Unless someone else roots you.) Movement is a big part of combat in GW2 combat. Never stop moving.

o Dodging

Double tapping W, A, S, or D will allow your character to dodge. Projectiles will not follow you like they do in most MMO's. If you see a fireball or arrow heading your way, dodging out of the way will make that projectile miss. Unfortunately, your ability to dodge is limited by your dodge gauge, which slowly refills. 2 dodges will deplete the gauge entirely, so use them only when necessary.

· Attacking

o Fast Cast/Auto Attack

By default, your 1 skill is your auto-attack. If you are in combat and within range of the enemy, you will continually use this skill. However, you can select any non-targeted ability as your auto attack by right clicking on it on your skillbar. This ability will now be your new auto attack.

o Skill Combo

Some abilities will place a "Field" effect on the ground. This will be denoted with a white circle or rectangle on the ground in the spell's range. If another player stands in this field and uses a Finisher, the two skills will combine and have additional effect.

§ Skill Combo Example

Let's say Salias is an Elementalist and he lays down a Firewall. A rectangle will appear around that firewall's effect. If I shoot an arrow skill that has a "Projectile Finisher" effect, it will set my arrow on fire and inflict burning on anything my arrow hits. If instead I use an ability that has a "Blast Finisher" effect, a "Might" buff will be granted to those in the area. For a complete list of Combos: http://wiki.guildwars2.com/wiki/Combo

· Losing the battle

o Downed

When your character reaches 0 Health, you don't die. Instead, you enter a downed state (like Borderlands.) Here, your are given special abilities specific to your class to attempt to kill an enemy. If you manage to kill one, you are "Rallied" and stand back up. Allies can also resurrect you easily from a Downed state. If you are downed multiple times in a short period of time, you will have less time/health while in the Downed stage until you don't go into a downed state at all. Over time, this Downed Penalty goes away.

o Defeated

When you are finally defeated in Guild Wars, you must either teleport to the nearest Waypoint, or wait for a player to resurrect you, though it is significantly harder to resurrect someone in the Defeated state.

o Revive

Every player can revive in Guild Wars 2. Simply right click on the player or NPC and you will slowly refill their health gauge. When their health is full again, they are revived.

Player Vs Environment (PvE)

· Scaling

Each zone in the PvE content has a level cap associated to it. When you are in a zone that is below your level, your level will be temporarily lowered, and your abilities and gear scaled down. This way, even if you are level 30, you will still face a challenge from level 5 zones.

· Personal Story

Based on the choices you make while characting your character’s backstory, the fundation of your personal story is laid out. Your personal story is a series of quests that branch and contains the game’s primary story and your character’s involvement in the big picture.

o Grouping in Personal Story

The Personal Story isn’t necessarily solo content. You can group, however only the owner of the quest that you are on can make any decisions or dialogue choices.

o Home Instance

Each character has a "Home Instance" inside their primary city. Within this instance are the results of your character’s personal story decisions. If you rescued children out of a burning orphanage, they’re set up here. If you recruited that mercenary to fight for your cause, he will be in your home instance.

· Open World Gameplay

o Renown Hearts

Throughout the map, you will see empty hearts. These are unfinished Renown locations. You can kind of think of Renown as reputation, but it doesn't take all that long to finish a renown heart. Each heart has a variety different tasks you can complete, but the biggest renown rewards come from Dynamic Events. After a heart is filled, the NPC near the heart will sell you items for Karma. Each Renown Heart has a level associated to it and every players' level is capped at that value.

o Dynamic Events

To distinguish events from traditional questing, the best wording I can use is that Dynamic Events are "Thing that happen" *usually within Renown areas) whether players are around to experience it or not.

§ Event Chains
When the Centaurs are attacking the farm, they aren't just standing around in a field. They're actually attacking the farm and destroying structures. If they should succeed, a different follow-up Event will occur than if you and other players succeeded in defending the farm.

§ Scaling
When more people approach an event, the harder it becomes. There may be more centaurs attacking the farm, they might be stronger and have more health. Sometimes enemies will even use abilities that they otherwise wouldn't use if a lot of players were not around.

o Dungeons

Dungeons, sometimes known as "instances" are non-open world quest and story chains within the world of Guild Wars 2. While not as prevalent in Guild Wars 2 as they are other games, they do exist and I have heard nothing but praise from the few players who have managed to make it to them in the Beta Events. ArenaNet has spoke of not only branching storylines within dungeons, but also the contents of the dungeon being determined by the status of the current Dynamic Events that are occurring outside the dungeon. What that means, we'll just have to wait and see.

Player Vs Player (PvP)

· sPvP

I apologize, I know the least about sPvP. I do know it’s Team Arena-based. Matchmaking is done through Honor Ranking. More seasoned PvPers will be put up against and grouped with other seasoned PvPers, and beginners will be put up against and grouped with other beginners.

o Scaling

In Stuctured PvP, every player is level 80 with a pre-defined set of gear. The player also has access to all skills and traits that a level 80 player would have. Victory in sPvP is achieved SOLELY based on the ability of the players.

o Rewards

sPvP has its own leveling system that I personally have not dabbled much in. As I understand it, it unlocks vanity changes such as unique armor sets to use in sPvP matches.

· World Versus World (WvW)

WvW wins my "Best of" award. Not only is every person on your server on the same team, but the map is so large and there is so much going on at any given time that there’s always action somewhere. WvW is a 3-way matchup between 3 servers within the same region. There are also monsters on these maps, not just players.

o The Maps

WvW is divided into 4 maps. Green Team Borderlands, Red Team Borderlands, Blue Team Borderlands, and The Eternal Battlegrounds.

§ Borderlands
Each Borderland map is identical (with different names for locations) Each server starts out on the northern end of their Borderlands, with a spawn location for the two opposing teams in the South East and South West corners of the map. These maps typically give a strategic advantage to the "home" team- though it is possible to make significant ground.

§ The Eternal Battlegrounds
This area of the map is all out 3-way war between the 3 servers. Typically, population is managed in such a way that the servers will not allow one side to gain a significant numerical advantage over the others.

o Scaling

Every player in WvW is adjusted to be level 80 and gear adjusted to level 80. However, unlike sPvP, you only have the skills, traits, and gear that you have previously unlocked in PvE. Repair costs do exist in WvW.

o Skill Points & Vistas

Skill Points and Vistas are on every map within WvW.

o Objectives

§ Camps
Camps are poorly defended areas that can hold a lot of supplies.

§ Towers & Castles
Towers are very small castles that players are able to defend from the walls. They are guarded by Gates that the opposing team must break through in order to storm the tower and kill off the NPC at the highest point in order to gain control. Castles are simply larger version of Towers but function the same way.

· Gates
The sieging server can use many methods in order to infiltrate a Tower or Castle, the easiest of which is by knocking down the Gate. Each gate has a portal next to it allowing the defending players to travel in and out of the castle or tower with ease.

· Walls
Walls of castles and Towers are destructible, though they have significantly higher health than gates. Siege weapons are pretty much required.

§ Supplies
Supplies are used for repairing structures and building siege weapons. Each player can only hold 10 Supplies, which doesn’t repair all that much, so it is important that players work together and coordinate.

§ Supply Lines
Supplies are constantly coming in from your main base to your other camps in the form of Dolyak Caravans. Defending these caravans is imperative to maintaining a healthy front line.

§ Monster Allies
Around the map there are Monster Camps that are indicated by axes on the map. These monsters can be befriended through various tasks, and they will then aid the first server that completes their task for a set period of time before returning to neutral again.

o Siege Weapons

You heard me right. Siege weapons! Plans can be purchased at each location throughout the world for gold, and they require supplies to be built. Once built, they remain in that spot until destroyed. Manning a Siege Weapon replaces your 1-5 abilities with weapon-specific abilities.

§ Oil Cauldron
Pots of boiling oil can be placed on your tower or castle walls. Taking control of this weapon allows you to tip the pot causing various different effects.

§ Cannon
Cannons are simple defenses that can be placed on tower castle or walls. Various different shots allow you to causer mass damage, cripple, or bleeding in your foes.

§ Arrow Cart
Arrow Carts allow you to rain a damaging hail of arrows on your enemies.

§ Mortar
Mortars are long range bombs that are excellent for anti-melee.

§ Trebuchet
Trebuchets are potentially the most deadly siege weapons, though they are also very weak to attack and incredibly difficult to control and aim.

§ Catapult
I know the least about catapults because nobody seems to build them. I think they do less damage than a Trebuchet but are easier to aim.

o Rewards

Experience is gained from WvW tasks. The speed is largely based on your progress. If you’re steamrolling towers, you can level quite quickly. Also, by killing other players you gain loot, such as gear that is generated based on your level.


· Overview

Guilds do not reside on one server. Rather, members from other servers can join a guild. As of the last BWE, I don’t believe cross-server communication through Guild Chat was working, but I believe it is planned to exist for launch.

· Representation

You can be in as many guilds as you’d like. However, you can only "Represent" one at a time. Representing a guild allows you to see guild chat, as well as earn Influence for your guild.

· Influence

Influence is a resource for guilds gathered by the members who are representing the guild. Pretty much everything gives influence. It can be spent on things such as a guild hall or multi-hour buffs to every member of the guild who is representing.

o Architecture

Rewards a Guild Vault and allows additional upgrades to be built simultaneously

o Art of War

Provides Buffs to all members for WvW content.

o Economy

Includes Guild-Wide buffs to Experience, Karma, Gathering, and Gold to members.

o Politics

Includes Guild Emblems, Guild Armor, and Party items.
^Yes, you can actually wear the guild emblem on your armor, not just a cape anymore!


· Banks

o Storage

Storage is your typical MMO bank storage where you can store money and items.

§ Upgrades
Your storage size can be upgraded with an item purchased from the Black Lion Trading Company (Cash Shop.)

o Collections

Collections is a separate bank for all collectable items (Gathering materials, enemy drops such as venom, and minipets.) This way hoarding all those wood planks won’t completely fill your storage and force you to buy more spaces!

· Professions

The crafting professions in Guild Wars 2 are Armorsmithing, Artificier, Cooking, Huntsman, Jeweler, Leatherworking, Tailor, and Weaponsmithing. You can have 2 professions active at a time

o Changing Professions

To switch your active professions, you simply speak to a third profession trainer and pay gold and forfeit one of your active professions (A or B.) The gold cost is based on your skill level in the third craft (C.) Should you want to return to craft B after forfeiting it, your skill level will remain what it was before you switched!

· Gathering

Gathering can be done out in both PvE and WvW areas. Each person receives their own gathering nodes. There is no competition for resources. Everybody gets one.

o Banking Collections

Don’t you hate it when your bag is full of crafting junk and you need to run back to the bank to desposit it all? In your inventory, there is a cog. Clicking on that cog will bring up a menu, and one of the options is "Deposit Collections." Doing so will place all of your crafting materials into your bank. Automagically.

· Act of Crafting

o Recipe Tab

The Recipe tab is a staple of what most crafting systems use. All of the recipes you have learned will be in this tab, and you can create items if you have the materials.

o Discovery Tab

The Discovery Tab is a new addition, and one of my personal favorite additions to Guild Wars 2. Here, you place materials together and try to discover new recipes. Discovering a new recipe will reward you with a very large amount of experience and crafting experience.

§ Discovery Tab Example
Let’s say I’m cooking. I place a Slab of Red Meat. It will tell me "4 recipes can be crafted with these items. Skill Level:0" Then I place a Loaf of Bread. "2 recipes can be crafted with these items. Skill Level:0" Then I place in a Cheese Wedge. "1 recipe can be crafted with these items. Skill Level:0" Then I can click on the Craft button and make myself a Cheeseburger. The recipe will then appear in my Recipe tab.

o Bank/Collections Tab

Yeah, that’s right. You can access your bank and Collections from the crafting window! No more trips back and forth to the bank!

o Rewards

Experience and Crafting Level can be gained from crafting. Yes, in theory if you wanted to get to max level doing nothing but crafting, it is possible because the experience is a function of your level!

Getting Started for Beginners

· Turn Autoloot on

Autoloot in GW2 still requires you to walk up to an enemy's corpse and hit F to loot, but it automatically places things in your bag.

· Get your gathering materials ASAP

Look for a "Mechant" near your starting point. (For Charr's it is in the village south of where you start, and Norn is in a house/barn close to the start.) Buy 1 of each of the gathering items. Why? Even gathering nets significant exp. You're going to walk past a LOT of nodes on your adventures, it's basically free exp in addition to the materials.

· Buy Salvage Kits

From the same NPC as the gathering materials, you can purchase Crude Salvage Kits. These allow you to turn armor and "Salvage Items" into crafting materials. You may want to have 2, because you go through them quickly.

· Deposit All Collectibles

Inventory space full of crafting mats from your gathering and salvaging? No problem! In your inventory, press the cog icon. From that menu select "Deposit All Collectibles." No matter where you are, your items will be sent to the Collections tab of your bank. (Note: NOT your Storage tab.)

· Trophies/Junk

Get in the habit of selling your "Junk" items to vendors every time you see one. On the sell tab, there is a single button to sell all of these items at once. It's a very good habit to get into.

· Save your money

Once you hit level 11 you will need to purchase a skill book worth 10silver in order to start using your traits. It may feel like you're swimming in money, but hold onto it and save up for that book.

· You don't have to look stupid!

In Guild Wars 2, you are able to dye your armors unlimited times, as long as you have the dyes. You start out with 21 of them (including most basic colors.) From there you can collect more dyes as drops and from the Cash Shop if you wish.

· Karma Vendors

After completing a Renown Heart, the npc becomes a Karma Vendor. You can find some pretty powerful items from these vendors such as Accessories.

Recovering Addicts