Super guia - Ciudades
Recios :: JUEGOS :: MMOs :: [GW2] Guild Wars 2
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Super guia - Ciudades
Cities – There will be a city for all 5 races in the game in which you start by after character creation. There’s also a large hub city called Lion’s Arch that connects all of the 5 other cities together through an Asura Gate. You’ll be able to use the gate as soon as you’re out of the “tutorial” which should be around level 2, you can then travel to any other city from there to play with your friends.
Here's a quick look at each city by Neves over at GW2Guru:
https://www.youtube.com/watch?v=FpE3RRLD7qU&hd=1
The Free City of Lion's Arch is a pirating city in Kryta where the architecture has been described as mostly overturned boats and other old re-purposed nautical equipment. Once the seat of power and the main trading city of Kryta, Lion's Arch was destroyed by flood when Orr rose from the ocean. After the flood water receded, it was rebuilt by mercenaries and corsairs, where it still exists today as the Guild Home and a melting pot to fighters of all races.
Lion's Arch also contains a portal to the Mists that all races can use. There are currently only a few known portals. One is in Tomb of the Primeval Kings, which was corrupted by Abaddon, and it is located seemingly near where the Dragonbrand ends. Another portal is in the Tomb of Drascir, deep in charr territory, and yet another portal can be found on the Battle Isles, which was sunk by the flood caused by Zhaitan's rise.
Player versus Player will likely operate out of this city and may be tied to the Lion's Arch arena where criminals choose to fight and possibly gain their freedom than to waste away in prison.
Rata Sum is the capital city of the asura and is in the form of a giant, floating cube. When the Great Destroyer drove them from their homes in the Depths of Tyria 250 years ago, they arrived at the ruins of some previous civilization, setting up geomystical generators for power within these already fortified confines and establishing the area as their new capital. The aesthetic sensibilities of these ruins are reflected in modern asuran architecture.
Originally a hastily erected outpost protected by ruins, Rata Sum is now a geometrical masterpiece, a testament to the asura's unstoppable ability to progress.
Divinity's Reach is the capital of Kryta and home for the humans. Members of all races of humanity live here, some of whom have been exiled or are unable to return to their homelands. Built on Divinity Coast, in the province of Shaemoor, it is described as "a breathtaking monument of white parapets and high, pale towers". The royal family and Senators rule from here. It became the capital when the surfacing of Orr flooded Lion's Arch, the previous capital. It has become the bastion to human civilization and culture and is defended by the Seraph.
The city itself is made of heavy stone and mortar contrasting with the wilderness that surrounds the city. It was built with a large underground crypt, which are lined with bones of dead humans and contains the tomb of Blimm. The crypts are accessed via the Skull Gate and requires paperwork to access legally.
The city is best described as a cultural melting pot, housing refugees from Ascalon, Cantha, Elona and even people of Orrian descent (although for these people, their heritage is rarely made public). The city is circular in design and divided into six sections and the central palace. The Ascalonians, Canthans, Elonians, and Krytans each have their own districts in the city, and the other two districts belong to stores and festival activities. The Ascalonian district is known to contain a hospital for soldiers of Ebonhawke. The Salma District is the home instance for a human player.
Divinity's Reach has a year-round carnival in one of the six districts, which contains Uzolan's Mechanical Orchestra, and could be used for minigames and holiday events.
The Black Citadel Upon the overthrow of the Flame Legion, the Iron Legion was granted control of the conquered kingdom of Ascalon by the other victorious legions. They built their main fortress-city, the Black Citadel, on the human ruins of Rin. The wreckage of that destroyed city can still be seen among the foundations of the citadel. While the Iron Legion is officially in charge, Blood and Ash Legions both have a major presence in the city.
As the Iron Legion is the most technologically skilled of the charr legions, its city is a vast foundry and center of industry. The Black Citadel is dominated by the huge Imperator's Core, a great spherical structure that houses the headquarters of the three legions, the offices of the tribunes, and the war council, where the legions meet to plan strategy. The Iron Legion Imperator, Smodur the Unflinching, oversees all of this and coordinates the charr in Ascalon with a veteran's eye.
Hoelbrak- Hoelbrak is the largest of the norn settlements that were built after the servants of Jormag drove the norn from their homeland in the Far Shiverpeaks. Hoelbrak was originally the hunting lodge built by Asgeir when he led his people south to this location, and the fang he took from Jormag was placed in the center. Young norn test their strength against the tooth, and it is said that the one to break it will signal the time for the norn to reclaim their lands. A vast sprawling encampment has grown around the hunting lodge, and Hoelbrak now serves as a central meeting place for the norn.
This outpost is dominated by five gigantic structures: the Great Lodge, holding the fang of Jormag, and four lodges dedicated to the Spirits of the Wild: Wolf, Bear, Raven, and Snow Leopard. Here the norn seek wisdom and commune with the spirits.
It is located in the Shiverpeak Mountains and is surround by the Wayfarer Foothills.
The settlement is currently under the care of Knut Whitebear and the settlement that has been erected around the lodge now forms the hub of activity for the norn, and those wishing to meet them. The settlement is the safest place around, as so it is from here that hunts are organized, friends meet, and ale moots are held.
The Grove, also known as the Mother Tree, is the birthplace of all sylvari. It is located in the Grove.
Two hundred and fifty years ago the Shining Blade warrior Ronan discovered a cavern filled with strange seeds. He managed to steal one from the plant-like guardians and intended to show it to his family on returning home. However, when he returned to the Tarnished Coast he found that his entire village had been destroyed by the mursaat. He buried his family and planted the seed on their graves, swearing to never fight again.
Soon after he was joined by a centaur called Ventari. Ventari had sought to foster peace among the warring clans of his people but had failed and chosen to seek a place of solitude to live out the rest of his life. It was he who took care of the tree after Ronan's death. Before Ventari died, he wrote down his life's lessons and teachings of peace and harmony on a marble tablet and placed it at the base of the tree. The tablet seems to have had a huge effect on the sylvari's development and thinking.
Story & Lore - In the 250 years since the events of Guild Wars, the Elder Dragons have awoken. As massive forces of nature, these dragons have wrought destruction across the continent of Tyria, forever changing its face and its inhabitants. The player is thrown into the midst of this destruction As the game progresses, organizations can be joined and situations approached in different ways; these influences change the experience of the story as it advances towards the final confrontation with the Elder Dragon, Zhaitan. There are therefore thousands of different story permutations possible.
Dragons – So I figured a section about the known dragons was a good idea considering that’s what the story revolves around.
The Shatterer - The Shatterer is a rank given to Kralkatorrik's lieutenant and a champion. At any given time, there's only a single dragon of this rank; once a Shatterer dies, the title moves on to a different dragon. The Dragonbrand is where The Shatterer currently resides and is where players will fight him at around level 50.
Primordus - Primordus was the first of the Elder Dragons to awaken in Tyria. Primordus' original resting place was in a cavern, deep underground, where it was assumed by the asura to simply be a statue emitting a high amount of magical energy. For this reason, they built the Central Transfer Chamber near the dragon. Primordus was initially supposed to awaken in 1078 AE, but upon the defeat of its most powerful general, the Great Destroyer, its awakening was delayed by two generations, until 1120 AE. After its rise, the other Elder Dragons began to stir, one by one. He currently resides in The Depths of Tyria, a subterranean network beneath the surface.
Jormag -Jormag awoke in the Far Shiverpeaks in 1165 AE, causing the kodan to flee the icy seas and battling the norn inhabitants there. His rise caused earthquakes that cracked and shattered the northernmost lands, allowing the icy northern ocean to flood through and create new, inland seas. These new inland seas are now inhabited by some refugee kodan Sanctuaries. Jormag also caused a rise in the tide of the northern ocean which capsized and tore apart many other of the kodan's iceburg cities. Jormag likely still resides somewhere in the Shiverpeaks.
Deep Sea dragon - The currently unnamed Elder Dragon from the depths of a sea has the power to create tentacled creatures from the water. Through its powers, it has been creating servants from every lake and river around its location. Its whereabouts and all other details are currently unknown. This particular elder dragon does not have a major influence on the world of Tyria, which accounts for the lack of information regarding the subject. This lack of information is meant to give a sense of foreboding for the open oceans. There has been mention of the krait, quaggan and other sea-creatures have been driven out of the sea by an "underwater dragon."
Zhaitan - Zhaitan is the name given by dwarven legends to the Elder Dragon of Orr. For an unknown length of time it slept beneath the land of Orr. In 1219 AE it awakened from its slumber. The force of its return to life raised the sunken peninsula to the surface, killing corsairs that had come to the scattered islands in search of safe harbors or Orrian riches. The return of Orr also triggered earthquakes and tidal waves that would devastate many coastal regions, including the Battle Isles and Lion's Arch.
Zhaitan used its powers to take control of the wandering dead of Orr, forming a massive army. It then raised the sunken ships of the corsairs and manned them with their now undead crews, creating a formidable navy to match its army. The dragon's navy stretched from the newly risen Orr to the beaches of the Ring of Fire, across the Strait of Malchor, blocking off passage to Cantha. For the past century Zhaitan's undead navy has ensured that no one may enter or leave Tyria, anybody attempting to do so being added to the dragon's numbers. Zhaitan rules over his armies from his lair in the corrupted ruins of the holy city Arah.
Kralkatorrik - Kralkatorrik is the Elder Crystal Dragon and is the most recent Elder Dragon to wake. It is a thousand feet tall and its wingspan easily blocks out the sun. It has the power to corrupt anything organic with its breath, including foliage. The dragon awoke in 1320 AE in Grothmar Wardowns within the Charr Homelands, where it was confused with a mountain; then flew south over the charr territory of Ascalon and the Blazeridge Steppes, creating the Dragonbrand in the process.
When Kralkatorrik flew, a terrible storm of black clouds and lightning was formed around its body. The lands under its flight path that were touched by its golden breath turned black and the plants and animals turned into the branded - crystalline life forms of their former self. Currently, it occupies the northern Crystal Desert, where it landed in the vicinity of Glint's lair and the Tomb of the Primeval Kings. It is also one of the forces preventing movement into Elona for all except the Order of Whispers.
Kralkatorrik is often referred to as both a hurricane and sandstorm. It has the ability to create and even become the latter.
Orders - An order is a multi-racial organisation which is dedicated to combating the awoken Elder Dragons. In Guild Wars 2 there are three orders, one of which the player joins as part of their personal storyline and which determines a significant portion of the higher level parts of that story. Each of the orders have their own philosophies about what tactics will ultimately defeat the dragons. While they are rivals at times they recognize that protecting Tyria is the most important goal which they each share.
The three orders are:
Durmand Priory - Durmand Priory is a scholarly order dedicated to protecting knowledge and lore. Named for the monastery which houses their archives, members of the Durmand Priory offer services as advisors, tutors and chroniclers across Tyria. They are willing to share their gathered knowledge but do so cautiously.
Durmand Priory is one of three multi-racial orders who are looking for ways to combat the Elder Dragons. They hope that intellect, or some lost piece of knowledge, can save the world from the rise of the dragons.
One of Durmand Priory's major contributions to modern day Tyria is the New Krytan alphabet. A single language not only allowed the scholars to order their vast stores of knowledge and communicate among themselves, but all of the races to communicate using standard means. Durmand Priory championed literacy throughout Tyria so now most Tyrians can read.
Order of Whispers - The Order of Whispers is a secretive ancient Elonian order. They work behind the scenes to safeguard the world against the rise of the Elder Dragons and free and restore the troubled Elona. Its members, often spies, thieves and agents, operate within every Tyrian nation sometimes to the highest levels. Their extensive network is able to gather information from everywhere, even areas blocked to travel, such as Elona which has long since been isolated under Palawa Joko's rule.
The Order of Whispers is one of three multi-racial orders which players join as part of their personal story. They believe there is no way to physically destroy or negotiate with the Elder Dragons so the only way to counter them is to find a way to send them back to sleep.
Vigil - The Vigil is one of the multi-racial orders that the players may join. It was founded by the charr General Almorra Soulkeeper shortly after the creation of the Dragonbrand, and is a militant force that acts straightforward in its actions and is combating the Elder Dragons. It is known to have a base in Lion's Arch along with having its main base at the Vigil Keep, located in the Shiverpeak Mountains. The Vigil believes that the only way to defeat the Elder Dragons is to unite the races of Tyria.
"The Vigil is a powerful fellowship of individuals bound by an oath to defend those in need, fight against the darkness, and offer help to those who cannot aid themselves. Anywhere the Elder Dragons send minions, the Vigil will face them and stand against their spread. The Vigil wants to face the enemy directly, testing Zhaitan's power in the hope that such methods can one day be used against the dragon itself. They believe that the Elder Dragons grow more powerful as each day passes, and that those who do not fight now are giving the world away by standing passively aside. Those who dislike the Vigil's methods call them idealistic, but they are not naive. These crusaders understand that the world is a dangerous place. They intend to be an army of light against the onslaught of darkness."
Here's a quick look at each city by Neves over at GW2Guru:
https://www.youtube.com/watch?v=FpE3RRLD7qU&hd=1
The Free City of Lion's Arch is a pirating city in Kryta where the architecture has been described as mostly overturned boats and other old re-purposed nautical equipment. Once the seat of power and the main trading city of Kryta, Lion's Arch was destroyed by flood when Orr rose from the ocean. After the flood water receded, it was rebuilt by mercenaries and corsairs, where it still exists today as the Guild Home and a melting pot to fighters of all races.
Lion's Arch also contains a portal to the Mists that all races can use. There are currently only a few known portals. One is in Tomb of the Primeval Kings, which was corrupted by Abaddon, and it is located seemingly near where the Dragonbrand ends. Another portal is in the Tomb of Drascir, deep in charr territory, and yet another portal can be found on the Battle Isles, which was sunk by the flood caused by Zhaitan's rise.
Player versus Player will likely operate out of this city and may be tied to the Lion's Arch arena where criminals choose to fight and possibly gain their freedom than to waste away in prison.
Rata Sum is the capital city of the asura and is in the form of a giant, floating cube. When the Great Destroyer drove them from their homes in the Depths of Tyria 250 years ago, they arrived at the ruins of some previous civilization, setting up geomystical generators for power within these already fortified confines and establishing the area as their new capital. The aesthetic sensibilities of these ruins are reflected in modern asuran architecture.
Originally a hastily erected outpost protected by ruins, Rata Sum is now a geometrical masterpiece, a testament to the asura's unstoppable ability to progress.
Divinity's Reach is the capital of Kryta and home for the humans. Members of all races of humanity live here, some of whom have been exiled or are unable to return to their homelands. Built on Divinity Coast, in the province of Shaemoor, it is described as "a breathtaking monument of white parapets and high, pale towers". The royal family and Senators rule from here. It became the capital when the surfacing of Orr flooded Lion's Arch, the previous capital. It has become the bastion to human civilization and culture and is defended by the Seraph.
The city itself is made of heavy stone and mortar contrasting with the wilderness that surrounds the city. It was built with a large underground crypt, which are lined with bones of dead humans and contains the tomb of Blimm. The crypts are accessed via the Skull Gate and requires paperwork to access legally.
The city is best described as a cultural melting pot, housing refugees from Ascalon, Cantha, Elona and even people of Orrian descent (although for these people, their heritage is rarely made public). The city is circular in design and divided into six sections and the central palace. The Ascalonians, Canthans, Elonians, and Krytans each have their own districts in the city, and the other two districts belong to stores and festival activities. The Ascalonian district is known to contain a hospital for soldiers of Ebonhawke. The Salma District is the home instance for a human player.
Divinity's Reach has a year-round carnival in one of the six districts, which contains Uzolan's Mechanical Orchestra, and could be used for minigames and holiday events.
The Black Citadel Upon the overthrow of the Flame Legion, the Iron Legion was granted control of the conquered kingdom of Ascalon by the other victorious legions. They built their main fortress-city, the Black Citadel, on the human ruins of Rin. The wreckage of that destroyed city can still be seen among the foundations of the citadel. While the Iron Legion is officially in charge, Blood and Ash Legions both have a major presence in the city.
As the Iron Legion is the most technologically skilled of the charr legions, its city is a vast foundry and center of industry. The Black Citadel is dominated by the huge Imperator's Core, a great spherical structure that houses the headquarters of the three legions, the offices of the tribunes, and the war council, where the legions meet to plan strategy. The Iron Legion Imperator, Smodur the Unflinching, oversees all of this and coordinates the charr in Ascalon with a veteran's eye.
Hoelbrak- Hoelbrak is the largest of the norn settlements that were built after the servants of Jormag drove the norn from their homeland in the Far Shiverpeaks. Hoelbrak was originally the hunting lodge built by Asgeir when he led his people south to this location, and the fang he took from Jormag was placed in the center. Young norn test their strength against the tooth, and it is said that the one to break it will signal the time for the norn to reclaim their lands. A vast sprawling encampment has grown around the hunting lodge, and Hoelbrak now serves as a central meeting place for the norn.
This outpost is dominated by five gigantic structures: the Great Lodge, holding the fang of Jormag, and four lodges dedicated to the Spirits of the Wild: Wolf, Bear, Raven, and Snow Leopard. Here the norn seek wisdom and commune with the spirits.
It is located in the Shiverpeak Mountains and is surround by the Wayfarer Foothills.
The settlement is currently under the care of Knut Whitebear and the settlement that has been erected around the lodge now forms the hub of activity for the norn, and those wishing to meet them. The settlement is the safest place around, as so it is from here that hunts are organized, friends meet, and ale moots are held.
The Grove, also known as the Mother Tree, is the birthplace of all sylvari. It is located in the Grove.
Two hundred and fifty years ago the Shining Blade warrior Ronan discovered a cavern filled with strange seeds. He managed to steal one from the plant-like guardians and intended to show it to his family on returning home. However, when he returned to the Tarnished Coast he found that his entire village had been destroyed by the mursaat. He buried his family and planted the seed on their graves, swearing to never fight again.
Soon after he was joined by a centaur called Ventari. Ventari had sought to foster peace among the warring clans of his people but had failed and chosen to seek a place of solitude to live out the rest of his life. It was he who took care of the tree after Ronan's death. Before Ventari died, he wrote down his life's lessons and teachings of peace and harmony on a marble tablet and placed it at the base of the tree. The tablet seems to have had a huge effect on the sylvari's development and thinking.
Story & Lore - In the 250 years since the events of Guild Wars, the Elder Dragons have awoken. As massive forces of nature, these dragons have wrought destruction across the continent of Tyria, forever changing its face and its inhabitants. The player is thrown into the midst of this destruction As the game progresses, organizations can be joined and situations approached in different ways; these influences change the experience of the story as it advances towards the final confrontation with the Elder Dragon, Zhaitan. There are therefore thousands of different story permutations possible.
Dragons – So I figured a section about the known dragons was a good idea considering that’s what the story revolves around.
The Shatterer - The Shatterer is a rank given to Kralkatorrik's lieutenant and a champion. At any given time, there's only a single dragon of this rank; once a Shatterer dies, the title moves on to a different dragon. The Dragonbrand is where The Shatterer currently resides and is where players will fight him at around level 50.
Primordus - Primordus was the first of the Elder Dragons to awaken in Tyria. Primordus' original resting place was in a cavern, deep underground, where it was assumed by the asura to simply be a statue emitting a high amount of magical energy. For this reason, they built the Central Transfer Chamber near the dragon. Primordus was initially supposed to awaken in 1078 AE, but upon the defeat of its most powerful general, the Great Destroyer, its awakening was delayed by two generations, until 1120 AE. After its rise, the other Elder Dragons began to stir, one by one. He currently resides in The Depths of Tyria, a subterranean network beneath the surface.
Jormag -Jormag awoke in the Far Shiverpeaks in 1165 AE, causing the kodan to flee the icy seas and battling the norn inhabitants there. His rise caused earthquakes that cracked and shattered the northernmost lands, allowing the icy northern ocean to flood through and create new, inland seas. These new inland seas are now inhabited by some refugee kodan Sanctuaries. Jormag also caused a rise in the tide of the northern ocean which capsized and tore apart many other of the kodan's iceburg cities. Jormag likely still resides somewhere in the Shiverpeaks.
Deep Sea dragon - The currently unnamed Elder Dragon from the depths of a sea has the power to create tentacled creatures from the water. Through its powers, it has been creating servants from every lake and river around its location. Its whereabouts and all other details are currently unknown. This particular elder dragon does not have a major influence on the world of Tyria, which accounts for the lack of information regarding the subject. This lack of information is meant to give a sense of foreboding for the open oceans. There has been mention of the krait, quaggan and other sea-creatures have been driven out of the sea by an "underwater dragon."
Zhaitan - Zhaitan is the name given by dwarven legends to the Elder Dragon of Orr. For an unknown length of time it slept beneath the land of Orr. In 1219 AE it awakened from its slumber. The force of its return to life raised the sunken peninsula to the surface, killing corsairs that had come to the scattered islands in search of safe harbors or Orrian riches. The return of Orr also triggered earthquakes and tidal waves that would devastate many coastal regions, including the Battle Isles and Lion's Arch.
Zhaitan used its powers to take control of the wandering dead of Orr, forming a massive army. It then raised the sunken ships of the corsairs and manned them with their now undead crews, creating a formidable navy to match its army. The dragon's navy stretched from the newly risen Orr to the beaches of the Ring of Fire, across the Strait of Malchor, blocking off passage to Cantha. For the past century Zhaitan's undead navy has ensured that no one may enter or leave Tyria, anybody attempting to do so being added to the dragon's numbers. Zhaitan rules over his armies from his lair in the corrupted ruins of the holy city Arah.
Kralkatorrik - Kralkatorrik is the Elder Crystal Dragon and is the most recent Elder Dragon to wake. It is a thousand feet tall and its wingspan easily blocks out the sun. It has the power to corrupt anything organic with its breath, including foliage. The dragon awoke in 1320 AE in Grothmar Wardowns within the Charr Homelands, where it was confused with a mountain; then flew south over the charr territory of Ascalon and the Blazeridge Steppes, creating the Dragonbrand in the process.
When Kralkatorrik flew, a terrible storm of black clouds and lightning was formed around its body. The lands under its flight path that were touched by its golden breath turned black and the plants and animals turned into the branded - crystalline life forms of their former self. Currently, it occupies the northern Crystal Desert, where it landed in the vicinity of Glint's lair and the Tomb of the Primeval Kings. It is also one of the forces preventing movement into Elona for all except the Order of Whispers.
Kralkatorrik is often referred to as both a hurricane and sandstorm. It has the ability to create and even become the latter.
Orders - An order is a multi-racial organisation which is dedicated to combating the awoken Elder Dragons. In Guild Wars 2 there are three orders, one of which the player joins as part of their personal storyline and which determines a significant portion of the higher level parts of that story. Each of the orders have their own philosophies about what tactics will ultimately defeat the dragons. While they are rivals at times they recognize that protecting Tyria is the most important goal which they each share.
The three orders are:
Durmand Priory - Durmand Priory is a scholarly order dedicated to protecting knowledge and lore. Named for the monastery which houses their archives, members of the Durmand Priory offer services as advisors, tutors and chroniclers across Tyria. They are willing to share their gathered knowledge but do so cautiously.
Durmand Priory is one of three multi-racial orders who are looking for ways to combat the Elder Dragons. They hope that intellect, or some lost piece of knowledge, can save the world from the rise of the dragons.
One of Durmand Priory's major contributions to modern day Tyria is the New Krytan alphabet. A single language not only allowed the scholars to order their vast stores of knowledge and communicate among themselves, but all of the races to communicate using standard means. Durmand Priory championed literacy throughout Tyria so now most Tyrians can read.
Order of Whispers - The Order of Whispers is a secretive ancient Elonian order. They work behind the scenes to safeguard the world against the rise of the Elder Dragons and free and restore the troubled Elona. Its members, often spies, thieves and agents, operate within every Tyrian nation sometimes to the highest levels. Their extensive network is able to gather information from everywhere, even areas blocked to travel, such as Elona which has long since been isolated under Palawa Joko's rule.
The Order of Whispers is one of three multi-racial orders which players join as part of their personal story. They believe there is no way to physically destroy or negotiate with the Elder Dragons so the only way to counter them is to find a way to send them back to sleep.
Vigil - The Vigil is one of the multi-racial orders that the players may join. It was founded by the charr General Almorra Soulkeeper shortly after the creation of the Dragonbrand, and is a militant force that acts straightforward in its actions and is combating the Elder Dragons. It is known to have a base in Lion's Arch along with having its main base at the Vigil Keep, located in the Shiverpeak Mountains. The Vigil believes that the only way to defeat the Elder Dragons is to unite the races of Tyria.
"The Vigil is a powerful fellowship of individuals bound by an oath to defend those in need, fight against the darkness, and offer help to those who cannot aid themselves. Anywhere the Elder Dragons send minions, the Vigil will face them and stand against their spread. The Vigil wants to face the enemy directly, testing Zhaitan's power in the hope that such methods can one day be used against the dragon itself. They believe that the Elder Dragons grow more powerful as each day passes, and that those who do not fight now are giving the world away by standing passively aside. Those who dislike the Vigil's methods call them idealistic, but they are not naive. These crusaders understand that the world is a dangerous place. They intend to be an army of light against the onslaught of darkness."
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Recios :: JUEGOS :: MMOs :: [GW2] Guild Wars 2
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