Guild Wars Prophecies
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[edit] Introduction
Guild Wars Prophecies was globally released on April 28, 2005 as ArenaNet's first campaign in the Guild Wars world. It is also commonly referred to as Chapter One, Campaign One, and while not initially was later to also be known as Prophecies Campaign, or just Prophecies.
[edit] Relationship with other Guild Wars campaigns
Guild Wars Prophecies is a stand alone product and doesn't require the player to own any other campaign. However, there is a high degree of interaction between campaigns if the retail keys are linked to the one player account. They will be able to compete in PvP and players who own multiple campaigns are able to take any PvE Prophecies characters that has reached Lion's Arch over to other lands. Also characters from other campaigns that reach a particular location in those, will be able to travel to Lion's Arch.
[edit] Story
The title was chosen because the story of Campaign One loosely revolves around the Flameseeker Prophecies taking place on the continent of Tyria.
[edit] Features
The following features were released with Guild Wars Prophecies:
- The continent of Tyria:
- 124 towns and areas
For a list of Prophecies locations see: Locations (Prophecies) - 25 missions with a two-tier (normal/bonus) reward system
- 205 quests
For a list of Prophecies quests see: Quests (Prophecies) - Exclusive tutorial region Pre-Searing Ascalon
- 124 towns and areas
- 6 core professions:
- Henchmen to accompany you if human-players unavailable
- Character slots
- Four slots total for a stand-alone Prophecies Campaign account
- Four slots plus two additonal slots for each combined campaign
- (More character slots can be purchased separately)
- ??? new Skills, incl. ??? Elite Skills:
- ?? skills for each core profession
- Equipment:
- 70 armor types
- Weapons and items
- New green items
- Creatures:
- ??? monsters
- 9 additional pets for Rangers
For a list of Prophecies pets see: Pets (Prophecies)
- PvP and GvG features:
[edit] See also
Campaigns | |
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