IN
T
HI
S
ISSUE
EDITORIA
LS
R
A
IDING M
ISC
O
NCEPTIO
N
S
MightyTeapot
gives
his
take
on
why
raiding isn’t just for the PvE elite.
38
16
BOUNTIES: A VISUA
L GUIDE TO
UN
ST
ABLE MAGIC ABIL
ITIES
Too
much
magic
imbued
into
creature
s
is
never
a
good
thing!
Learn
how
t
o
recognise the dangers that await you
.
76
MAGIC SYSTEMS IN TY
RIA
We
explore
how
magic
manifest
s
itself
in
the
world
of
Tyria,
from
Elde
r
Dragons to the Mists
.
32
PA
R
ADIGM SHIFT
Who
says
heavy
armor
isn’t
for
mages
?
Amala’s
latest
fashion
choices
pu
t
scholars on the front lines
!
FEATU
RED
60
GUIDING ST
A
RS
The
latest
Living
World
u
p
date
brough
t
us
to
the
Mists.
Recap
what
w
e
encountered there
.
65
TY
RIA IN FLUX
Our
world
is
always
changing,
always
in
flux. A lot has happened since 1325
AE...
C
OMMUN
ITY
GUILD SPOTL
IG
H
T
This
issue
w
e
feature
Owl
Legion, a WvW
guild in NA with a great community.
70
LORE & HISTO
RY
23
THE FUNCTIO
N OF
D
R
AGO
N
S
Elder
Dragons
feed
o
n
ley
energ
y
and
other
sources
of
magical
power
.
Discover why Tyria depends on them
.
A FORGE OF ICE AND FI
RE
This
year,
Zommoros
opened
u
p
the
Mystic
Forge
to
raiders.
P
hoeni
x
unearths what was waiting inside
...
44
WITH LE
A
PS AND BOUNDS
Dra
x
ynnic
continues
his
serie
s
exploring
the
lore
behind
elit
e
specialisations with the daredevil
.
79
10
M
INOR R
ACES,
MAJOR MAGIC
Many
races
in
Tyria
wield
some form
of
magic, as
Phoenix uncovers...
FICTIO
N
THE MER
CHANT
PRINCE
Starconspirator
presents
an
epic
poem
on the life of Drooburt.
56
THE CA
T
AC
LYSM
One
minute
Orr
stood
proud,
the
nex
t
it
was
nothing.
J
ust
one
spell
was
all
i
t
took
...
88
EMPTY SHELL
Delve
inside
the
mind
of
a
ley-line
anomaly
with this short story
by Jalinar.
82
ANOMA
LOUS VISIO
N
A
revenant
Commander
is
plagued
by
visions of a strange anomaly.
94
2
GUILDMAG #23
|
In
This Issue
We’ve
packed
this
magazine
with
amazin
g
art
from
talented
community
artists,
as
well
as
Guild Wars
2
concept
art.
Look
out
for this logo for o
ffi
cial art
produced
b
y ArenaNet.
here
do
I
even
begin
this
time
aroun
d?
It
seems
that
every
year
our
A
nnuals
grow
in
size
and
improve
in
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and
this
year
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n
o
exception!
We’ve
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y
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d
of the
fi
nal ou
tcome.
I’d
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talking
about
the
amazing
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u
ndertaken
by
the
World
Child
Cancer
charity.
You
may
b
e
forgiven
for
thinking
that
everyone
in
the
world
has
access
to
solid
healthcare,
but
this
simply
is
not
the
case.
Survival
rates
for
children
with
cancer
in
developing
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are
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those
in
developed
nations,
and
it
is
h
ere
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Child
Cancer
choose
s
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work.
They
bring
together
healthcare
professionals
from
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to
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ch
ildren
in
developing
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e
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possible
ch
an
ce
of
beating
cancer,
in
a
ddition
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ff
ering
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o
f
us
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ff
ected
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y
cancer,
includ
ing
our
very
own
Fearan
whose
child
has
a
rare
form
of
the
disease.
This
is
why
we’re
donatin
g
this
year’s
A
nnual
proceeds
to
World
Child
Cancer
-
so
o
n
beh
alf
of
the
charity
and
everyone
at
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than
k
you
for
you
r
donation
that
came
as
part
of
pre-
ordering this magazin
e.
On
a
lighter
note,
the
theme
of
this
year’s
magazine
is
Tyria
i
n
Flux.
For
quite
some
time
we’ve
been
experiencing
the
e
ff
ects
of
excess
magic
in
the
world
of
Tyria
and
how
it
has
warped
the
game
w
orld.
T
h
e
GuildMag
Annua
l
2018
is
an
attempt
to
capture
this
in
magazine
for
mat.
We
have
a
range
of
articles
exploring
the
nature
of
magic
and
the
changin
g
nature
of
Guild
War
s
2
as
an
MMORPG,
including
contributions
by
Kora,
Mighty
Teapot
and
Jalinar
(Chronicles
of
Tyria).
We’ve
also
commissioned
a
set
of
posters
from
littleMURE
which
depict
a
timeline
of
events
that
have
shaped
the
world
of
Tyria.
An
d
as
if
that
wasn’t
enou
gh,
you’ll
fi
nd
more
custom
artwork
hidd
en
throughout
th
e
remain
ing
pages
-
have fun
exploring!
So,
all
that
remains
to
be
said
is
that
I
hop
e
you
enjoy
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latest
GuildMag
Annual!
Plea
se
remember
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of
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e
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rst
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Happy readin
g!
EDITO
R’S
L
ETT
E
R
EDITOR-IN-CHIEF
Valiant
MANA
GING EDITOR
Starconspirator
GE
NER
A
L MANAGER
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ynn
ic
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OMMUN
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We
lc
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upp
o
rt
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a
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harity:
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rld Child Cancer. On
beha
lf of everyo
ne involved in th
i
s
m
a
gazi
ne,
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nk yo
u fo
r
yo
ur
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o
rt and we
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oy
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THE TEAM
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3
Editor
’
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r
|
GUILDMAG #23
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1
0
GUILDMAG #23
|
LORE - Minor Races, Majo
r
Magic
M
i
no
r
Races
Major Ma
g
ic
BY
PHOENIX
dds
are
you
know
somethin
g
about
the
magitech
of
the
asura,
the
Dream’s
shared
consciousness
of
the
sylvari,
and
t
h
e
shapesh
ifting
abilities
of
th
e
norn
granted
to
them
by
the
Spirits
of
th
e
Wild.
But
many
of
the
unplayab
le
races
and
groups
around
Tyria
have
unique
forms
and
uses
of
magic
too.
The
most
obvious
exa
mples
are
the
fi
ve
ancient
races
-
the
dwarves,
Forgotten,
jotun,
mursaat,
and
the
Seers
-
but
there
are
severa
l
other
notable
ones.
This
article
isn
’t
exhaustive;
I’m
instead
focusing
on
the
most
m
agical
and
prominent
among
them
and
have
ch
osen
the
fi
ve
we
have
the
most
information
about.
Anyone
who
p
layed
Guild
Wars
Proph
ecies
will
know
all
about
the
mursaat,
a
race
of
fl
oating
spellcasters
who
wore
gold
en
armor
and
had
long
black
feathers
radiating
from
their
backs.
The
downfall
of
the
mursaat
was
foretold
by
Glint
in
t
he
Flameseeker
Prophecies.
Afraid
of
their
eventual
doom,
th
ey
manipulated
a
group
o
f
Krytans
that
came
to
be
known
as
the
W
hite
Mantle
in
to
doin
g
their
bidd
ing.
The
mursaat
excelled
in
magic;
they
were
all
members
of
one
of
th
e
original
spellcasting
professions:
elementalist,
mesmer,
monk,
and
necromancer.
Lucent
the
Spectral,
one
of
the
last
living
mursaat,
was
an
assassin
in
add
ition
to
being
a
mesmer.
Nevertheless,
the
only
assassin
skill
he
used
was
a
signet,
not
a
martial or melee skill.
All
o
f
the
mursaat
elementalists
use
d
air
magic.
T
his
small
detail
turned
out
t
o
be
an
important
tell
in
Rising
Flames,
the
second
episode
of
Livin
g
World
Season
3.
In
it,
Lazaru
s
the
Dire,
the
last
living
mursaat,
shows
up
and
o
ff
ers
t
o
h
elp
save
Aurene
from
the
enhan
ced
destroyers.
However,
this
fake
La
zarus,
who
turns
out
to
be
Balthazar,
uses
only
fi
re
magic,
while
the
real
Lazarus
from
Guild Wars
was
a
dual-classed
O
Mursaat
11
LORE - Minor Races, Major Magic
|
GUIL
DMAG #23
elementalist
and
necromancer
who
used
on
ly
air
magic
like
the
rest
of
his
kin.
Accordingly,
whe
n
La
zarus
i
s
truly
resurrected
in
the
Living
World
episode
One
Path
Ends,
he
c
alls
forth
lightning
storms
and
summon
s
necrotic
orbs,
as
would
be
expected
in
converting
his
abilities
from
the
original games to
Guild
Wars
2
.
The
mursaat
also
had
two
interesting
and
un
ique
abilities
common
to
all
mem
ber
s
of
the
race.
The
fi
r
st
was
the
ability
to
shift
into
a
di
ff
erent
plane
o
f
existence,
thereby
rendering
themselves
invisible
to
those
who
did
n
ot
have
the
Gift
of
True
Sight.
For
this
reason,
they
came
to
be
known
as
the
Unseen
Ones.
Th
e
Gift
of
True
Sight
was
acquired
by
Ascen
ding
-
communin
g
with
the
Human
God
s
and
being
blessed
with
D
ivin
e
Fire
-
or,
in
Canthan
tradition,
becoming
Weh
no
Su
(“closer
to
the
stars”)
b
y
ful
fi
lling
the
trials
of
the
Celestials
and
Oracle
of
the
Mists.
The
Tests
of
Ascension
were
taken
by
Central
Tyrians
and
Elonians
and
proctored
by th
e Forgotten.
The
second
uniqu
e
ability
was
Spectral
Agony,
a
magic
that
i
n
fl
icte
d
excruciating
pain,
health
loss,
and
eventually
death
upon
its
victims.
The
Seers
created
a
safeguar
d
against
this
de
a
dl
y
ability;
they
us
e
d
the
spectral
essence
of
a
phantom
eidolon
to
infuse
armor
with
special
properties
that
would
protect
the
wearer.
The
mursaat
were
also
skilled
crafters,
able
to
create
an
army
of
jade
constructs
t
o
combat
the
Elder
Dragons
during
their
last
awakening
.
They
were
not
able
to
transfer
their
Spectral
Agon
y
to
th
ese
constructs
so
they
could
use
it
a
t
will,
bu
t
they
enchanted
th
em
so
that
wh
enever
they
attacked,
Spectral
Agony
woul
d
be app
lied to their en
emies.
The
Forgotten
were
a
r
ace
of
serpents
that
slithered
upright.
The
y
had
gray
o
r
bronze
scales
and
four
arms.
As
previously
m
entioned,
they
oversaw
pilgrims
who
wished
to
Ascend,
but
thei
r
c
o
ntributions
t
o
Tyria are much larger than that.
Like
the
mursa
at,
the
Forgotten
were
a
ll
spellcasters,
but
their
elementalists
favored
earth
magic.
They
also
decided
to
assault
th
e
Elder
Dragons
head
on
b
y
bu
ilding
enchante
d
armors
that
could
wield
physical
weapons
like
hammers,
bows,
and
swords.
Wh
en
th
ey
failed
to
rout
Zhaitan,
the
mursaat
planar
shifted
to
protect
themselve
s
and
their
magic,
but
the
Forgotten
agreed
to
seal
their
magic
with
that
of
the
other
races
and
work
toward
a di
ff
erent soluti
on.
To
that
en
d
they
discovered
Glaust,
a
champion
of
Kralkatorrik,
and
attempted
to
purify
her.
It
is
un
kn
own
how
exactl
y
t
hey
subd
ued
her,
but
within
Arah
they
managed
to
perform
a
ritual
that
cleansed
he
r
of
Elder
Dragon
corruption,
thou
gh
she
retained
her
magical
abilit
ie
s
and
crystalline
form.
Afterwards,
th
e
cleansed
dragon
champion
took
on
the name Glin
t.
The
spell
used
to
cleanse
her
does
not
require
magic
speci
fi
c
to
the
Forgotten.
As
a
sylvari,
War
den
Illyra
managed
to
recreate
the
ritual
thousands
of
years
later
with
a
Risen
chicken
in
the
now-ruined
city
of
Arah.
It
was
also
discovered
that
Forgotten
artifacts
were
immune
to
dragon
corruption,
so
we
kn
ow
th
e
Forgotten
used
their
knowledge
not
just
to
reverse
the
corruption,
but
t
o
protect
other
o
bj
e
cts
f
rom
i
t
a
s
well
.
Abo
ut
20
0
years
ago,
some
of
the
Forgotten
joined
w
ith
a
grou
p
of
h
umans,
comprised
mostly
o
f
Canthans
and
Elonians,
dedicated
Forgotten
12
GUILDMAG #23
|
LORE - Minor Races, Majo
r
Magic
to
preserving
Glint’s
legacy.
T
hey
performed
a
ritual
on
the
hu
man
s
who
volunteered,
transferring
their
souls
into
the
enchanted
armor
the
y
had
made
so
long
ago.
Th
ey
used
their
preventative
magic
on
the
armors,
ensuring
they
would
never
be
corrupted
by
the
Dragons.
This
group
of
humans
came
to
be
know
n
as the Exalted.
Unfortunately,
th
e
Forgotten’s
restorative
magic
either
did
not
wor
k
at
all,
or
was
not
potent
enou
gh
when
it
was
attempted
to
cleanse
an
Elder
Dragon.
Kralkatorrik’s
hunger
was
too
great
t
o
be
cowed,
and
it
swept
through
Elona,
exterminating
half
of
the
Forgotten
in
o
ne
fell
swo
op.
Presumably
this
is
because
the
Dragons
are
primal
forces
of
nature,
in
tended
only
to
keep
th
e
balance
of
magic
in
check.
Interestingly
enough,
the
Forgotten
either
could
not
-
or
never
tried
to
-
use
the
preventative
magic
on
themselves
because
there
are
Branded
Forgotten
in
the
desert
,
including
the
former
monk,
Jo
sso
Essher.
While
the
restoration
ritual
works
on
living
creatures,
the
protective
spell
may
on
ly
work
on
inanimate objects.
The
Zep
hyrites
are
n
ot
actually
a
race,
but
a
neutral,
nomadic
sect
of
humans
who
were
originally
servants
of
Glint.
After
Glin
t’s
death,
they
traveled
to
her
domain
to
collec
t
crystals
from
the
site
of
her
demise
to
prevent
th
em
from
falling
into
the
wrong
han
ds.
Some
of
the
Zephyrites
a
re
also
the
aforementioned
hu
man
s
who
volunteered
to become Exalted.
They
discovered
the
three
Aspects
of
air
magic:
Lightning,
S
un,
and
Wind,
and
develop
ed
a
way
t
o
grow
additional
glowing
crystals
that
contain
the
magical
essence
of
each
.
Using
these
crystals,
the
Zephyrites’
physical
abilities
are
enhanced.
Wind
crystals
allow
th
em
to
ign
ore
gravity and ride th
e wind, leapin
g
much
higher
than
normally
possible
.
Lightnin
g
crystals
enable
them
to
dart
from
one
spot
to
an
other,
much
like
ligh
tning
strikes
the
ground
.
Finally,
su
n
crystals
let
them
brie
fl
y
travel
at
the
speed
of
light.
Scholars
who
have
studied
the
Aspects
in-d
epth
and
can
wield
them
with
pro
fi
ciency
are
known
as
Aspect Masters.
They
guard
these
crystals
and
Glint’
s
legacy
closely,
a
ff
ording
strangers
a
chan
ce
to
use
them
only
w
hen
they
host
their
Bazaar
of
the
Four
Winds,
an
annual
tradin
g
event
and
market
in
the
Labyrinthin
e
Cli
ff
s.
Damaged
crystals,
like
those
spread
around
after
the
Zephyrites’
crash
in
Dry
Top,
lose
their
pow
er
rapidly.
Presumably
this
is
meant
as
a deterrent against stealing.
A
Crack
in
the
Ice,
the
third
episode
of
Living
World
Season
3
,
took
us
into
the
northern
Shiverpeaks.
It
was
there
that
w
e
learned
more
about
the
origins
of
th
e
kodan,
a
race
of
humanoid
polar
bears,
and
their
magic,
which
is
closely
tied
to
their religion.
Zephyrites
Kodan
13
LORE - Minor Races, Major Magic
|
GUIL
DMAG #23
The
god
of
the
kodan
is
K
oda,
also
known
as
th
e
Ancien
t
One.
Bear
was
the
fi
rst
creature
t
o
speak
against
cha
os
and
instability
and
this
pleased
Koda,
for
the
bears
wh
o
were
ready
to
guide
the
spirits
of
th
e
world
h
e
transformed
into
ko
dan.
According
to
the
Fla
mebearers
in
Bitterfrost
Frontier,
Koda
taught
the
kodan
to
guide
all
manner
of
spirits,
from
water
and
ston
e
to
plants
and
animals.
Naturally,
the
tribe
of
Flamebea
rers
accepted
the
spirit
of
fi
re.
Supposedly
their
sanctuary
contains
the
last
living
fl
ame
begotten
by
th
e
original
fi
re
spirit.
It
is
unknown
how
much
of
the
Flamebearers’
story
is
tr
ue,
but
the
fi
res
ten
ded
in
their
braziers
do
have
special
properties;
they
can
make
living
creatures
resistant
to
the
deadly
frostbite
ca
used
by
being
so
near
to
the
ice
dragon,
Jormag.
It
may
b
e
that
kodan
who
have
dedicated
themselves
to
other
nature
spirits
have
unique
magical
abilities
too,
but
we
have
yet
to
see
any
other
tribes,
save
those
fl
eeing
Jormag in their
fl
oatin
g sanctuaries.
The
spiritual
leader
o
f
a
grou
p
of
kodan
is
called
the
V
oice.
They
spea
k
to
Koda
and
interpret
his
will
as
well
as
perform
other
record-keepin
g
duties
and
rituals.
O
ccasionally
a
fren
zy
consumes
them
known
as
th
e
Rage
of
Koda
which
may
be
caused
by
them
casting
their
min
ds
to
the
Mists
for
so
lo
ng
to
seek
guidance
from
their
god.
When
the
V
oice
is
released
from
this
religious
fervor
they
seem
to
have
n
o
memory
o
f
what
transpired
sh
ortly
before
or
durin
g their episode.
Guild
Wars
2:
Path
of
F
ire
brought
back
Elona
and
the
d
jinn.
The
djinn
are
spirits
with
elemental
m
agic
that
often
protect
items,
places,
or
causes.
Generally,
they
all
fl
oat
and
have
four
arms
and
a
torso
with
no
discernable
legs,
but
their
appearance
varies
based
on
their
element
and
they
can
take
on
di
ff
erent
forms.
They
might
also
have
wrappin
gs
or
face
or
head
coverings
of
some
kind
and
emit
an
elemental aura.
Unlike
elementals,
d
jinn
have
agency
and
intelligen
ce,
enabling
them
t
o
communicate
with
d
i
ff
eren
t
species
and
races.
They
ar
e
m
asters
of
their
respective
element,
each
able
to
throw
p
r
o
jectiles
of
fi
re,
rock
,
ice,
or
lightning,
summon
storms,
and
embody
the
fl
u
idity
of
their
element
temporarily,
allowing
them
to pass through en
emies.
The
djinn
are
also
able
to
modify
th
e
tormented
remnants
of
Abaddon
’s
magic
that
infected
Elona
after
Nightfall.
They
forge
r
unes,
imbue
these
with
their
own
essen
ce,
an
d
then
arrange
the
runes
in
the
shape
of
jackals
to
contain
the
corrupted
sand.
The
jackals
are
then
tamed
so
they
do
n’t
act
on
the
will
of
th
e
fallen
god.
Since
the
jackals
are
comprised
of
nothing
b
ut
sand
and
magical
energy,
they
are
able
to
travel
through
sand
portals,
using
the
Mists
a
s
a
gatewa
y
to
get
to
another
potentially
far-o
ff
location
instantly.
The
djinn
have
other
special
abilitie
s
too.
It
is
said
they
can
grant
wishes
and
bestow
powers
on
others
who
win
their
favor
o
r
m
ana
ge
t
o
subjugate
them.
All
of
them,
no
matter
their
element,
can
construct
shields
of
white
light
that
protect
an
area
and
all
the
creatures
within
it
from the ligh
tning of
the Brand.
The
djinn
can
not
be
Branded
and
can
theoretically
imbue
others
with
a
minor
form
of
their
resistance.
This
might
extend
t
o
other
forms
of
dragon
corruption
,
but
no
other
Elder
Dragon
has
gotten
close
to
the
djinn
to
know
for
sure.
Oddly
enough,
a
fi
re
djin
n
n
amed
V
emyen
Djinn
14
GUILDMAG #23
|
LORE - Minor Races, Majo
r
Magic
was
recently
Branded
.
This
may
have
been
caused
b
y
Kralkatorrik’s
new
control
over
the
domain
s
of
death,
shadow,
mind
,
and
plants,
courtesy
of
the
deaths
of
Zhaitan
and Mordremoth
.
Like
I
said
before,
this
is
just
a
small
smattering
of
the
unplayable
races
and
groups
around
Tyria
th
at
use
magic
in
uniqu
e
ways.
Some
races,
such
as
the
largos
and
tengu,
likely
have
their
own
forms
of
magic
or
spirituality
that
remain
a
mystery
due
to
their
rare
or
secluded
natures
.
The
Seers
died
out
before
w
e
could
learn
anything
particular
about
them,
but
we
know
they
were
great
spellcasters
in
life.
The
jotun,
thoug
h
still
living,
have
forsaken
magic,
so
we
know
little
about
t
heir
ancient
powers
except
that
th
ey
were
tied
to
astronomy
and
the
cosmos,
and
they
consider
the
h
arn
essing
of
the
eleme
nt
s
“pr
i
mi
tive
.”
W
he
t
he
r
t
h
at’
s
intended
to
mean
it’s
crude
and
unsophisticated
or
simply
archa
ic
is
up
for
interpretation.
Wh
o
kn
ows
if
the
Canthan
s,
if
and
when
we’re
fi
nally
able
to
access
their
continent
again,
have
some
completely
di
ff
erent
sorcery
in
store
for
us.
The
spells
w
e
use
as
players
and
the
ra
w
magic
we’re
used
to
seeing
in
the
Elder
Dragons
are
but
a
few
of
th
e
many
techniques
developed
over
time in Tyria.
Other Races
16
GUILDMAG #23
|
EDITORIAL - Bounties:
A Visual Guide to Unstable Magic
Abilities
BountieS:
A
Vi
sua
l Guide To
UNs
t
able Magic abilit
ie
s
BY
AM
ALA & MAIIR
I
N
Commander!
Reports
of
creatures
driven
insane by
ley
en
ergy
are coming
from
all
ov
er.
What are you going to do about
it?
ounties
are
a
n
open
world,
group-orientated
activity
introduced
in
Guild
Wars
2:
Path
of
F
ire
.
The
premise
is
that
with
the
death
of
two
Elder
Drago
ns,
high
levels
of
magic
have
been
released
in
to
the
world.
This
ley
energy
is
a
ff
ecting
th
e
wildlife,
making
cer
tain
individuals
of
a
species
larger,
stronger,
a
nd
more
dangerous.
Bounties
ar
e
contracts
to
take
dow
n
speci
fi
c
targets
a
ff
ected
by
this
magical
in
fl
ux,
wh
ich
can
b
e
obtained
fro
m
bounty boards in
PoF
maps.
If
you’re
goin
g
to
take
a
contract
from
a
board,
y
o
u
’ll
need
to
prepar
e
for
the
di
ff
erent
mechanics
y
ou’ll
face
o
ut
in
the
fi
eld.
The
normal
variety
of
targets
a
re
Champions
and
will
give
you
two
mechan
ics
to
deal
with.
Each
bounty
board
will
also
have
on
e
Legendary
bo
unty,
which
w
ill
have
three
mechanics.
To
see
w
hich
mechanics
you
’ll
have
to
deal
w
ith,
look
for
the
blue
b
u
ff
s
underneath
the
enemy’s
nameplate
.
Each
mechanic
will
a
lso
have
visual
cues
during
th
e
fi
gh
t
which
are
easier
to
n
otice
in
a
combat
situation,
so
to
h
elp
you
recogn
ise
these
cu
es
we’ve
pu
t
together
this
guid
e.
B
While
Exploiter
is
up,
you
will
see
a
blue
bubble
arou
nd
your
target.
Touching
the
bubble
will
grant
you
the
e
ff
ect
Identi
fi
ed
Weak
Point.
This
lasts
for
20
seconds
and
in
that
time
you
can
damage
your
target.
Without
this
bu
ff
you
can’t
damage
your
target.
O
f
course
you
can
also
simply
stand
inside
the
b
ubble
and
d
o
melee
damage,
but
i
f
you
are
using
ranged
weapons
y
o
u
will need to reactivate the e
ff
ect by touch
ing the
bubble
again
.
Exploiter
17
EDITORIAL - Bounties: A Visual Guide to U
nstable Magic Abilities
|
GU
IL
DMAG #23
Ph
a
se-S
hift
e
d
While
this
ability
is
active
you
will
see
two
types
of
blue
areas
around
your
target:
one
in
melee
range
and
one
outside
of
that
range.
You
can
only
damage
the
target
as
long
you
are
standing
in
the
blue
zon
e
-
o
utside
of
this
zone
your
attacks
will
b
e
blocked.
The
best
thing
to
do
here
is
make
sure
your
character
is
wielding
melee
and
ranged
weapons.
When
the
area
lights
up
brighter,
you
can
then
step
into
th
e
new
blue
area
and
co
ntinue
attacking.
On
the
edge
of
the
blue
area
there
are
arrows
pointing
inwards
to
show
you
where
you
need
t
o
move
to keep damagin
g your target.
P
r
opagator
With
Propagator,
tendrils
will
spawn
around
the
target
and
heal
it.
You
can
take
them
down
i
n
just
a
few
hits,
or
entirely
ignore
them
as
they
will
decay
over
time.
This
mechanic
depends
heavily
o
n
how
many
allies
you
have
to
take
a
bounty
down.
With
a
larger
group,
the
amount
of
hitpoints
healed
will
b
e
inferior
to
the
group
D
P
S.
However
,
with
a
smaller
group
your
DPS
will
be
lower
than
the
amount
of
hitpoints
healed
,
in
wh
ich
case
taking
d
own
th
e
tendrils becomes
a
priority. They also count towards the Plan
t
Slayer ach
ievement.
1
8
GUILDMAG #23
|
EDITORIAL - Bounties:
A Visual Guide to Unstable Magic
Abilities
Restorer
i
s
similar
to
Propaga
tor,
but
instead
of
spawning
tendrils
th
is
ability
w
ill
spawn
healing
coalescences.
You
might
have
seen
them
before;
they
look
like
green
air
elementals.
You
can
ignore
them
when
you
have
a
lot
of
allies
because
the
coalescence
s
will
not
be
able
to
outheal
the
amount
of
damage
you
deal.
But,
as
with
Propagator,
they
pose
a
threat
whe
n
you have only
a
handfu
l
of peop
le
.
Restorer
Personally,
every
time
I
see
this
bounty,
“Mambo
Nr.
5”
plays
in
my
head.
It
is
kind
of
like
follow
the
leader
.
Your
target
will
have
a
red
or
a
green
light
next
to
it.
A
red
light
means
you
have
to
stand
still
and
attack,
wh
ile
a
green
light
means
you
have
t
o
move
wh
ile
attacking.
If
you
d
on’t
fo
llow
these
ru
les,
your
attacks
will miss.
si
gnaler
lEY-ENERGY
BUILDUP
This
mechanic
is
broadcast
by
glowing
leystone
spheres
that
levitate
o
ff
the
ground.
You
want
to
run
to
these
ofte
n
and
stand
within
their
area
-of-e
ff
ect
to
get
the
Resistor
e
ff
ect.
When
you
are
o
utside
of
these
AoEs,
a
deb
u
ff
w
ill
stack
on
you
called
Ley-Energy
Buildup.
The
more
stacks
of
this
you
have,
the
more
damage
will
be
done
t
o
you
per tick. Gaining the Resistor e
ff
ect wipes out all stacks
o
f
Ley-Energy Build
up.
The
safest
method
is
to
use
ranged
weapons
and
stay
within
the
safe
AoEs,
but
if
you’re
using
melee
just
remembe
r
to
dart
back
in
when
y
ou
get
to
aroun
d
fi
ve
stacks
of
b
uildup
.
Note
that
if
o
ne
of
the
leystone
spheres
sp
aw
ns
where you are, you won’t get the Resistor bu
ff
until
you leave th
e
AoE and
r
e-
en
ter.
19
EDITORIAL - Bounties: A Visual Guide to U
nstable Magic Abilities
|
GU
IL
DMAG #23
You’ll
notice
the
Sniper
mechanic
by
th
e
glow
ing
orbs
that
follow
ran
dom
players.
Stay
away
from
these!
Whether
they
will
hurt
you
or
not
will
depend
o
n
if
you’re
Marked.
Foreboding,
isn’t
it?
This
is
a
debu
ff
that
can
be
seen
o
n
your
U
I,
but
you
will
also
have
a
glowing
gunsight
icon
on
you.
The
aforementioned
glowy
orbs
are
actually
also
gu
nsights
and
if
th
ese
touch
you
wh
ile
Marked,
you’ll
soon
be
h
it
with
a
p
owerful
sho
t
which
will
probably
down
y
ou.
This
shot
comes
in
the
form
of
a
blue
fi
reball
which
can
be
dodged,
th
ough
if
you
don’t
feel
con
fi
dent
with
this
and
feel
doom
breathin
g
down
yo
ur
neck,
h
eal
up
beforehand.
Make
sure
you’re
standing
close
to
other
play
ers
so
they
can
revive you
quickly.
snipe
r
captor
Captor
is
similar
to
a
move
u
sed
by
Balthazar’s
Herald
in
The
Sacri
fi
ce
story
instance.
Random
players
will
be
surrounded
by
an
ethereal
blue
ring.
You
can’t
walk
out
o
f
these,
they
w
ill
ju
st
knock
you
back
into
the
centre,
bu
t
you
can
dodge
o
ut
o
f
them.
You
can
also
shadowstep
o
r
blink
ou
t.
They
don’t
hurt,
so
you
can
ju
st
stay
inside
if
the
target
is
within
your weap
ons’ range.
2
0
GUILDMAG #23
|
EDITORIAL - Bounties:
A Visual Guide to Unstable Magic
Abilities
FLASH
FR
EEZE
This
is
denoted
by
pulses
of
icy
rings
coming
from
the
target.
Being
hit
by
these
blasts
will
chill
you
and
cause
a
small interrupt. Deal with these as you wou
ld Tequatl’s w
aves: ju
mp
over them.
With
this
one
you’ll
see
an
ominous
depiction
of
an
ey
e
above
your
target.
Like
in
the
Shattered
Observatory
F
r
actal,
w
he
n
yo
u
see
this
t
ur
n
your
c
h
aracter
away.
I
f
you
are
facing
the
target
when
the
eye
is
present,
you
r
character
will
be
temporarily
petri
fi
ed
an
d
therefore
vulnerable
t
o
other dangers.
P
etr
ifi
e
r
There
is
really
not
much
you
can
d
o
against
this
ability
.
The
bounty
will
automatically
block
all
attacks
for
a
time. All yo
u can do
is wait for it to en
d.
Su
rvivo
r
21
EDITORIAL - Bounties: A Visual Guide to U
nstable Magic Abilities
|
GU
IL
DMAG #23
POLLUT
ER
If
you
don’t
want
to
be
poisoned
and
tormented,
stay
out
of
these
dangerous
fields.
These
fields
spawn
and
expand
around your target,
but if y
ou have a ranged
weapon y
ou can still attack.
SC
O
RCH
ER
This
ability
is
the
same
as
Polluter,
except
now
th
e
fields
are
made
out
of
fire
in
stead
of
poiso
n.
Standin
g
in
fire
is deadly
!
S
PINNING LASER
The
central
points
of
the
spinning
laser
spawn
fi
rst.
These
will
look
like
blue,
crackling
nodes
of
magic
and
their
appearance
should
give
you
enough
time
t
o
get
out
of
the
vicinity
before
the
lasers
start
spinning
around
them.
If
you
don’t
get
out,
they
hurt
-
a
lot.
Don’t
worry
too
much
if
yo
u
see
yo
ur
friend
get
hit
an
d
go
down
as
th
e
lasers
do not hurt people in downed state; if you try
t
o
re
vive
th
em,
you’ll ju
st go dow
n you
rself.
22
GUILDMAG #23
|
EDITORIAL - Bounties:
A Visual Guide to Unstable Magic
Abilities
There
will
be
several
large,
wispy
circles
with
a
sk
ull
-
exactly
the
same
one
a
s
you
see
when
you
get
feared
-
fl
o
at
in
g
ab
ov
e
ea
ch
c
i
rcl
e.
I
f
yo
u
st
ep
in
to
t
he
se
fi
e
l
ds
,
you
will
be
feared.
Be
careful
as
these
could
send
you
o
ff
of a cli
ff
.
FRIGHT
ENER
Three
hammers
will
be
rotating
around
the
ta
rget.
Being
hit
b
y
one
will
knock
you
down
.
The
hammers
are
a
sizable
distance
away
from
t
he
tar
get
so
be
careful if you’re attacking from ran
ged.
Hammerer
This
list
of
mechanics
is
long,
but
with
practice
they
will
all
become
intuitive
and
you’ll
be
ab
le
to
explain
th
em
to
others
with
con
fi
dence.
Helping
others
understand
may
be
the
b
est
skill
to
take
away
from
this
guide
as
bounty
targets
cannot
b
e
taken
down
alone.
If
you’re
taking
one
on
with
only
a
handfu
l
of
people
instead
o
f
a
zerg,
the
pressure
for
each
person
to
perfor
m
is much higher, so sh
are
your new
expertise!
Good lu
ck with y
our hu
nts, Commander.
23
LORE - The Function of Dragons
|
GUILDMAG #23
The Function
of Drago
ns
n
his
fi
nal
words,
Palaw
a
Joko
is
reported
to
have
claimed
that
the
Elder
Dragons
are
the
“life
force” of th
is world.
This
is
not
the
belief
of
the
Priory.
Magic
is
the
tru
e
life
force
of
Tyria.
However,
a
s
recent
events
have
shown,
there
is
certainly
such
a
thin
g
as
too
much
.
Increased
levels
of
ambient
magic
since
the
destructio
n
of
two
Elder
Dragons
a
nd
the
Maguuma
bloodstone
have
resulte
d
in
the
tearing
o
f
rifts
in
reality
and
the
creation
o
f
destructive
sentient
coalescences.
Simulations
in
dicate
that
further
overloadin
g
of
energy
would
be
more
destructive
still.
In
fact,
too
much
could
risk
tea
ring
apart
the
world
in
spontan
eous
cata
clysms.
Instead
of
being
the
life
force
of
the
world
themselves,
th
e
Elder
Dragons
act
as
magical
regulators.
Wh
en
the
levels
of
ambient
magic
rise,
the
Elder
Dragons
r
ise
with
them,
consuming
this
power
an
d
cont
a
ining
it
within
t
h
emselves
u
nti
l
they
eventually
go
to
sleep.
Once
they
enter
hibernation,
th
e
dragons
unknowingly
begin
t
o
slowly
release
energy
back
into
the
world,
until
the
ambient
magic
rises
to
a
level
that
causes them
t
o
awaken once
again.
Wh
ile
this
system
h
as
kept
Tyria
alive
in
the
past,
the
problem
is
that
the
dragons
ar
e
indiscriminate
in
their
feeding.
Rat
h
e
r
t
h
a
n
feeding
i
n
a
manner
that
causes
little
harm
to
the
other
inhabitan
ts
of
the
world,
the
dragons
actively
seek
out
energ
y
that
is
found
within,
o
r
otherwise
in
use
by,
other
living
beings.
In
fact,
they
seem
to
speci
fi
cally
seek
out
the
magic
of
sapient
b
eings
when
given
the
opportunity.
From
the
perspective
of
their
ecological
purpose
as
magical
regulators,
this
is
a
highly
ine
ffi
cient
system.
It
maximises
the
damage
they
cau
se,
wh
ile
mostly
con
suming
power
‘
bound’
within
artifacts
or
living
beings,
rather
than
the
ambient
magic
that
threatens
to
overload
Tyria’s ley lines.
In
addition,
the
d
ragon
s
do
n
ot
stop
once
this
ambient
d
weomer
has
been
reduced
to
safer
levels.
Instead,
they
continue
to
consume,
BY
DRAXYNNI
C
I
An explanatory
document on
the shift of
the Pact’s objectives
regarding
the
Elder
Dragons,
penned
by
Scholar
Eleanor
Draxynnus in the Season
of the Scion, 1331 AE.
24
GUILDMAG #23
|
LORE - The Function of Drago
ns
only
entering
hibernation
wh
en
they
sense
n
othing
left
to
absorb.
For
Tyria’s
biosphere,
th
is
is
just
as
dangerous
as
an
overload;
since
living
beings
requ
ire
magic,
consumin
g
it
all
would
result
in
the
death of
those bein
gs.
The
solu
tion
in
past
awakenin
gs
was
to
hide
some
of
th
is
energy
from
the
Elder
Dragons,
allowing
Tyria
to
recover
once
they
went
into
hibernation
.
The
last
time
they
were
awake,
this
was
accomplished
by
the
combinatio
n
of
th
e
original
bloodstone,
wh
ich
absorbed
much
of
Tyria’s
ambient
magic
before
the
dragon
s
could,
and
through
Glint
hidin
g
the
elder
races
from
the
dragons.
In
principle,
this
suggests
that
the
bloodstones
coul
d
themselves
be
used
as
a
regulatory
system
-
as,
in
fact,
th
e
gods
appear
to
have
done
before
their
Exodus.
However,
those
w
ith
knowled
ge
of
the
bloodston
es
to
u
se
them
in
this
mann
er
are
believed
n
ot
to
be
present on Tyria an
y longer.
To
resolve
this,
Glint
and
the
Forgotten
formed
a
plan
to
replace
the
Elder
Dragons
with
new
beings
which
cou
ld
regulate
magic
to
safe
levels.
Instead
o
f
the
destructivenes
s
of
the
Elder
Dra
gons,
the
idea
was
that
the
replacements
wou
ld
be
b
eings
that
recognised
the
responsibility
inherent
in
the
ro
le.
Rather
than
engaging
in
cy
cles
of
unch
ecked
consu
mption
follow
ed
by
hibernation,
they
would
ac
t
for
the
good
of
Tyria
and
its
inhabitants
.
Unfortunately,
with
th
e
death
of
Vlast
a
t
the
han
ds
of
the
fallen
god
Balthazar,
there
is
only
one
known
candidate
to
assume
this
role:
the
second scion of Glin
t,
Aurene.
The
connection
betw
een
the
Eld
er
Dragons
and
magic
is,
however,
more
complicated
than
simply
bein
g
one
of
living
storage
devices.
Simila
r
to
h
ow
the
Six
God
s
each
represent
di
ff
erent
facets
of
existence,
each
of
the
Elder
Dragons
represented
a
d
i
ff
erent
sphere
o
f
Tyria’s
dweomer
,
a
concept
en
compassed
by
the
diagrams
of
the
All
found
in
the
Durma
nd
Priory.
I
t
seems
that
while
each
of
the
Elder
Dragons
was
alive,
they
were
able
to
monop
olise
their
own
spheres
so
that
oth
er
Eld
er
Dragons
were
u
nable
to
use
th
ose
powers
directly
or
to
empower
into
their
minion
s.
Despite
this,
an
Elder
Dragon
is
still
able
to
make
use
of
magic
outside
its
own
sphere
if
it
corrupts
a
being
which
already
h
ad
access
to
that
energy,
as
seen
by
th
e
use
of
the
full
spectrum
of
mortal
disciplines
by
th
e
Risen.
After
the
death
of
Zhaitan
and
Mordremoth,
other
Elder
Dragons
proved
fully
capable
of
absorbing
the
power
of
their spheres.
The
possible
implication
s
of
th
is
are
far-r
eaching.
If
these
spheres
of
magic
were
always
part
of
Tyria’s
system,
why
was
each
dragon
limited
to
its
own
speciality?
Did
the
Elder
Dragons
have
some
means
of
jealously
guarding
the
en
ergy
that
fi
ts
with
in
their
ow
n
speciality
so
that
th
e
other
Elder
Dragons
could
not
use
it,
even
if
mor
tals
could?
Or
is
it
that
magical
power
is
something
that
can
be
transformed
from
one
variety
to
another?
In
the
latter
case,
the
Elder
Dragons
might
,
consciou
sly
or
u
nconsciou
sly,
shift
all
of
the
dweomer
they
absorb
into
their
own
sp
here.
If
this
is
the
case,
then
the
current
wider
range
of
capabilities show
n by
the
other
Elder
Dragons
in
the
wake
of
the
deaths
of
Zhaitan
an
d
Mordremoth
migh
t
be
temporary.
Consumption
of
large
amo
unts
of
the
dead
dragons’
power
allow
s
the
remainder
to
employ
powers
associated
with
their
spheres
wh
ile
the
magic
remains
untransformed.
Over
time,
however,
this
energy
m
a
y
be
absorbed
into
their
own
spheres
.
Such
a
resu
lt
might
bring
relief
a
t
fi
rst,
as
Kralkatorrik,
Primordus
and
Jorma
g
would
gradually
r
evert
to
their
original
capabilities,
but
might
represent
a
greater
danger
to
Tyria.
Over
time,
the
spheres
assoc
iated
with
the
dead
dragon
s
might
disappear
altogether,
removing
those
branch
es
of
magic
from
the
world.
It
is
also
interesting
to
note
th
at
while
a
researcher
might
assume
that
the
energy
available
to
mortals
would
be
divid
ed
among
th
e
same
spheres,
this
does
not
appear
to
be
the
case.
Of
the
various
spellcasting
profession
s
of
Tyria,
only
necromancers
seem
to
fi
t
nicely
within
a
single
sphere
(th
at
of
Zhaitan).
Meanwhile,
the
powers
of
mesmers
and
elementalists
a
p
pear
to
be
spread
across
multipl
e
spheres.
No
ne
of
the
sph
eres
appear
to
grant
powers
simila
r
to
those
of
monks
and
gu
ardians,
or
that
allow
access
to
th
e
Mists
(Kralkatorrik’s
curr
ent
ability
to
do
so
appears
to
be
d
erived
from
absorbing Balthazar’s p
ower).
W
e
know
that
the
divisions
o
f
morta
l
Once
they
enter
hibernation,
the
dragons
unknowingly
begin
to
slowly
release
energy
back
into
t
h
e
world.
“
25
Nunc tempor luctus inte
rdum
|
GU
IL
DMAG #99
magic
derive
from
t
he
splitting
of
the
bloodston
es,
even
if
today
these
disciplines
h
ave
b
ecome
more
a
matter
of
tradition
rather
than
being
enforced
by
the
rules
o
f
magic.
However,
it
d
oes
appear
to
indicate
that
there
are
dweomers
in
the
world
of
Tyria
that
d
o
not
follow
the
same
rules
by
which
the
Elder
Dragons
appear
to
be
b
ound.
Even
if
these
‘missing’
forms
of
magic
do
fi
t
within
a
sphere,
other
b
eings
are
able
to
access
the
complete
spectrum.
Elder
Dragons,
in
contrast,
appear
to
be
u
nable
t
o
do
so
outside
of
sp
ecial
circumstances
(such
as
a
sphere
bein
g
left
w
ithout
a
corresponding
Elder
Dragon).
Or
it
may
simply
be
that
the
spheres
controlled
by
the
dragons
d
o
not
encompass
all
magic,
and
that
the
magic
of
Tyria
it
self
represents
a
seventh
sphere,
with
some
overlap
with
those
o
f
the
Elder
Dragons
but
nevertheless d
istinct.
Having
discussed
the
overall
functio
n
of
the
Elder
Dragons
in
Tyria’s
ecosystem,
it
seems
fi
tting
to
provide
an
overview
of
the
observe
d
spheres
of each one.
The
fi
rst
o
f
the
Elder
Dragons
to
rise
,
Primordus’
connection
to
fi
re
is
clea
r
for
all
to
see.
Of
the
known
Eld
er
Dragons,
Primordus’
disdain
for
corrupted
min
ions
is
n
otable.
While
it
is
capable
of
corrupting
living
beings,
it
appears
to
prefer
simply
to
kill.
Instead,
it
forms
its
minio
ns
out
of
rock
and
magma
in
twisted
mockeries
of
creatures
such
a
s
trolls,
harpies,
an
d
cr
abs.
Comb
ined
with
Primordus’
preference
for
dwelling
und
ergrou
nd,
some
have
taken
this
to
mean
that
th
e
second
part
of
the
dragon’s’
sphere
is
earth
magic,
despite
the
apparent
con
fl
ict
this
generates
with
Kralkatorrik’s
domain
of
crystal.
Others
consider
that
th
e
secon
d
part
of
Primordus’
magic is simply that
of destruction.
The
second
dragon
to
rise
was
Primordus’
apparent
opposite,
the
ice
dragon
Jormag.
In
addition
to
the
elemental
opposition
of
fi
re
versus
ice,
Jormag,
while
often
still
destructive
and
uncaring
of
mortals
,
seems
to
show
the
most
tolerance
towards
them.
Speci
fi
cally,
Jorma
g
appears
to
be
willing
t
o
accept
an
d
empower
the
Sons
o
f
S
vanir
withou
t
transforming
them
in
to
icebrood
,
or
taking
away
their
free
will,
as
long
a
s
they
worship
the
d
ragon
.
Contin
ued
expo
sure
to
Jormag’s
corruption
appears
to
inevitably
lead
t
o
a
Son
of
Svanir
becoming
an
icebrood
regardless,
unless
he
d
ies
or
turns
away
from
the
Sons
fi
rst.
Nevertheless,
Jormag’s
acceptance
of
followers
that
are
not
completely
under
its
control
is
notab
le,
and
some
su
spect
this
might
b
e
a
hint
as
to
the
second
part
of
Jor
mag’s
sphere.
The
third
Elder
Drago
n
to
rise
in
recent
history,
and
the
fi
rst
t
o
die.
Zhaitan
was
known
as
the
dragon
of
u
ndeath
for
go
od
reason:
wh
ile
the
second
part
of
its
sp
here
is
known
to
encomp
ass
shadow,
it
was
Zhaitan
’s
use
of
death
magic
that
resonated
most
clearly
in
the
minds
of
those
who
fou
ght
him
Primordus
jormag
ZHAITAN
“Confronting
the Undead Dra
gon” - li
ttleM
UR
E
This piece captures the initial horror that surrounded the rotting corpse army of
the Elder Dragon
Zhatain. Trahearne valiantly faces off against the monstrous
creature, their pitched battle playing out against the nondescript ruins of Orr.
26
GUILDMAG #23
|
LORE - The Function of Drago
ns
and
his
minions.
Furth
ermore,
it
is
perhaps
this
aspect
which
is
most
dangerous
when
spread
among
the
other
dragons,
allowing
them
to
raise
the
dead
when
p
reviou
sly
they
might
have
b
een
limited
to
corrupting victims w
hile still alive.
Due
to
the
decay
of
the
Scroll
of
the
Five
True
Gods,
much
remains
a
mystery
about
th
e
Deep
Sea
Dragon,
including
its
name
(we
kno
w
that
it
starts
with
an
S,
an
d
that
it
awoke
sometime
before
1270A
E,
but
little
else).
Water
is
believed
to
be
among
its
domains,
but
this
may
simply
be
a
re
fl
ection
of
wh
ere
it
prefers
t
o
live,
or
even
sim
ply
where
i
t
happened
to
be
when
it
awoke,
rather
than
truly
being
p
art
of
its
domain.
Con
fi
rmation
of
th
is
assumption,
and
identi
fi
cation
of
other
aspects
of
its
sphere,
will
n
ot
be
possible
with
out
the
acqu
isiti
on
of
new
sources
or
a
confro
ntati
on
with
the
Deep
Sea
Dragon
or
one
o
f
its minion
s.
Possibly
the
most
elemental
of
the
Elder
Dragons,
the
crystals
left
b
y
th
e
Branding
creates
a
clear
indication
of
at
least
part
of
Kralkatorrik’s
sphere.
The
other
part
can
possib
ly
be
derived
from
observation:
with
the
exception
of
Jormag’s
blizzards,
Kralkatorrik
i
s
the
dragon
most
associated
with
extreme
weather,
with
its
presence
and
that
of
its
mor
e
powerful
minio
ns
often
herald
ed
by
tornadoes,
Brandstorms,
a
nd
even
hurricanes.
This
suggests
that
the
second
aspect
of
K
ralkatorrik’s
sphere
is
likely
connected
t
o
air
or
the sky in some fash
io
n.
The
last
of
the
Elder
Dragons
to
rise,
Mordremoth
leveraged
both
sides
o
f
its
domain
against
the
Pact
to
good
e
ff
ect
before
its
demise.
Its
command
over
plants
presented
the
most
obvious
threat,
but
its
mental
in
fl
uence
proved
the
more
dangerous
in
the
end,
allowin
g
i
t
to
manipulate
sylvari
through
the
Dream
and
distribu
te
its
sapience
across
the
jungle
rather
than
bein
g
con
fi
ned
t
o
a
single
ph
ysical
body.
Only
by
entering
its
min
d
throu
gh
the
Dream
and
destroying
it
from
within
was
Mordremo
th
able
to
b
e
slain.
While
not
technically
an
Elder
Dragon,
Glint
provides
an
interestin
g
case
study
o
f
the
distinction
betwee
n
powers
that
come
from
an
Elder
Dragon
and
those
th
at
d
o
not.
Like
Kralkatorrik,
Glint
had
c
om
mand
over
crystals
a
nd
over
aspects
of
the
sky,
although
Glint’s
aspects
of
wind,
sun
and
lightnin
g
are
gentler
in
nature
than
Kralkatorrik’s.
The
aspect
of
sun,
in
particular,
migh
t
not
have
originally
come
from
her
former
master.
Her
telepa
thy
and
gift
of
prophecy
de
fi
nitely
did
not
come
from
Kralkatorri
k;
instead,
s
h
e
is
believed
to
have
been
corrupted
by
Kralkatorrik
some
tim
e
in
t
he
distant
past
speci
fi
cally
to
grant
the
Elder
Dragon
a
minion
with
capabilities
he
did
not
have
access
to
directly.
At
present,
not
enough
is
kn
own
abou
t
the
capabilities
of
Glint’s
scions
to
comment
on
ju
st
how
much
of
their
capabilities
have
been
inherited
from
their
moth
er,
or
whether
they
have
deve
lo
ped
their ow
n un
ique magical skills.
With
our
newfound
know
ledge,
it
is
clear
that
our
understanding
of
th
e
Elder
Dragons
creates
a
dilemma
for
the
Pact
and
other
defen
ders
of
civilisation.
They
represent
a
cle
ar
and
direct
threat
t
o
civilisation
in
their
destructive
behaviour,
bu
t
their
deaths
risk
bringing
a
bout
a
greater
catastrophe.
With
luck,
the
ongoing
e
ff
orts
spearheaded
by
the
Dragonslayer
to
fi
nd
a
solu
tion
to
this
prob
lem
will
bear
fruit.
In
the
meantime,
the
Pact’s
e
ff
orts
have
switched
from
seeking
to
slay
the
Elder
Dragons
to
a
mission
o
f
containment.
The Deep Sea Drago
n
Kralkato
rrik
Due
to
the
decay
of
the
Scroll
of
the
Five
True
Gods,
much
remains
a
mysery
about
the
Deep
Sea
Dragon,
including its name.
“
MOrdremot
h
Glin
t
27
LORE - The Function of Dragons
|
GUILDMAG #23
“The
Mo
uth of
Mordr
emo
th” - Pipann
deviantart.com/pipann
Pipann’s piece, representing the physical form of the dragon, is as
adorable as the tubby Mind of Mordremoth we fight in the heart of
Maguuma. Then again, perhaps
‘
adorable’ isn’t quite the right word for
an Elder Dragon.
.
.
PARADIGMSHIFT
BY
AM
ALA
&
DRA
XYNNI
C
These
mages
are
already
pro
fi
cien
t
with
swords,
axes
and
greatswords.
Now
they’ll
need
to
train
tho
se
weapon
stances
in
full
armour
if
they’re
to
b
uild
enough en
durance for the
fron
tlines.
t’s
chaos
out
there.
With
the
imbalan
ce
of
magic
wreaking
havoc
on
the
environment,
aggravating
the
wildlife
and
empowering
o
ur
enemies,
we’ve
had
to
adapt
and
evolve
our
roles.
The
quartermaste
r
thought
I
was
mad
when
I
requisitioned
heavy
armour
for
the
schola
r
classes
and
light
armour
for
the
soldier
classes,
but
I
told
her
u
nconven
tio
nal
stratagems
will
be
the
ke
y
to
victory.
They
d
i
d
n’t
make
me
a
Tactician
of
the
V
igi
l
for noth
ing.
CRUSADI
NG MAGISTE
R
I
32
GUILDMAG #23
|
FASHION - Paradigm Shift
33
FASHION - Paradigm Shift
|
GUILDMAG #23
Head: Nightmare Court Regal
ia
180
Deadly Blooms
This helmet’s design w
as
stolen
from the u
pper echelon
s of the
Nightmare Court hierarchy.
I
acquired th
e Deadly Blooms
required to make the pu
rch
ase
by exp
loring the Twiligh
t Arbor
in Caledon Forest. Payment was
made to th
e dun
geon merchant
near the Vigil C
enterhouse in
Lion’s
Arch.
Shoulders: Chronomancer
Epaulets
Free
A
member
of
my
elite
grou
p
of
mesmers
brought
these
sh
oulders
to
my
attention.
E
very
mesmer
who
masters
the
chronomancer
specialisation
earns
a
set.
Ch
est & Legs: L
uminous Rega
lia &
Luminou
s Cuis
ses
Free
It
is
vital
to
show
veterans
of
any
army
that
their
experience
and
loyalty
is
valued.
Starting
from
this
year,
those
Commanders
who
’ve
proven
their
loyalty
to
Tyria
for
six
years
will
rec
eive
an
Anniversa
ry
Armour
Box.
From
this
box,
they
may
select
a
Luminous
Armo
ur
set
in
their
chosen
armour
class.
Gloves: Triumphant Armguards
Free
Those
o
f
my
colleagues
wh
o
endanger
themselves
in
the
Mist
Wars,
a
never-ending
battle
wh
ich
pits
World
vs.
World,
can
sign
u
p
for
one
of
many
reward
tracks.
The
last
reward
of
the
repeatable
Triumphant
Armor
Rewa
rd
Tra
ck
gives
the
recipient
their
choice
of
the
Triumphant
armour
piece.
Boots: Glori
ous Footge
ar
Free
Sometimes,
one
need
s
to
get
creative
t
o
motivate
his
troops.
You
could
call
it
a
training
exercise,
but
I
must
admit,
I’ve
enjoyed
the
arena
matches
I’ve
h
eld
for
them.
Wh
ile
they
compete
in
th
ese
player
vs.
player
matches,
they
also
earn
points
towards
di
ff
eren
t
reward
tracks.
If
they
reach
the
end
of
th
e
repeatable
Glorious
Armour
Rewar
d
Track,
they
get
their
choice
of
the
Glorious armour piece.
Dyes
Midnight Yew
– 14s 67c
Tea Shade – 8s
Tarnish – 16s 28
c
Gre
en
Shade – 44c
Murky Grey – 64g
Patina – 69c
Illuminatio
n – 19s
81c
Sage – 39s 96c
34
GUILDMAG #23
|
FASHION - Paradigm Shift
Naturally,
the
asuran
soldiers
have
taken
well
to
the
mandated
studies.
It
made
sense
to
invest
in
gear
that
wo
uld
better
synergise with
their new
skills.
Ar
cane Warmaster
35
FASHION - Paradigm Shift
|
GUILDMAG #23
36
GUILDMAG #23
|
FASHION - Paradigm Shift
Head: Sun
Aspect Eye
500 ge
ms
When
the
Bazaar
of
the
Four
Winds
fl
oated
in
last
Summer,
I
caught
word
of
elaborate
aspect
crysta
ls
being
sold
by
the
Black
Lion
Trading
Compan
y.
This
one,
the
Su
n
A
spect
Eye,
emanates
visible
waves
of
power.
Ch
est: Galvanic Coat
Free
I
cou
ld
always
depen
d
on
asuran
cultural
armour
to
be
of
the
highest
standards
in
design
.
The
Galvanic
Coat
could
have
been sourced
from
the
tier
1
cultural
armour
merchant
in
Rata
Sum
for
80
silv
er,
but
there
were
also
the
skritt
tr
aders
in
the
Borderlands
and
Etern
al
Battlegrounds
to
consider.
Th
ese
skritt
o
ffered
the
coat
at
the
cheaper
price
of
40
silver
and
20
Badges
of
Hon
our
–
the
currency
earned
for
participating in th
e Mist Wars.
Luckily,
our
coffers
were
sa
ved
when
I
learned
that
asuran
warriors,
guardians
and
revenants
receive
this
coat
for
free
d
uring
their
level
20
perso
nal
story
step
s.
Legs
: Fune
rary
Tassets
Free
To
satisfy
the
Primeval
Steward
at
the
Tomb
of
the
Primeval
Kings,
I
fi
rst
had
to
complete
‘The
Collection
of
Tribute’.
This
achievement
involved
the
thirsty
work
of
harvesting
materia
ls
across
the
desert
from
the
Crystal
Oasis
to
the
Domain
of
Vabbi.
On
completion
,
I
received
the
R
oyal
Funerary
Leggin
g
Box.
If
I
hadn’t
selected
th
e
tassets
at
that
time,
I
would
have
had
to
return
t
o
the
Primeval
Steward
an
d
purchase
another
box
for
2
gold,
40
silv
er
and
80
Elegy
Mosaics.
Boots: Mu
rsaat Brogans
Free
You
could
say
the
mursaa
t
also
wore
an
amalgamation
of
heavy
an
d
light
a
rmour.
Getting
these
brogans
meant
returning
to
Siren’s
Land
ing,
the
place
w
here
the
last
mursaat
perished,
an
d
then
completing
36
achievements
within
the
ar
ea.
Each
counted
towards
th
e
‘One
Path
Ends
Mastery’
achievement.
Dyes
Illuminatio
n – 19s
81c
Lemon Tint – 39s 73c
Burgundy – 33s 16c
Midnight Fire – 2g 80s 78c
37
FASHION - Paradigm Shift
|
GUILDMAG #23
RaidING
M
i
sconception
s
BY
MI
GHT
YT
EAPOT
38
GUILDMAG #23
|
EDITORIAL
- Raiding Misconcep
tions
39
EDITORIAL - Raiding Misconceptions
|
GU
IL
DMAG #2
3
aids
in
Guild
Wars
2
are
an
often
misundersto
od,
and
s
ome
times
e
ven
fea
red
,
game
mod
e.
As
a
season
ed
raider,
I
see
the
same
misconceptions
proliferating
and
preventing
players
from
entering
the
scene
or
enjoying
raids
at
all!
Fortunately
I
have
this
article
to
clear
up
as
many
of
these
as I can.
Right
a
t
the
top
of
the
list
is
th
e
notion
that
you
have
to
be
good
at
the
game
to
raid.
This
idea
typically
stems
from
newer
raiders
not
approaching
the
content
with
a
soli
d
game
plan
or
knowled
ge
abo
ut
the
encou
nter
itself.
If
even
the
b
est
players
attempt
to
kill
Qadim
-
th
e
fi
nal
boss
in
Mythw
righ
t
Gambit
-
without
kn
owing
wh
at
to
do,
they
are
going
t
o
have
an
extremely
bad
time.
Progression
raiding
is
an
excellent
example
of
this.
S
ome
of
the
most
experienced
raiders
take
hours
to
kill
a
n
ew
b
oss
fo
r
the
fi
rst
time.
This
is
because
raids
are
like
an
elaborate
puzzle;
once
you
know
how
to
solve
and
approach
the
pu
zzle
,
it
essentially
becomes
trivial
.
There
are
two
main
aspects
of
understanding
raids:
S
trategy
and
roles.
Strategy
is
the
method
for
dealing
with
the
mechanics,
an
d
roles
are
the
professions
and
builds
used
to
execute
th
e
strategy.
For
example,
you
will