Guild Wars – Holier Than Thou

Guild Wars – Guise Dugal – 2005-07-31 -
Guise looks out at the docks of Lions Arch
Originally uploaded by Guise Dugal.
Guise has now :
- got to Level 15 (and about 75% of way to Level 16)
- still got all his Pre-Searing Ranger armour – leather leggings, leather vest, leather boots, leather gloves and mask
- got a heap of new weapons, including a very nice Vampiric Longbow of Shelter that I want to break apart but know I’ll lose the Vampiric string
- gained a heap load of Ranger and Necromancer skills, bust still rely on some of the most simplistic because I’m too dumb to survive if I try a creative mix
- still have my pet cat who is now Level 13 or 14
- done 051 quests (in Post-Sear) and completed 07 missions (up to D’Alessio Seaboard)
This also means that I’ve got to the country of Kryta, passing through some very emotional movie moments and – especially in Frost Gate and Gates of Kryta – used some very strong language that makes it lucky that I wasn’t using voice messages with anyone.
Kryta is a very beautiful and scenic area, with lush green pastures, exotic plants and soft golden beaches, it attracts merchants from across the seas to trade and is as wonderous in appearance as Ascalon was, though the ethnic differences in architecture and technology (e.g. collapsible drawbridges) are quite a contrast. Religion in the area is much different, and this appears to be a slight controversial point, but in the short attention I have during gameplay I mostly notice the lack of statues.
Kryta has it’s flaws though, the area is riddled with undead hordes and a range of settled monsters (e.g. Bog Skales; Mergoyles; Tengu; Gypsie Ettin; Fire Imps).
The undead seem to hold the title of Supreme Assholes of the Country in Kryta, they get everywhere and in large numbers and they can be bloody hard to take on. Zombie Warlocks and some other types can raise zombies from the recently fallen, which is a bugger after a long fight with deaths on both sides, and undead raised minions don’t seem to have the ‘life countdown’ necromancer raised minions have. Skeleton Rangers have poisoned arrows, can pin down targets to stop them escaping and have long range. Worst of all, you sometimes have to stand in poisonous swamps to get at them – it becomes a case of lure them into swamp and you out and hope your henchmen/pet don’t get involved in battle too early.
Tengu are bastards too. I think I have a love/hate relationship with them, they look so good and attack in just the way the name Tengu infers – fast rate of attack and very strong, like any raptorous bird of prey.
Fire Imps are frustrating, but easy, though I admit it’s kind of fun to see yourself caught on fire and still continue battle with flames licking around you.
Dwarfs are lucky sods though. Humans leave their settlement of Ascalon after a vicious invasion by hellish Charr and need to go through freezing mountains to beg help from another human settlement under a vicious invasion by hellish Undead, in passing they meet dwarves who are threatened by…a group of splintered off Dwarves who are stupid enough to leave gunpowder in the open. Seriously, if it weren’t because they had explosives and Russian accents I’d use them as a mount and ride on it’s back playing polo…oh, and the fact Guild Wars doesn’t let you do that.