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Professions Currently
there are ten different professions in Guild Wars: Warrior, Ranger, Monk,
Elementalist,
Necromancer,
Mesmer,
Assassin,
Ritualist,
Paragon, and
Dervish.
The Assassin and Ritualist professions are only available in Guild Wars Factions.
The Paragon and Dervish professions are only available in Guild Wars Nightfall. Every
character is able to learn two professions.
Note:
Click on the name of a profession, or attribute, to view those Skills. |
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Warriors
rely on stout hearts, brute strength, and melee weapons to subdue their
enemies and protect their allies. They generally disdain long-range
warfare, preferring instead to charge directly into the fray swinging
their weapon of choice. They can take a beating unlike anyone else.
Warriors are equally comfortable
wielding axe, hammer, or sword, though many choose to master one weapon
over all others. Many Warrior Skills require Adrenaline, which builds up
during combat to enable those Skills, and usually results in major damage.
Defensive Tactics help the Warrior to avoid damage and protect allies, but
Strength is the Warrior’s biggest asset, allowing this hero to do more
damage with every attack. |
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Official Guild Wars Website |
| Attributes: |
| Strength:
(Primary Only)
When you use attack Skills, each point of
Strength gives you 1% Armor Penetration. Many Skills, especially those
related to surviving and inflicting damage, become more effective with
higher Strength. |
| Axe
Mastery: Axe
Mastery increases the damage you do with axes and your chance to inflict a
critical hit when using an axe. Many Skills, especially axe attack
Skills, become more effective with higher Axe Mastery. |
| Hammer
Mastery: Hammer
Mastery increases the damage you do with hammers and your chance to
inflict a critical hit when using a hammer. Many Skills,
especially hammer attack Skills, become more effective with higher Hammer
Mastery. |
| Swordsmanship:
Swordsmanship
increases the damage you do with swords and your chance to inflict a
critical hit when using a sword. Many Skills, especially sword
attack Skills, become more effective with higher Swordsmanship. |
| Tactics:
No inherent effect. Many Skills, especially defensive
Skills and
Skills that aid your allies, become more effective with higher Tactics. |
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Rangers
are unique in their ability to succeed with the help of, or even in spite
of, their environment. Nature Rituals allow them to manipulate the
environment to
hinder their enemies, or borrow the very power of creation to heal and aid
their allies. They favor long-range combat, the bow being their weapon of
choice, and can be especially effective from elevated locations such as
bridges and cliffs.
They are the only profession with the
ability to charm animals, which then accompany them on their travels and
assist them in battle, gaining experience and levels over time. Rangers are
also blessed with Survival Skills that help keep them alive. |
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| Attributes: |
| Expertise:
(Primary Only)
For each rank of Expertise, the
Energy cost of your attacks, Rituals, touch Skills, and Ranger Skills are decreased by
4%. Several Skills, especially those related to Energy costs and Skill
recharge times, become more effective with higher Expertise.
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| Beast
Mastery: Beast
Mastery increases the damage dealt by your animal companion and it's
chance to inflict a critical hit. Many Ranger Skills, especially those
related to making your animal companion stronger, become more effective
with higher Beast Mastery. |
| Marksmanship:
Marksmanship increases the damage you do with bows and your chance to
inflict a critical hit when using a bow. Many Ranger Skills, especially
bow attack Skills, become more effective with higher Marksmanship. |
| Wilderness
Survival: No
inherent effect. Many Ranger Skills, especially Rituals, Preparations, and
Traps, become more effective with higher Wilderness Survival. |
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Monks
employ a direct conduit to the gods, and the answers to their
prayers come in the form of healing and protection for their allies and
damage to their enemies. Combined with any other profession, Monks can
alternate between supporting their party and dealing damage to opponents.
Monks enjoy Divine Favor, which
provides extra healing power, while their Healing and Protection
Prayers help to keep their allies strong and healthy. Smiting Prayers, on
the other hand, call down divine anger on enemies, exacting holy damage
that ignores armor, thought damage-dealing is not the Monk's specialty.
What Monks lack in firepower they make up for with
their unparalleled gift for keeping their allies alive. |
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Official Guild Wars Website |
| Attributes: |
| Divine
Favor: (Primary Only)
For each rank of Divine Favor,
allies are healed 3.2 Health whenever you cast Monk Spells on them. Several
Monk Skills, especially spells related to Energy gain and healing, become
more effective with higher Divine Favor.
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| Healing
Prayers: No inherent effect.
Many Monk Skills, especially spells related to healing, become more
effective with higher Healing Prayers. |
| Protection
Prayers: No
inherent effect. Many Monk Skills, especially Enchantments which prevent
damage or provide healing, become more effective with higher Protection
Prayers. |
| Smiting
Prayers: No inherent effect.
Many Monk Skills, especially those related to dealing Holy damage, become
more effective with higher Smiting Prayers. Holy damage is especially
powerful against the undead. |
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Elementalists
summon the powers of Earth, Air, Fire, and Water and command them at will.
They can inflict more damage in a single strike than
any other profession.
Earth Magic summons
quakes and eruptions, encases enemies in stone, or protects allies. Air
Magic harnesses the power of tempests to strike foes down with lightning
strikes or enables allies to run like the wind. Fire Magic manifests
flames, fireballs, molten lava, and even meteors to burn enemies to a
crisp. Water Magic conjures mist and ice to slow enemy movement and
attacks, blur vision, protect allies against magic, and inflict cold
damage on enemies. Elementalist have access to Energy regenerating Skills,
and when chose as a primary character, can increase their maximum Energy
over time.
The wise Elementalist avoids becoming
surrounded, but keeps a local area-of-effect spell on hand just in case. |
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Official Guild Wars Website |
| Attributes: |
| Energy
Storage: (Primary Only)
For each rank of Energy Storage, your maximum
Energy raises by 3. Several Skills, related to gaining Health or Energy,
become more effective with higher Energy Storage. |
| Air
Magic: No inherent effect.
Many Elementalist Skills, especially spells that deal lightning damage to or
debilitate a single enemy, become more effective with higher Air Magic. |
| Earth
Magic: No
inherent effect. Many Elementalist Skills, especially spells that protect
you and your allies or deal earth damage, become more effective with
higher Earth Magic. |
| Fire
Magic: No
inherent effect. Many Elementalist Skills, especially spells that burn
your enemies or deal fire damage in large areas, become more effective
with higher Fire Magic. |
| Water
Magic: No inherent effect.
Many Elementalist Skills, especially spells that deal cold damage or slow
and hinder your enemies, become more effective with higher Water Magic. |
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Necromancers
are masters of the dark arts, calling on the spirits of the dead, and even
death itself, to overpower enemies and assist allies. In sacrificing
Health and taking Curses and diseases upon themselves, they can deal large
amounts of damage to those foolish enough to oppose them. Dead and dying
enemies become unwilling allies in their hands.
Necromancers have the singular
ability to absorb Energy from an enemy’s death, and can raise a fighting
force from the corpses of their foes. Curses, which often cost the
Necromancer dearly, exact an even greater toll from enemies, who find that
their Enchantment Spells and Healing Skills are rendered useless.
Due to
the sacrificial nature of their methods, Necromancers practice
patience and self-discipline to survive. |
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Official Guild Wars Website |
| Attributes: |
| Soul Reaping: (Primary Only)
For each point of Soul Reaping, you gain 1
Energy whenever a creature near you dies. |
| Blood
Magic: No
inherent effect. Many Necromancer Skills, especially spells that damage
and steal Health from your enemies, become more effective with higher
Blood Magic. |
| Curses:
No inherent effect. Many Necromancer
Skills, especially Hex spells that
reduce your enemies' effectiveness in battle, become more effective with
higher Curses. |
| Death
Magic: No
inherent effect. Many Necromancer Skills, especially those which animate
undead servants, manipulate corpses, and deal cold damage, become more
effective with higher Death Magic. |
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Mesmers
are masters of Illusion and control, subverting the enemy's Energy for
their own use, and that of their allies. On their own or combined with any
other profession, their Skills provide excellent support, turning enemies'
powers against them and changing the very fabric of reality to
hinder foes and help allies.
Mesmers have the ability to cast spells
quickly, which can make all the difference in the heat of battle. Their
powers of Domination allow them to take control of enemy Skills and Energy.
Their unique Illusionary talents can
slow or even halt enemy movement and Skill casting, or cause imaginary
illnesses that drain Health and Energy from foes while healing and
energizing allies.
While Mesmers are not known for brute strength, their
ability to confuse, distract, and drain the enemy's resources more than compensates. |
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Official Guild Wars Website |
| Attributes: |
| Fast
Casting: (Primary
Only) Fast Casting increases the
speed with which you cast spells. |
| Domination
Magic: No
inherent effect. Many Mesmer Skills, especially spells which disrupt
spell-casting and deal direct damage, become more effective with higher
Domination Magic. |
| Illusion
Magic: No
inherent effect. Many Mesmer Skills, especially spells which deceive your
enemies and hinder their movement and attacks, become more effective with
higher Illusion Magic. |
| Inspiration
Magic: No
inherent effect. Many Mesmer Skills, especially spells which generate
Energy and reduce damage, become more effective with higher Inspiration
Magic. |
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Assassin |
The
Assassin walks
the shadows, a deadly viper ready to strike at the heart when the enemy
least expects it, nowhere and everywhere all at once. Assassins are masters
of their chosen weapon, the dagger, and are expert at inflicting Critical
Strikes that cause massive damage.
The Assassin is trained to efficiently link attacks together in a chain that
does not give the enemy a chance to hit back. They have mastered the ability
to move as shadows—Assassins wear only lightweight armor and prefer to avoid
damage by not being there when the enemy’s strike lands. Their other magical
Skills include Hexes that lower the target’s defenses and protect the
Assassin from harm.
NOTE: Assassin characters can only be created on accounts that have access
to Guild Wars Factions. |
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Official Guild Wars Website |
| Attributes: |
| Critical
Strikes: (Primary
Only) For each rank of Critical
Strikes you have, you gain an additional 1% chance to critical hit. You
gain +2 Energy whenever you score a critical hit this way. |
| Dagger
Mastery: Dagger
Mastery increase the damage you do with daggers and you chance to inflict
a critical hit when using a dagger. There is a 2% chance per rank of
Dagger Mastery that attacks form your daggers will double strike. Many
Skills, especially dagger attack Skills, become more effective with higher
Dagger Mastery. |
| Deadly
Arts: No
inherent effect. Many Assassin Skills, especially those related to harming
enemies, become more effective with
higher Deadly Arts. |
| Shadow
Arts: No
inherent effect. Many Assassin Skills, especially those related to defense
and moving as a shadow, become more effective with higher Shadow Arts. |
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Ritualist |
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Where a
Ranger lives as one with the spirit world, a
Ritualist
can and will be its master. Ritualists shield their eyes to better
commune with spirits that grant great power and protection.
Ritualists channel
other-worldly energies from the Mists and commune with spirits through
mystic Binding Rituals, bending them to aid their allies or punish their
foes. The Energy channeled from the Mists powers Ritualist Skills,
enhancing the deadliness of an ally's weapon and wreaking havoc on an
enemy's Health. The Ritualist can also use the remains of the dead to
defend the living, not by reanimating corpses as a Necromancer would,
but through the ritual use of urns and ashes.
By calling upon
those who have left this world, the Ritualist is able to strengthen his
allies, weaken his foes, call upon spirits, and mend the wounds of those
who have been maimed.
NOTE: Ritualist characters can only be created on accounts that have
access to Guild Wars Factions. |
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Official Guild Wars Website |
| Attributes: |
| Spawning Power: (Primary
Only) For each rank of Spawning
Power you have, creatures you create (or animate) have 4% more Health.
Some Ritualist Skills, especially those related to Spirit creatures,
become more effective with higher Spawning Power. |
| Channeling Magic: No
inherent effect. Many Ritualist Skills, especially those related to
lightning damage and Energy, become more effective with higher Channeling Magic. |
| Communion: No
inherent effect. Many Ritualist Skills, especially those related to
summoning Spirits, become more effective with
higher Communing. |
| Restoration
Magic: No
inherent effect. Many Ritualist Skills, especially related to healing,
life-stealing, and defense, become more effective with higher Restoration
Magic. |
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Paragon |
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Paragons are
the guardian angels of Elona, humanity’s champions against malefic
threats. They rally the valiant with Shouts and Chants, aiding heroes,
henchmen, and other adventurers through inspiration and Motivation.
A Paragon’s best weapons rely on an insightful mind, a courageous
spirit, and a charismatic voice. Many Paragons also arm themselves with
a spear and shield, striking from a distance as they shout their battle
cries. Through insight, they help others resist Hexes and Conditions,
echoing their commands across the field of battle (in fact, some “ Echo”
abilities renew themselves each time a Chant or Shout ends).
When all hell breaks loose, a commanding Paragon shines as a beacon of
light, driving back the forces of darkness.
NOTE: Paragon characters can only be created on accounts that have access
to Guild Wars Nightfall. |
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Official Guild Wars Website |
| Attributes: |
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Leadership: (Primary
Only) You gain 1 Energy for each ally affected by
one of your Shouts or Chants (maximum 1 Energy for every 3 ranks). |
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Command:
No inherent effect. Many Paragon Skills, especially those
that protect your allies or increase your tactical position on the
battlefield, become more effective with higher Command. |
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Motivation:
No inherent effect. Many Paragon Skills, especially those
related to Energy management or that inspire your allies, become more
effective with higher Motivation. |
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Spear Mastery:
Spear Mastery increases the damage you do with spears and
your chance to inflict a critical hit when using a spear. Many Skills,
especially spear attack Skills, become more effective with higher Spear
Mastery. |
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Dervish |
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Serving the
gods as holy warriors,
dervishes stand confidently in the whirlwind of conflict.
Martial techniques perfected in the deserts of Elona allow a Dervish’s
scythe to lash out quickly at multiple opponents, surrounding the holy
warrior with a swath of destruction.
Initiates often learn Spells of self-protection, prayers that rush a
combatant into battle, and invocations that empower attacks with
elemental fury. Masters of the profession can assume the form of a god,
enacting divine will with holy blessings. Keenly aware of the conditions
of a fight, a Dervish can reap great benefits by using multiple
Enchantments.
Wandering the savannahs and deserts of Elona, the faithful Dervish
chants prayers to the earth and wind... and the fury of the sandstorm
answers in response.
NOTE: Dervish characters can only be created on accounts that have access
to Guild Wars Nightfall. |
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Official Guild Wars Website |
| Attributes: |
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Mysticism: (Primary
Only) Whenever an Enchantment ends, you gain 3
Health for each rank of Mysticism and 1 Energy for every 2 ranks of
Mysticism. |
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Earth Prayers:
No inherent effect. Many Dervish Spells, especially those
dealing with defense or Earth damage, become more effective with higher
Earth Prayers. |
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Scythe Mastery:
Scythe Mastery increases the damage you do with scythes and
your chance to inflict a critical hit when using a scythe. Many Skills,
especially scythe attack Skills, become more effective with higher Scythe
Mastery. |
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Wind Prayers:
No inherent effect. Many Dervish Spells, especially those
dealing with movement or cold damage, become more effective with higher Wind
Prayers. |
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