Ascalon (pre-Searing)

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Disambig icon.png This article is about Ascalon before the Searing. For the current state of Ascalon, see Ascalon.

Ascalon
Prophecies screenshot 060.jpg
Continent Tyria
Town None
Neighbor(s) None
Campaign Prophecies
Images
Ascalon (pre-Searing) loading screen.jpg
Loading screen
Ascalon (pre-Searing) interactive map.jpg
Interactive Map of Pre-Searing.
Pre-Searing Unclean Map.jpg
An unexplored map of pre-Searing Ascalon.
Other non-interactive maps
Ascalon waymaker.jpg
Ascalon waymarker.

Once, Ascalon was a beautiful, fertile land of rolling green countryside and magnificent cities. Her people were viewed as a bit grim by their neighbors, but this was perhaps to be expected, given their never-ending war against the Charr. Indeed, it was their unfailing vigilance, their Great Northern Wall, and the blood they shed each year to defend it that had protected not only Ascalon, but also Kryta and Orr through the ages.

The Guild Wars Manuscripts

Ascalon was once a land filled with wheat fields, blossoming flowers, and natural irrigation throughout the fertile landscape. Ascalon is located between the Shiverpeak Mountains and the Blazeridge Mountains.

During the last Guild War, the people of Rin looked to Adelbern to lead them; he was crowned king due to his feats and popularity. Duke Barradin was the next heir to the throne before Adelbern was crowned and, as such, some of his supporters were not happy when a soldier was named instead. Some royalists, including nobles and members of the court, became bandits and took to the countryside.

Even though Ascalon is a beautiful place, it is riddled with threats from Skale, Grawl, bandits, and the Charr.

Contents

[edit] Getting there

Newly created Prophecies characters start in this region; it is the only way to access this region.

[edit] Towns and outposts

[edit] Missions

[edit] Arenas

[edit] Explorable areas

[edit] Landmarks

[edit] Soundtracks

[edit] Gallery

[edit] Notes

  • Pre-Searing Ascalon takes place two years before the rest of the Prophecies campaign and is the course of a single day. As a result, it exists outside the scope of the rest of the Guild Wars world and offers some unique features:
    • There is no death penalty in this region; there is also no hard mode. However, you still gain a morale boost from killing bosses and consumables.
    • There are no henchmen in any of the outposts.
      • When you leave the area via the Ascalon Academy mission, three henchmen will join your party if no human players are available.
    • Party size is limited to two players.
      • There are five quests that require the assistance of another player, four of which take place in the Northlands.
    • There are statues of the Gods of Tyria in this area, but kneeling before them will not summon avatars (which also means you cannot obtain blessings).
    • Your character will earn the Defender of Ascalon title if they reach level 20 here.
    • Enemies in this region will not scatter automatically due to recurrent AoE damage like Fire Storm.
    • Higher value loot only drops in the Northlands. This includes
    • Pet deaths do not cause temporary skill blackout or adrenaline loss for their owner.
  • Once you leave this region, you cannot return.
    • Items cannot be transferred into pre-Searing Ascalon from any other part of the game; there is no access to the storage or guild hall.
    • Items can be exported from pre into post by any character leaving the region. Enterprising players create mule characters to do this for others.

[edit] Trivia

  • Pre-Searing Ascalon was designed after post-Searing Ascalon during development, and each explorable area was designed around a certain profession, such as the Catacombs being designed for Necromancers.

[edit] See also


Prophecies regions
Ascalon (pre-Searing)AscalonShiverpeak Mountains (Northern ShiverpeaksSouthern Shiverpeaks)KrytaMaguuma JungleCrystal DesertRing of Fire Islands
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