guild wars 2 биография
Персонаж
Персонаж (Character) – это настраиваемый аватар игрока в игре. После создания игрок использует своего персонажа для участия и продвижения в любом из трех основных режимов игры: Игрок против Окружения, Игрок против Игрока и Мир против Мира. Количество персонажей на аккаунте ограничено количеством доступных слотов для их создания.
Содержание
Создание [ править ]
При создании персонажа игроки проходят 10 шагов, по ходу которых они определяют для своего персонажа базовые и неизменчивые характеристики: расу, пол, профессию, внешность, начальную биографию и имя.
Панель героя [ править ]
После создания вся информация о персонаже может быть получена из панели героя. Эта панель также позволяет проводить дальнейшую настройку персонажа через выбор необходимой для персонажа экипировки и ее окраски по ходу игры.
Развитие [ править ]
Во время игры персонажи развиваются, получая опыт до того момента пока они не достигают максимального 80-го уровня. Почти любая активность в игре вознаграждает игрока опытом:
После первых нескольких уровней время или усилие, необходимое для достижения нового уровня, остается неизменным.
Повышение уровня [ править ]
Когда уровень персонажа повышается, его здоровье, адреналин и жизненная сила полностью восстанавливаются. Если в момент повышения уровня персонаж находится в бою, то он раскидает и нанесет урон врагам поблизости, контекстным умением Level Up. На некоторых уровнях разблокируются новые возможности и становятся доступны новые виды снаряжения. За повышение уровня игрок получает награду, описание разблокированных возможностей, и подсказки.
Когда персонаж достигает 80 уровня, то получает доступ к специальному контенту.
Зависящая от уровня разблокировка контента [ править ]
Динамическая регулировка уровня [ править ]
Динамическая регулировка уровня – это механизм, который автоматически масштабирует первичные атрибуты персонажа для соответствия эффективному уровню текущей локации. Бонусы к атрибутам от снаряжения не затрагиваются и зависящий от уровня разблокировки контент, такой как слоты умений и черты, также сохраняется.
Исследование областей высокого уровня [ править ]
Механика игры отбивает охоту у игроков, приводить персонажей в области, более чем на 10 уровней превышающие их собственный.
Зоны, враги, сердца славы и события, более чем на 10 уровней превышающие уровень игрока, подсвечиваются фиолетовым.
NPC обнаруживают низкоуровневых игроков с гораздо большего расстояния, чем игроков своего уровня. Если эти НПС враждебны, то они сразу бросаются на персонажа. В сочетании с трудностями боя, описанными ниже, это делает даже базовое исследование высокоуровневых зон необычайно опасным.
Персонажи более чем на 10 уровней отстающие от уровня области, не могут:
Низкоуровневые персонажи чисто технически могут совершать следующие действия (но это не эффективно и не рекомендуется):
Возраст персонажа [ править ]
Домашний инстанс [ править ]
Каждый персонаж имеет свой собственный домашний инстанс. Это инстансовая область, которая зависит от расы и изменяется с развитием персонажа, а также при завершении различных задач в игре.
Личная история
Личная история это основная сюжетная линия Guild Wars 2, которая наряду с динамическими событиями составляет большую часть PvE контента. Она независима от случайных событий и всегда доступна для прохождения. События личной истории происходят в инстансах и становится индивидуальными для каждого персонажа за счет решений, которые игрок принимает по ходу игры. Потенциально существуют сотни вариантов развития личных историй. Один персонаж не может прожить все вариации личной истории, каждая из которых играет свою роль в главной истории Guild Wars 2.
История разыгрывается от лица одного персонажа. Другие игроки могут помогать вам в прохождении личной истории, однако они никоим образом не могут повлиять на развитие вашей личной истории, хотя и могут принять ее результат, как свой собственный. [1] Инстансы истории шкалируются в зависимости от количества игроков, принимающих участие. [2]
Содержание
Обзор сюжета [ править ]
Прежде, чем выйти в мир, все персонажи должны пройти короткое обучающее руководство, соответствующее выбранной расе. История, которая начинается во время обучающего сюжета, потом перетекает в личную историю, которую игроки могут исследовать на досуге.
Эти руководства содержат больше информации о расовых сюжетных линиях.
Destiny’s Edge [ править ]
Ордена [ править ]
Существует три различных ордена, каждый со своей философией и подходом к изучению угрозы драконов. Игрок может присоединиться к одному из этих орденов, что повлияет на его историю. К примеру для решения одной и той же проблемы, Vigil (Бдящие) решат ситуацию силой, Durmand Priory (Монастырь Дурманд) будет использовать свои знания, а Order of Whispers (Орден Шепчущих) полагается на тайные действия.
Биография [ править ]
При создании персонажа, игрок может указать определенную информацию о своей биографии, что в свою очередь повлияет на развитие личной истории. Это может быть социальный статус персонажа, их отношение к другим расам, дружелюбность персонажа и многое другое. У каждой расы свои вопросы по биографии. Кроме того, небольшое влияние также будет оказывать выбранная профессия.
Главы Личной Истории [ править ]
Личная история каждого персонажа может быть разделена на 8 глав, каждая из которых рассчитана на прохождение на протяжении 10 уровней. Главы взаимосвязаны между собой. Содержание первых глав определяется решениями, которые игрок принимает при создании персонажа. Содержание последующих глав определяется решениями, которые игрок принимает по мере прохождения.
Акт 1: Расы [ править ]
Персонаж знакомится с наставником своей расы (одним из членов Destiny’s Edge), а также с фракцией отступников своей расы. Специфика истории зависит от выбранной расы и деталей биографии.
Персонаж сталкивается с чем-то из своего прошлого, будь то неловкое происшествие, старое изобретение, или пропавший член семьи.
Ментор знакомит персонажа с тремя орденами и осведомляет об истинной угрозе Старших Драконов. В конце этой главы персонажа убеждают на постоянной основе присоединиться к одному из орденов, для того чтобы помочь в борьбе против драконов (конец миссии на уровне 26).
Акт 2: Ордена [ править ]
Персонажи становятся свидетелями встречи членов Destiny’s Edge. Затем они направляются в свой новый орден, где встречаются со своим новым наставником, и отправлятся на свою первую миссию, где они доказывают, что достойны стать полноправным членом.
Орден персонажа ставит перед ним задачу по оказанию помощи одной из племенных рас Тирии. Персонаж будет оказывать помощь одной из следующих рас:
Орден персонажа отправляет его на миссию, в ходе которой обнаруживается, что Львиная Твердь это следующая цель Зайтана. Персонаж и его наставник отбывают на Claw Island (Остров Когтя), чтобы защитить его, но удержать крепость не удается. Оттуда орден отправляет персонажа и Trahearne (прим. переводчика: Trahearne, это редкое английское имя, которое переводится как «Сила Железа»), заполучить союзника, чтобы отбить крепость на острове. Каждый орден выбирает из двух потенциальных союзников:
После укрепления Пакта, Trahearne предлагает посетить Бледное Дерево, чтобы получить ее совет. Она предлагает видение будущего, перенося персонажа и Trahearne в Орр. После возвращения из видения, бледное дерево дает Trahearne меч Каладболг.
Эта часть сюжета заканчивается защитой штаб-квартиры ордена персонажа, созданием единого Пакта во главе с Trahearne, и захватом Острова Когтя (Claw Island).
Акт 3: Пакт [ править ]
Страхи, которые вы можете выбрать:
Персональная история заканчивается миссией personal Victory or Death (Победа или Смерть), которая также является последним сюжетом подземелья. Под конец Пакт встречается с Зайтаном лицом к лицу.
Награды [ править ]
Решения, принятые во время игры повлияют на внешний вид и возможности Домашнего инстанса. Вся информация о персонаже и его решениях записывается в книгу, которая уникальна для каждого персонажа. (Игроки со сходной сюжетной линией, которые помогают вам в прохождении вашей, могут принять тот же результат или повторить миссию, чтобы получить собственные результаты.)
Biography
Contents
The biography is the step in the character creation process where the player provides the foundation for the character’s personal story. There are three sets of multiple choice questions:
Profession question [ edit ]
The profession-oriented question affects a character’s starting armor (or pet for rangers).
Soldiers [ edit ]
With the exception of Revenant (all choices are helmets), this choice will determine whether you start with a helm or shoulder armor (the third option will just be a different skin for one or the other). It is slightly more beneficial to take shoulder armor because you ordinarily cannot equip one until level 11, while helms become available at level 10.
| As a symbol of my dedication, I wear _____. | |
|---|---|
| Conqueror’s Pauldrons («conqueror’s pauldrons») — When I was young, a famed hero returning from battle stopped and gave me his pauldrons. Ever since, I’ve worn them as my own, and I make every attempt to live up to his legend. I too will be a conqueror. | |
| Fanatic’s Pauldrons («fanatic’s pauldrons») — Long ago, I determined my path, and nothing will sway me from it. I’m stalwart in my beliefs and immovable in my loyalties. The weight of my pauldrons reminds me of the burden I carry. | |
| Visionary’s Helm («a visionary’s helm») — Tyria is bigger than we know and filled with mystery. This helm is open, allowing me to see with clarity. With it, I will seek out the world’s greater truths that others fear to explore. | |
| I fight with my _____ blindfold on to shut out the distractions of the physical world and focus my magical inner sight. | |
|---|---|
| Mist Scrim («mist scrim») — Simple, straightfoward, and utterly effective, this blindfold is preferred by revenants who rely on utility and efficiency to get results. | |
| Veil Piercer («veil piercer») — Form follows function with this blindfold, designed both to cover a revenant’s eyes and help punch through the barriers that conceal the unseen. | |
| Resplendent Curtain («resplendent curtain») — The resplendent curtain is for revenants who choose to make a more elegant and stylish impression; because even if they can’t see the world around them, it can still see them. | |
Unlike other classes, the warrior starting item skins are not unique to character creation.
| I wear _____ on the battlefield. Because of this I am recognized and given proper respect. | |
|---|---|
| Spangenhelm («a spangenhelm») — My spangenhelm intimidates my enemies and inspires respect among my allies. I am nearly invincible when I wear it. | |
| Galea («a galea») — My helm is open-faced so that my enemies can see my face and look me in the eyes. They will remember who defeated them. | |
| No Helm («no helm at all») — A true warrior doesn’t need a helm! My enemies will cringe and falter when they see the fearless determination on my face. | |
Adventurers [ edit ]
This question determines whether you start with a back item or a head item. The back item ordinarily does not become available until completing a storyline mission rated at level 33, or purchased for 1 gold if your guild has an armorer contract. Taking the back item as starting gear gives you a significant advantage over other classes in this regard. However, the item has no inherent stats and must be upgraded with a component to be useful. (Note that currently nothing can be used to upgrade it, which is believed to be a bug.) The helms on the other hand will give you an immediate bonus to defense which would otherwise not be available until level 10. The choice of helm is cosmetic.
| My most useful tool is my _____. | |
|---|---|
| Universal Multitool Pack («universal multitool pack») — It’s got a wrench. It’s got a screwdriver. It’s got a spade. It’s got a lateral displacer! It doesn’t matter what you need; this pack has a gadget for every situation. | |
| Eagle-Eye Goggles («eagle-eye goggles») — Nothing sees the world more clearly than a soaring eagle. These goggles allow its wearer to see just as well. | |
| Panscopic Monocle («panscopic monocle») — The details matter. Whether you’re double-checking the wiring on your new explosives or charging the gear shaft on your favorite turret, this monocle lets you see what needs to be seen. | |
This question determines which pet you start with. Each pet has different qualities; follow the links below for details on each pet. For your starting pet in particular, you may wish to consider the difficulty (inconvenience) of taming the pet in the wild. Often this is tied to your race, as creature types tend to be based on the environment. In this sense, it is most advantageous to start with a pet that would otherwise require the most effort to obtain. Another strategy is to take an amphibious type above all others to ensure that you always have a pet for both land and water.
| My pet _____ fights at my side and guards my back. | ||
|---|---|---|
| Asura | Moa — I raised my moa from the egg. Its devotion to me is unmatched, and I’ve seen it drop an enemy before I could even draw my weapon. | |
| Stalker — My stalker is a dear friend. It is quiet, still, and as quick as an arrow from a bow. Its intelligence shows in its eyes. | ||
| Drake — I tamed my drake when it was a hatchling. Now, it follows me everywhere. It has proven itself a relentless and powerful friend. | ||
| Charr | Devourer — My devourer is a vicious and unforgiving fighter. I raised it from the egg and earned its loyalty. It will die in my defense. | |
| Stalker — My stalker is a dear friend. It is quiet, still, and as quick as an arrow from a bow. Its intelligence shows in its eyes. | ||
| Drake — I tamed my drake when it was a hatchling. Now, it follows me everywhere. It has proven itself a relentless and powerful friend. | ||
| Human | Bear — My bear and I fight as a single unit. It takes only the slightest gesture to give a command, and then we’re tearing through our enemies. | |
| Stalker — My stalker is a dear friend. It is quiet, still, and as quick as an arrow from a bow. Its intelligence shows in its eyes. | ||
| Drake — I tamed my drake when it was a hatchling. Now, it follows me everywhere. It has proven itself a relentless and powerful friend. | ||
| Norn | Bear — My bear and I fight as a single unit. It takes only the slightest gesture to give a command, and then we’re tearing through our enemies. | |
| Wolf — A wolf companion is considered a great prize. When fully grown, it’s a shrewd hunter and a devoted ally. | ||
| Snow Leopard — The beautiful snow leopard is a symbol of independence. Its grace and stealth makes it both inspiring and an unbeatable hunter. | ||
| Sylvari | Moa — I raised my moa from the egg. Its devotion to me is unmatched, and I’ve seen it drop an enemy before I could even draw my weapon. | |
| Stalker — My stalker is a dear friend. It is quiet, still, and as quick as an arrow from a bow. Its intelligence shows in its eyes. | ||
| Fern Hound — My dog has always stood by me, even against the most dangerous attackers. I couldn’t ask for a better friend and ally. | ||
This question determines the style of headwear you start with. It is a cosmetic choice.
| In my line of work, it’s important to understand the power of _____. | |
|---|---|
| Anonymity («anonymity») — My talents lie in the art of stealth, infiltration, and escape. I do not draw attention to myself. To protect my identity, I hide my face behind a mask of darkness. | |
| Determination («determination») — I mean business. I’m the bruiser, the muscle, the bear you don’t want to poke. My headband keeps my vision clear, no matter how physical I get. | |
| Subterfuge («subterfuge») — A mask draws attention, and an uncovered face allows people to identify you. I prefer a more subtle subterfuge. A drawn hood lets me blend into the crowd, and no one knows I was there. | |
Scholars [ edit ]
This question determines the style of headwear you start with. It is a cosmetic choice.
| I study all the elements, but I wear a gem that symbolizes my love of _____. | |
|---|---|
| Water («water») — Water, whether frozen or flowing, is life, and its currents run deep in us. | |
| Fire («fire») — Fire’s hunger, its destructive burn, demands respect. It immolates and clears the path for new growth. | |
| Earth («earth») — Earth is the foundation that supports all life. Stone fortifies us. Rock grounds us. | |
| Air («air») — Air is the source of all life. It is invisible, and yet it can destroy whole villages. | |
| A mesmer’s mask creates an image. I choose to look out from behind a _____. | |
|---|---|
| Harlequin’s Smile («harlequin’s smile») — It takes bravery to face your fears and seize your victories. Never let them see you without a smile. | |
| Phantasm of Sorrow («phantasm of sorrow») — I show the world a face lined by tragedy. Too bad you can’t see behind the mask—to know whether I’m secretly laughing or not. | |
| Fanged Dread («fanged dread») — I’m a whisper in the night, eyes that glow in darkness. I stand in shadow, and my mask is the monster you fear. | |
| A necromancer’s closest companion is death. In acknowledgement of this, I mark my face with the symbol of a _____. | |
|---|---|
| Trickster Demon («trickster demon») — Trickster demons from the Mists find ways to enter our world to tear it apart. I, too, am a destructive force, and all shall fear me. | |
| Skull («skull») — I respect the traditions of necromancers that have gone before me. I mark my face with the symbol of a skull to remind me that even the greatest die eventually. | |
| Ghostly Wraith («ghostly wraith») — A wraith is a creature of energy, and its cunning helps it elude its enemies. What you cannot see. can kill you. | |
Personality question [ edit ]
The personality-oriented question affects the conversational options that NPCs provide.
| Trouble may follow, but I use my _____ to overcome it. | |
|---|---|
| Charm («charm») — I’m charming. No one can resist me when I’m at my best. I know just what to say to lighten the mood or bolster courage. | |
| Dignity («dignity») — I’m dignified even when up to my ears in mud. It’s what makes people respect me. A serious, thoughtful demeanor is the route to success. | |
| Ferocity («ferocity») — I’m ferocious. Threatening violence gets me further than anything else. I’m a natural, though I do try to use my powers of intimidation for good. | |
Race questions [ edit ]
The race-oriented questions directly affect a character’s personal storyline.
The first option determines which invention wins the Snaff prize. The second option determines the invention that goes awry. The third option determines which mentor will appear in your home instance, but has no other effect on gameplay.
| I’m a member of the College of _____. | |
|---|---|
| Statics — Builders and architects make up the College of Statics, and we build to last. Some call us conservative, but we excel at creating new designs, using old materials in innovative ways, and expanding the purview of known magics for practical application. | |
| Dynamics — The College of Dynamics produces gizmo-makers extraordinaire. Energy, enthusiasm, and boldness are our best qualities. We believe in leveraging the expendable nature of all things. If a prototype explodes, it isn’t a failure unless the lesson goes unlearned. | |
| Synergetics — As members of the College of Synergetics, we study how energy patterns form and alchemagical fractals propagate. Few beyond our college understand the philosophical and mystical complexities of our interests. We devoutly research the true nature of the Eternal Alchemy. | |
| My first creation was _____. | |
| VAL-A Golem («the VAL-A golem») — Most golems are powerhouses, designed for warfare. They show absolutely no subtlety or originality of design. My golem was compact and efficient, and it had an unparalleled package of features. It revolutionized lab cleanup, and it mixed a great cocktail too. | |
| Transatmospheric Converter («a transatmospheric converter») — What unmitigated joy to be able to change the weather at my whim! If only the prototype had been more powerful. Nevertheless, the design was cutting-edge. My transatmospheric converter was a masterpiece of utter genius. I wish I’d had more funding. | |
| Infinity Ball («an infinity ball») — They said it was a toy, a pipe dream, and a waste of resources. They were wrong. My invention predicts the future. So what if it doesn’t predict it correctly every time. That’s irrelevant! Could it give me an advantage? Reply hazy. Ask again. | |
| My first advisor, the one who taught me almost everything I know (almost), was _____. | |
| Bronk — Good ol’ Master Bronk taught me the benefits of superior firepower. He liked to say, «When it comes to besting the enemy, there’s no such thing as ‘overkill.'» | |
| Zinga — Mistress Zinga taught me that the best form of magic is good old-fashioned luck. She liked to say, «Planning ahead is for ninnies who think they can predict every possible outcome. The future is mutable! Go with the flow!» | |
| Blipp — Master Blipp was known for his redundancies as well as his redundancies. He often said, «Your first try should never be your last, especially if it succeeded. You can always succeed bigger next time.» | |
| Canni — Councillor Canni wasn’t just another bureaucrat. She was an esopolitical parascientologist. She was fond of saying, «Always bring a witness, preferably an expendable one. You never know when you’ll need a scapegoat.» | |
The first and third questions will determine the nature and content of your story missions. The second question determines who will accompany you on story missions; for gameplay purposes, it is advisable to choose one that complements your own profession. The first question also determines which allies are summoned with Warband Support.
| I am proud to be _____. | |
|---|---|
| Blood Legion («a Blood Legion soldier») — I’m Blood Legion. I charge straight into battle. The Blood Legion pushes to the front line in any combat. We’re powerful and bold, and none can match our prowess on the field. | |
| Ash Legion («an Ash Legion soldier») — I’m Ash Legion. I use cunning to overcome my enemies. The Ash Legion teaches stealth and subterfuge. We end battles before they begin with infiltration, information gathering, and precision strikes. | |
| Iron Legion («an Iron Legion soldier») — I’m Iron Legion. I march to the boom of war machines. The Iron Legion has ignited our industrial revolution. We perfected metalwork, cannons, and—most importantly—guns. | |
| I would die for my warband, especially _____, my sparring partner. | |
| Maverick — Maverick is the best single-combat fighter I’ve ever met. Unfortunately, he has a wild streak and an ego the size of the Black Citadel. He may be a loose cannon, but he knows how to make things epic! | |
| Euryale — Euryale, our elementalist, is the most loyal soldier in the warband. She’s also stubborn, bad-tempered and protective — but at least she’s honest. She stands by me, and I trust her with my life. | |
| Clawspur — Clawspur lets his blades do the talking. He’s extremely calm and quiet, even for a thief. While others are making threats, Clawspur is silently positioning himself to make a quick kill. Good thing he’s on my side. | |
| Dinky — Dinky was the smallest cub in our fahrar, so he had to be twice as tough just to break even. He gets picked on because he’s a guardian, and not so smart, but I stand by him. He’s always been a good friend. | |
| Reeva — Reeva fights hard and plays hard. Nothing gets her down. She always jokes that her best weapons are her engineering tools and a sharp sense of humor. To Reeva, life isn’t worth much if it isn’t fun. | |
| They tell me the soldier that sired me is a _____. | |
| Loyal Soldier («loyal soldier») — I’ve heard my sire’s name spoken with reverence ever since I was a cub in the fahrar. I plan to live up to his reputation—or exceed it. | |
| Sorcerous Shaman («sorcerous shaman») — Flame Legion shamans once enslaved us. Because of this, my father, who is a shaman, is treated with suspicion and mistrust. I must overcome his reputation. | |
| Honorless Gladium («honorless gladium») — A gladium has no warband. My father turned his back on his. Now, he’s an honorless gladium with no respect for the chain of command, and I have no respect for him. | |
The first option determines your childhood friends. The second option determines your personal relation into the story line. The third option determines which priest NPC appears in your home instance, but is purely cosmetic.
| I was raised _____. | |
|---|---|
| Street Rat («in the streets») — I grew up poor, on the streets, living hand to mouth. Every day was a challenge, but like I tell my ol’ buddy Quinn, «If it doesn’t kill you, it makes you stronger.» I’ve worked hard to change my luck, but I’ve still got a long way to go. | |
| Commoner («by common folk») — I was raised among the common folk of Divinity’s Reach. We’re the working class, the cogs that keep the city running. I help out at a tavern owned by my friends, Andrew and his daughter Petra. | |
| Nobility («among the nobility») — I grew up among the nobles, including my friend Lord Faren, who can trace their ancestry back to ancient kings. I received an excellent education, am well versed in courtly graces, and understand the responsibility that comes with privilege. | |
| One of my biggest regrets is that _____. | |
| Unknown Parents («I’ve never searched for my true parents») — When I was an infant, I was abandoned at an orphanage. A kind couple adopted me and became my family. However, I’ve always wondered about my birth parents. | |
| Dead Sister («I never recovered my sister’s body») — My sister was a Seraph. Centaurs killed her while she was out on patrol. They never recovered her body, and it has always bothered me. | |
| Missed Opportunity («I passed up an opportunity to perform in the circus») — When I was young, I had the opportunity to perform in the circus, but I turned it down. To this day, I’m sorry I didn’t leap at the chance. | |
| Everyone said I was blessed by _____ when I was young. | |
| Dwayna — Dwayna—the goddess of healing, air and life—is the even-tempered leader of the old gods. She is often depicted as young, tall, and slender, rising into the air on immense feathery wings. | |
| Grenth — Grenth is the god of darkness, ice, and death. His acolytes know that the veil between worlds is thin. Death does not frighten me. Even the darkest nights give me comfort because Grenth watches over me. | |
| Balthazar — Balthazar—the god of war, fire, and challenge—oversees the battle arena. He gifts those who have a knack for combat strategy and skill with weapons. I have trained hard to honor Balthazar. | |
| Melandru — Melandru—the goddess of nature, earth, and growth—can be found in every harvest and every flower. She smiles upon those, like me, who have an affinity with animals. I am a follower of Melandru. | |
| Lyssa — Lyssa wears many masks. She is the dual-faced goddess of beauty, water, and illusion. She is the patron of the most attractive and graceful among us. Her blessings have touched me all my life. | |
| Kormir — Kormir is the goddess of order, spirit, and truth. She was once mortal like me. She inspires me every day to find greater courage and to seek rightness of heart, mind, and action. | |
The first two questions determine parts of your personal story. The last one selects which Shaman stands underneath the four Spirit of the Wild statues in your home instance (on the top level by the back wall, on the side closest to the entrance).
| My most important quality is that I have the necessary _____. | |
|---|---|
| Defeat Our Ancient Foes («strength to defeat ancient foes») — I keep my body strong so that I can defeat our ancient enemies and protect the Great Lodge. | |
| Protect the Spirits («cunning to protect the Spirits») — It is my duty to protect the Spirits of the Wild, and it requires cunning to keep them safe from the Ice Dragon. | |
| Guard the Mists («intuition to guard the Mists») — My intuition gives me the insight I need to guard the Mists, where the souls of our ancestors endure in glory. | |
| At a recent celebratory moot held in Hoelbrak, I _____. | |
| Blacked Out («blacked out») — Ale! Rowdy brawling! It’s far too easy to let loose in the thrill of the moment. After I woke up, I couldn’t remember what I’d done. I’m sure it was nothing too terrible. | |
| Revenge («got in a fight») — I’ve had a rival ever since I was young. He’s intelligent, treacherous, and cunning. I lost our last fight, but next time we meet, I’ll even the score. | |
| Lost an Heirloom («lost an heirloom») — I inherited Romke’s Horn, a magical ancestral heirloom passed down through generations. After one too many drinks, however, I wagered it on a contest of strength. and lost. | |
| When I was still a kid, I had a vision. A Spirit of the Wild spoke to me and offered its guardianship. That Spirit was _____. | |
| Bear — Bear is the most powerful among the Spirits of the Wild. She is a symbol of fortitude and self-reliance. She roared over me when I was a babe, and ever since, I’ve had Bear’s courage in my heart. | |
| Snow Leopard — Snow Leopard is a stealthy, smiling spirit. She teaches us independence, strategy, and laughter in the face of danger. To this day, her wisdom guides me, and my memory of her visit comforts me on dark nights. | |
| Wolf — Wolf has the cunning of the pack behind him. He imparts the virtues of loyalty, ferocity, and strength in numbers. When he came to me, he whispered of my heroic future and told me I would never be alone. | |
| Raven — Raven, clever and wise, guides us with truths that others fear. He bestows a far-seeing clarity of mind. In my vision, he spoke of riddles and opened my eyes to secrets that few others can see. | |
The first two questions will determine your story missions. The third question changes which of the cycle firstborns appears during select personal story missions, as well as dialogue with certain NPCs.