Difference between revisions of "Creature"

From Guild Wars Wiki
Jump to: navigation, search
(Prophecies)
(Factions)
Line 51: Line 51:
 
* [[Outcast]]s
 
* [[Outcast]]s
 
* [[Sensali]]
 
* [[Sensali]]
 +
* [[Tengu]]
 
|
 
|
  

Revision as of 14:15, 12 March 2009

Cleanup It has been suggested that this article should be rewritten.

A creature is any living being in the world of Guild Wars, including player characters and all non-player characters, allies, foes and neutral animals alike. In this context, "living" also includes animated, undead and ethereal creatures, like spirits and ghosts, golems and certain plants. It does not, however, include corpses unless a skill or effect specifically says it targets or relates to the dead, such as Resurrection Chant, "I Will Avenge You!" or Animate Bone Fiend. Additionally, certain inanimate objects such as practice targets, Xunlai Chests and the Solitary Colossus are also treated as creatures by the game mechanics.

Contents

Classification

There is no classification system officially given as canon and that covers all creatures directly. Various game mechanics tend to highlight at least two distinct major grouping systems, which are represented here as creature type (see that article for details) and affiliation. Some of the given naming or organization of these groups (such as "Rider") have only been arrived at rather arbitrarily due to lack of any obvious/canon label.

Affiliation

Affiliation groups are apparent mechanically in a few bounties and weapon slaying mods. They often (but not always) correspond to social organizations or common mindsets, including tribal identities, armies, and political groups. In terms of observable in-game behavior, affiliation is equivalent to the "army" field used within internal design.

Affiliations by campaign

Unofficial names are in italics.

Core regions

Prophecies

Factions

Nightfall

Eye of the North

Common traits

Some traits common to creatures of various types and affiliations include:

  • whether or not a creature is a boss
  • whether or not a creature is fleshy
  • If a creature is Passive.
  • susceptibility/resistance to certain damage types

Although traits may be strongly associated with a particular type or affiliation, they are generally not rigidly tied to creature classification. A notable example is the trait of taking double damage from holy damage. Despite being widely prevalent among the undead, it is determined independently for each creature and (contrary to the implications of in-game descriptions) does not strictly match any other identifier for the undead (including general lore, deathbane, or Undead Hunt).

Creature armor rating

Creatures other than player characters have their basic armor rating decided by their level and profession. This may be tweaked in one way or another (like Wurms having very high armor) or changed vs certain types of damage (such as a lower armor level vs fire damage).

The basic formula is: 3 * creature level + armor class bonus

Armor class bonus is 20 for metal class (Warrior and Paragon), 10 for leather class (Ranger, Assassin and Dervish1), and nothing for casters.
1. These might not follow this formula, and instead use a formula that gives them 3 less armor rating at level 1.

For example, a level 24 Margonite Cleric will have 72 base AR.

Creature energy regeneration

Creatures have one additional pip of energy regeneration.1

Personal tools