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A [[creature]] is one of the basic entities in the game world of [[Guild Wars]]. It is used to represent almost all living and animated beings, and even a few inanimate things, such as [[practice target]]s, [[Xunlai Chest]]s and the [[Solitary Colossus]]. Perhaps most notably, all [[character|player characters]] are represented as creatures when interacting with the world.
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A [[creature]] is one of the basic entities in the game world of ''[[Guild Wars]]''. It is used to represent almost all living and animated beings, and even a few inanimate things, such as [[Xunlai Chest]]s. Although player [[character]]s are creatures, this article focuses on [[non-player character]]s.
  
== Classification ==
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===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]] and [[affiliation]]. See those articles for details.
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There is no classification system officially given as canon that completely covers all creatures. Various game mechanics, lore, and official statements have been used to piece together as comprehensive a picture as possible. There are several classification systems, which overlap each other:
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*[[Creature type]] is a classification that corresponds to the physical and biological form of creatures. Examples include [[Charr]], [[Dryder]]s, and [[Shiro'ken]].
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*[[Affiliation]] is general term for an organized group with something in common that fights together for a cause. Examples include the [[Jade Brotherhood]], the [[White Mantle]], and the [[Mursaat]]. Non-sentient creatures generally belong to [[:Category:Wildlife|regional wildlife]] groupings.
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*[[Species]] is the lore classification of creatures. Examples include [[human]]s, [[asura]], and [[skale]].
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*[[Faction]] is generally not used anymore due to being an overloaded term in [[Guild Wars]].
  
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.
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===Variable traits===
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Each creature has a list of traits that can be tweaked, such as [[health]], [[armor rating]], [[attribute]]s, being [[passive]], [[fleshy]], [[summoned creature|summoned]], and being a [[boss]]. Specifically, some of the differences include:
  
== Common traits ==
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*Some creatures have skills which give them extra abilities, such as [[Stun Immunity]], which prevents [[knockdown]].
Some traits common to creatures of various types and affiliations include:
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*Most bosses have [[Natural Resistance]].
* whether or not a creature is a [[boss]]
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*[[Foe]]s in [[Hard mode]] are given several benefits, see the page for details.
* whether or not a creature is [[fleshy]]
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*Creatures may have altered armor against [[damage type]]s. Examples:
* If a creature is [[Passive]].
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**Many plant creatures are vulnerable to [[fire damage]] and [[slashing damage]].
* susceptibility/resistance to certain [[damage type]]s
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**Most Skeletons have -20 armor against [[blunt damage]] and +20 armor against [[piercing damage]].
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**Many ghosts have increased armor against [[physical damage]].
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**Many fire [[elemental]]s are strong against fire damage and weak against [[cold damage]].
  
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, [[Of Slaying|deathbane]], or [[Undead Hunt]]).
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It should be noted that although these traits may be strongly associated with a particular type or affiliation, they are not rigidly tied to creature classification. One example is the trait of taking double damage from [[holy damage]]. Despite being widely prevalent among the undead, [[Undead Sensitivity to Light]] is determined independently for each creature. Contrary to the implications of in-game descriptions it may not strictly match any other identifier for the undead including general lore, the [[Of Slaying|deathbane]] mod, or the [[Undead Hunt]] [[bounty]].
  
==Death==
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===Parties===
When a creatures current health reaches zero it will be dead, and no longer able to act in any way. Nor will it be considered a valid creature for skills to affect or [[target]]. On death, the creature will leave a [[Corpse]], unless it has the 'No Flesh' trait and is not a boss. [[Resurrection]] can bring a creature back from the dead, if it left a corpse and does not have the 'No Flesh' trait.
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All creatures in [[explorable area]]s are also grouped into [[party|parties]]. Although most creatures hostile to player characters work together, there are some groups that are hostile to each other. This can be easily seen in many areas of [[The Jade Sea]] where roving groups of [[Outcast]]s will attack anything that they come across.
  
==NPC armor rating==
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===Armor ratings===
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 [[Wurm]]s having very high armor) or changed vs certain types of damage (such as a lower armor level vs [[fire damage]]).
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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, such as [[Wurm]]s having very high armor, or changed versus certain types of damage, such as lower armor against [[fire damage]]. [[Warrior]]s and [[paragon]]s may or may not have shields when wielding a one-handed weapon.
  
 
The basic formula is: '''3 * creature level + armor bonus'''  
 
The basic formula is: '''3 * creature level + armor bonus'''  
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Most (or all) Warrior creatures have +20 AR vs. [[physical damage]] and Ranger creatures have +30 AR vs. [[elemental damage]].
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Most warrior creatures have an additional 20 armor against [[physical damage]] and most [[ranger]] creatures have an additional 30 against [[elemental damage]].  
  
For example, a level 24 [[Margonite Bowmaster]] would have 82 base AR (72 from being level 24 and 10 from being a ranger) and 112 armor vs. elemental damage.
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For example, a level 24 [[Margonite Bowmaster]] would have 82 base armor rating (72 from being level 24 and 10 from being a ranger) and 112 armor against elemental damage.
  
==Monsters energy regeneration ==
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In [[Hard mode]], foes that are below level 20 in [[Normal mode]] generally have the armor that they would have if they were level 20. Foes that are above level 20 in Normal mode have the same armor in Hard mode as in Normal mode.
Monsters generally have one additional pip of energy regeneration.<sup>[[Talk:Aneurysm#PvE|1]]</sup>
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===Health===
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Most creature's maximum [[health]] follows the simple formula '''level*20+80'''. In Hard mode, foes have an extra 20 health for each level above 20. Enemy [[Dervish]]es in [[PvE]] do not have an additional 25 health.
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===Energy===
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A creature's energy is based on their [[profession]] and is usually as follows:
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{| {{STDT|+=text-align:center;}}
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!Profession
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|style="background:{{w-color}}"|{{w}}
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|style="background:{{r-color}}"|{{r}}
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|style="background:{{mo-color}}"|{{mo}}
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|style="background:{{n-color}}"|{{n}}
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|style="background:{{me-color}}"|{{me}}
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|style="background:{{e-color}}"|{{e}}
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|style="background:{{a-color}}"|{{a}}
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|style="background:{{rt-color}}"|{{rt}}
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|style="background:{{p-color}}"|{{p}}
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|style="background:{{d-color}}"|{{d}}
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|-
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!Total energy
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|20||30||40||40||40||40||30||40||30||30
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|}
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Monsters also generally have one additional [[pip]] of [[energy#Energy regeneration and degeneration|energy regeneration]].<sup>[[Talk:Aneurysm#PvE|1]]</sup>
  
[[Category:Glossary]]
 
 
[[Category:NPCs|*]]
 
[[Category:NPCs|*]]

Revision as of 03:02, 11 April 2012

A creature is one of the basic entities in the game world of Guild Wars. It is used to represent almost all living and animated beings, and even a few inanimate things, such as Xunlai Chests. Although player characters are creatures, this article focuses on non-player characters.

Classification

There is no classification system officially given as canon that completely covers all creatures. Various game mechanics, lore, and official statements have been used to piece together as comprehensive a picture as possible. There are several classification systems, which overlap each other:

Variable traits

Each creature has a list of traits that can be tweaked, such as health, armor rating, attributes, being passive, fleshy, summoned, and being a boss. Specifically, some of the differences include:

It should be noted that although these traits may be strongly associated with a particular type or affiliation, they are not rigidly tied to creature classification. One example is the trait of taking double damage from holy damage. Despite being widely prevalent among the undead, Undead Sensitivity to Light is determined independently for each creature. Contrary to the implications of in-game descriptions it may not strictly match any other identifier for the undead including general lore, the deathbane mod, or the Undead Hunt bounty.

Parties

All creatures in explorable areas are also grouped into parties. Although most creatures hostile to player characters work together, there are some groups that are hostile to each other. This can be easily seen in many areas of The Jade Sea where roving groups of Outcasts will attack anything that they come across.

Armor ratings

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, such as Wurms having very high armor, or changed versus certain types of damage, such as lower armor against fire damage. Warriors and paragons may or may not have shields when wielding a one-handed weapon.

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

Profession Warrior Ranger Monk Necromancer Mesmer Elementalist Assassin Ritualist Paragon Dervish
Armor bonus 20 10 0 0 0 0 10 0 20 10

Most warrior creatures have an additional 20 armor against physical damage and most ranger creatures have an additional 30 against elemental damage.

For example, a level 24 Margonite Bowmaster would have 82 base armor rating (72 from being level 24 and 10 from being a ranger) and 112 armor against elemental damage.

In Hard mode, foes that are below level 20 in Normal mode generally have the armor that they would have if they were level 20. Foes that are above level 20 in Normal mode have the same armor in Hard mode as in Normal mode.

Health

Most creature's maximum health follows the simple formula level*20+80. In Hard mode, foes have an extra 20 health for each level above 20. Enemy Dervishes in PvE do not have an additional 25 health.

Energy

A creature's energy is based on their profession and is usually as follows:

Profession Warrior Ranger Monk Necromancer Mesmer Elementalist Assassin Ritualist Paragon Dervish
Total energy 20 30 40 40 40 40 30 40 30 30

Monsters also generally have one additional pip of energy regeneration.1