User:Lon-ami/Cantha

From Guild Wars 2 Wiki
Jump to navigationJump to search

This article is a compilation of personal Canthan expansion and race pack ideas by Lon-ami.

New expansion pack: The Celestial Tournament[edit]

Guild Wars 2: The Celestial Tournament is the third expansion pack for Guild Wars 2.

Introduction[edit]

The Celestial Emperor has spoken.

Mysterious ships displaying exotic sails have been sighted all across the Sea of Sorrows. Processions hoisting exotic banners and playing eerie music have arrived to all major cities, and with them, a message of challenge.

Mail.png

Herald of the Celestial Empire

Formal Invitation to the Celestial Tournament


By Imperial Decree,

The glorious Celestial Empire of Cantha will soon be turning 2,000 years old. To celebrate this occasion, the Celestial Emperor will be hosting the legendary Celestial Tournament. Every brave guild is invited to participate, no matter their race, arts, or nation of origin.

The contestants will be welcomed as honored guests in the Imperial City itself, where they will be granted shelter, food, and training grounds, all for free, as long as the tournament rages on. During the trials, they will journey across the lands of the empire and face multiple challenges, testing their mettle, strength, and wisdom. Clashes against other guilds will be inevitable, and in the end, only one will emerge victorious.

The winners will claim the final prize, the legendary Bell of Harvest, an ancient artifact gifted millennia ago to the people of Cantha by the Six Gods themselves. The champions who prove themselves worthy of the relic will be able to use its powers once, letting them defy death to bring back one of their lost loved ones.

The Celestial Emperor wishes for this celebration to mark the beginning of a new era, opening trade between Cantha and the rest of world once again. Those willing to participate in the tournament will be ferried to Cantha by sea, as soon as they are ready and willing.

We will be waiting for you,

—His Majesty the Celestial Emperor

In this new expansion players will return to Cantha and compete against guilds from all over the world. Heroes, villains, and strangers of dubious intentions will all gather together in the southern continent for the final competition.

You will lead Dragon's Watch against dozens of other guilds, including Apocalypse Krewe, Black Claws, Champions of the Consortium, Champions of the Five Houses, Chrysanthea's Nightmare, Crimson Skulls, Dervish Conclave, Fist of Svanir, Four Winds, Followers of Zintl, Gear Warband, Kormir's Light, Kryta's Salvation, Mirror of Lyssa, Modus Sceleris, Molten Furnace, Monks of Shing Jea, Phoenix Dawn, Plaguebearers, Power Golems, Riot of Prosperity, Scourge of Elona, Sly Crew, Sky Pirates, Spears of Archemorus, The Lonely Forgemaster, Tethyos Hunters, The Ravenous, Whisper of the Shadows, Zaishen Champions, and many other, even your own friends from Destiny's Edge.

The best guild will claim the final prize, or will it? Too many questions, and not enough answers. How will they determine the winner? What happened in Cantha during the last two centuries? What's the truth behind the tengu's departure? Why are there no historical records of the Bell of Harvest? Is it even real? Who is this Celestial Emperor, and why was the Dragon Empire renamed? Things are never what they seem, and the true intentions behind the tournament remain unclear. Tread carefully, and watch your back.

New continent: Cantha[edit]

Map of the new expansion zones.

The southern continent of Cantha is the original homeland of the human race. Ruled by the Celestial Empire, it remained isolated from the rest of the world for more than two centuries, until contact was reestablished with the celebration of the Celestial Tournament.

Imperial City[edit]

The Imperial City is a city inside a city. Incapable of solving the crime problems for good, the emperor walled off the northern section of Kaineng City, moving the noble families and the best artisans there. After the construction of Usoku Palace, the old Raisu Palace was absorbed by the walled city, doubling in size and prestige. Nowadays, the Imperial City is one of the jewels of Cantha, and its safest haven. Gardens decorate every plaza, and musicians play in every street. Every Canthan citizen dreams of a better life inside the walls, but only the best get an opportunity to live there.

The Imperial City houses the first set of the trials of the tournament, and the whole city has been turned into a giant stadium to welcome the contestants.

Kaineng Center[edit]

The heart of the metropolis, Kaineng Center has always been plagued by the endless gang war between the Jade Brotherhood and the Am Fah. The gigantic city stretches up to the skies, and deep into the earth. Three different worlds coexist in this jungle of buildings: The roofs of the Skycity, where wild birds build their nests, the streets at the ground level, where the common folk live and die, and the tunnels of the Undercity, where those abandoned by society struggle to survive.

  • The Skycity is dominated by thieves and assassins, hiding high where the Imperial Guard can not reach them. Wild birds claim these heights as their territory, attacking anyone foolish enough to enter them. Only the most skilled travelers can navigate this layer safely.
  • The ground level is a labyrinth of streets, stores of all kinds plaguing every corner. The central avenues are tightly controlled by the Imperial Guard, the streets and alleys constantly disputed by criminal gangs, who fight each other for control of the smuggling routes. The Tahnnakai Temple lies to the east, hosting the tombs of the greatest heroes of Cantha.
  • The Undercity is a gigantic system of tunnels and sewers, where the poorest take refuge. Crime runs rampant, slavery is commonplace, and nefarious necromancers summon demons, experiment with mutants, and concoct nefarious plagues against the living.

Your goal in Kaineng Center is to help the Imperial Guard fight the gangs, forcing their leaders to reveal themselves, to then kill or arrest them. To achieve this, you will have to capture various objectives across the metropolis, and defend them against criminals trying to retake them. Once you secure control over the city, the guards can raid the gangs' guild halls and temporarily thwart their operations.

Qinkaishi Mountains[edit]

The Qinkaishi Mountains lie at the heart of the continent, surrounded by the three human nations of Cantha. After the mysterious destruction of the original celestial temple in Kaineng, the priests of the Sai Ling Order were ordered to build a new temple at the top of Mount Qinkai.

Those looking to become Closer to the Stars now have to cross the valleys and climb the mountains. There, they will face four celestials avatars: The Kirin, the Turtle, the Phoenix, and the Serpent.

  • Kaijun Don, the Kirin, haunts a clearing to the south, in the edge of Echovald Forest. Once a being of pure good, her lust for revenge turned her into pure evil, becoming an embodiment of corruption.
  • Kuonghsang, the Turtle, rests to the east, in the shores of the Jade Sea. The Eternal Paradox, he paid for a mistake with his own life.
  • Hai Jii, the Phoenix, roosts to the north, atop a ruined tower. He represents the fiery eternity awaiting those in the Underworld.
  • Finally, Tahmu, the Serpent, guards the gates to the celestial temple. The mightiest of the four, she is a constant reminder of atrocity, pain, and anguish.

Other points of interest in the zone include the Zu Heltzer Cathedral, home to House zu Heltzer of the Kurzick, and Cavalon, the floating trade capital of the Luxon Armada.

The Jade Sea[edit]

Weh no Su, Closer to the Stars.

The Jade Sea was water once, but turned into solid jade after the events of the Jade Wind. Many centuries have passed since then, and the effects of the curse have disappeared across most of the sea, turning the jade back into water. Only a few sections still remain frozen, the curse too strong to ever be cleansed. These chunks of jade float above and below the waves, sinking the ships of unwary sailors that venture too far. The sea monsters that once inhabited these waters have returned as well, making the zone one of the most dangerous places in Cantha.

The Luxon have always called this place home, refusing to abandon it under any circumstance. Luxon society is divided in three clans, Crab, Turtle, and Serpent. Each controls part of the territory, each clan specializing in mining, beastmastery, and engineering respectively.

Many legendary monsters have resurfaced with the melting of the waters, and among them, the deadliest is an ancient kraken by the name of Zhu Hanuku. Once trapped to the north, he broke free and swam south, where he has grown in size and power, escaping the Luxon that kept him at bay. The influx of foreign adventurers coming to the tournament is a fantastic opportunity to recruit a mercenary army and imprison the old kraken once again.

Echovald Forest[edit]

The Echovald Forest is a cathedral of gigantic trees that reach the clouds. The forest was affected by the Jade Wind as well, many of the magnificent trees being turned into stone. The curse has slowly vanished in the last decades, and the trees have eventually came back to life once again despite their petrified nature. The Kurzick who inhabit the forest have worked hard to recover the soil of the forest, and the woods are gleaming with life once again.

Four of the five Great Houses of the Kurzick call the depths of the forest their home. House Lutgardis master the magic of music in the Lutgardis Conservatory. House Brauer devote their life to sculpture and painting in the Brauer Academy. House Vasburg, settled in Vasburg Armory, make war their art, and they still hold devotion towards the fallen god Balthazar. Finally, House Durheim hosts historians and poets in the Durheim Archives

House zu Heltzer to the north are the most powerful of the houses, mastering architecture and magic, but they are closely followed by House Vasburg, who remain weary of the emperor and the strangers he has invited to their lands. They long for their days of freedom and independence, and they do not hide those feelings, their ideas slowly spreading to the other houses while the zu Heltzers give priority to their bonds with the Celestial Empire. Honor comes foremost though, and rebellion has never been a real menace. The tournament might prove a peaceful and honorable solution to this problem.

The spirits of the forest have been disturbed by the increased activity near their homes, and some might need to be put to rest before they do any harm.

New PvP mode: Battlegrounds[edit]

Battlegrounds are the ultimate Player versus Player challenge. Form a squad of 10 players, and face 10 other players in combat. Each battleground has unique mechanics, and can be queued individually, with no random map selection involved. Queue as a team or as a solo player, in either unranked or ranked mode.

Battlegrounds use real world locations, which you can visit during your adventures across Cantha. Players who don't own the expansion can access this new game mode through the Heart of the Mists.

The rules are simple: The team who reaches 1,000 points first wins the match. Each player death gives 5 points to the enemy team, other secondary goals providing bonus points as well, and more rarely, instant victory.

Capture points may be present to gain control over various special mechanics, but they don't affect the score in any constant way.

Nahpui Quarter[edit]

The dead are watching.

The gang wars of Kaineng City have taken its toll on this quarter. The docks at the southwest controlled by the Jade Brotherhood, and the northeastern tunnels by the Am Fah, the constant warfare has been going on for years. The Imperial Guard, content to see the gangs vent most of their violence far away from the palace, decided to relocate the citizens and just let the gangs take over.

Nowadays, Nahpui Quarter is no man's land. The map represents an urban battleground, with the abandoned houses now in ruins. Fires are commonplace, and many houses have been burning for months, the dirt and the moisture preventing the flames from taking over for good. Houses can collapse at any time, trapping or killing unwary passerbies. The sewers are in disarray, and entire sections can flood with no warning. The environment itself will be your first enemy.

Gang members clash constantly against each other, fighting for control over the quarter, seeking to establish secure routes for their smuggling activities. Mercenaries often join these fights, looking for money or just a good brawl. Groups of enemy NPCs spawn every few seconds, patrolling the streets and fighting each other.

Both gangs have built forts at each side of the quarter. Inspired by Guild versus Guild, the secondary goal of the map is to sneak into the enemy fort and kill their Gang Lord. Allied NPCs can be used as cannon fodder to breach the gates, or alternatively, players can take secondary routes through the sewers or the rooftops. Whoever kills the enemy lord achieves instant victory no matter the score.

Monastery of the Thousand Daggers[edit]

High in the mountains, this monastery belonged to an ancient order of assassins long ago. Now only the snow and the chilling wind make it their home. Its remote location makes it a really unattractive target for looters, and if that wasn't enough, most of its trap systems are still up and running.

The Monastery of the Thousand Daggers has a lot of verticality, with bridges and stairs linking the different buildings. Every few minutes, a snowstorm hits the exterior, impairing visibility and applying chill to unsheltered players. Inside the buildings, players can deactivate and reactivate all sort of traps, from spike pits to swinging axes. Be careful though, for the traps can kill your allies as easily as your enemies. Each room has a different theme and a different trap.

The secondary goal of the map is to deactivate all the traps, unlocking access to the altar room. Once there, you can try to overcome the final set of traps and reach the secret artifact inside, achieving instant victory no matter the score.

The Aurios Mines[edit]

No shadow in the darkness.

One of the oldest quarries of the Luxon, the Aurios Mines are famous for its mysterious relics of unknown origin, as well as the demonic plague that haunts them. In the recent decades, water has found its way into some of the quarries, and with it, various sea monsters as well.

This map has a deep PvE component, being filled with enemy monsters that will attack both teams constantly. Luxon miners dig the jade for treasures, but they need help bringing them back to the main outpost. Inspired by Capture the Flag, the secondary goal of the map is to retrieve said treasures from across the map, and bring them back to the main outpost for bonus points.

Treasure bundles have different properties and values. Some are heavier but more valuable, others will break if you drop them, and few might be cursed and injure the carrier. Usually, the most valuable loot will be the one at the deepest points, surrounded by more monsters. Bosses will spawn periodically across the map, and killing them will spawn additional treasure.

Be wary of other players, for they can steal treasure from you and then deliver it themselves. Enemy monsters can also be lured against the enemy team, to keep them distracted while you hoard all the loot.

Amatz Basin[edit]

The site of an ancient battle between two of the Kurzick houses, the zu Heltzers and the Vasburgs, Amatz Basin is still used as a battleground to this day, testing the mettle of new Kurzick recruits.

Inspired by King of the Hill, the secondary goal of the map is to capture a series of points, spawning every few minutes in seven different locations across the map. Sometimes, a single capture point will spawn, and others it will be two. Capture requires at least 3 players, and takes around 20 seconds. Capture points despawn after a few minutes if no one reclaims them. Players need to react to the point spawns, and move across the map according to them.

The terrain of the map is pretty irregular and full of vegetation. Pools of stagnant water can slow you down, and some zones are shrouded in darkness, requiring you to carry torch bundles and light braziers to improve visibility. Alternatively, you can try moving in the shadows to ambush the enemy team.

New skills and abilities[edit]

A few norn weapons, including a greataxe.

If combat is what you live for, look no further. The expansion will introduce new skills and abilities in record numbers never seen before.

Six new weapon types[edit]

Your journey to new exotic lands has revealed new types of weapons. Use them wisely.

  • Spear: Formerly of two-handed aquatic usage, now adapted for main-hand and off-hand terrestrial usage.
  • Vial: New off-hand weapon type. Throw it, spill it, or drink from it.
  • Crossbow: Renamed from harpoon gun. Formerly of two-handed aquatic usage, now adapted for two-handed terrestrial usage.
  • Greataxe: New two-handed weapon type. Primarily designed for melee combat.
  • Scythe: New two-handed weapon type. Primarily designed for melee combat.
  • Trident: Formerly of two-handed aquatic usage, now adapted for two-handed terrestrial usage.

Nine new elite specializations[edit]

As with previous expansion packs, new elite specializations will be unlocked for each profession.

  • Elementalist icon small.png Dervish: The dervish arts of Elona were thought lost since long ago, but they have seen a resurgence after Palawa Joko's defeat. With the Six Human Gods gone, they have now turned back to their original roots, focusing exclusively on elemental magic. Their main ability is the transformation into djinn avatars, and their weapon of choice is the scythe, followed by wells to replace their now cast aside divine prayers. Holding strong at close combat, their newly acquired skills should not be underestimated.
  • Mesmer icon small.png Redemptor: Music is a primordial aspect of Kurzick culture, and it is no surprise to see it turned into a weapon in the hands of the mesmers of Echovald Forest. Casting shattering away, they wield various musical instruments in combat, giving support and healing to allies, all while torturing their enemies as well. They wield shortbows in battle, using its string as another musical instrument, and firing homing arrows against their targets. They can use their sweet singing voice to shout too, further increasing their control over the battlefield.
  • Necromancer icon small.png Apothecary: The afflicted plague that once razed Cantha marked its people like no other calamity since the Jade Wind itself. There were those, however, who saw it as a weapon, to be wielded by the right hands. Many plagues have been concocted since then, deep in the tunnels of the Undercity. These necromancers forgo their shroud in exchange of a belt hosting a wide array of plague bombs. Wielding pistols in both hands, and drinking elixirs to infuse their bodies with all kind of toxins, they are a danger to both themselves and anyone who opposes them.
  • Engineer icon small.png Golemancer: The joint efforts of the Pact, together with salvaged technology from Rata Novus, have lead to quick advancements in golemancy, the likes never seen before. Skilled engineers can now operate in combat driving a new generation of golem suits, wholly compatible with all kind of classic kit upgrades, thanks to their weaponized dynamic wrist rotation. Their weapon of choice is the focus, complemented by multi-purpose glyphs, adapted for both normal and in-suit usage. This tournament of bookahs will prove the superiority of asuran magitech once and for all.
  • Ranger icon small.png Reaver: The nomadic Luxon from the Jade Sea are constantly adapting to their hazardous homeland in order to survive. Their rangers scout the everchanging landscape, accompanied by a swarm of smaller pets instead of individual companions. Stone Crabs, Sea Snakes, or even exotic creatures like Pocket Raptors and Pygmy Moas qualify for swarm training. They are trained to wield spears in both hands, using them in both close and ranged combat. They make extensive use of various venoms, applying them to both their weapons and their swarms.
  • Thief icon small.png Assassin: Canthan culture is famous for many things, but the most shocking has to be their tolerance for paid murder. Death by unnatural causes is commonplace, and assassination is a refined art. Stealing is a petty maneuver when you can just gear yourself with all sort of deadly murder tools, like chains, claws, blowpipes, and more. When these tools are not enough, greatswords can finish the job quickly. Practicing combat stances since they are born, assassins are the most dangerous foe one can face in the southern continent.
  • Guardian icon small.png Forgemaster: The tournament has gathered an incredible host of heroes from all over the world, displaying exotic arts never seen before. Such is the way of the forge mastery, an ancient jotun technique. Summoning whole armories of weapons from their spirit forges, forgemasters are walking armies of floating weapons, handling multiple enemies at once with ease. They wield greataxes in battle, combined with various stances to position and control the formations of their floating weapons by their sides.
  • Revenant icon small.png Ritualist: The lands of Cantha are famous for their deep connection to the Mists, and the birthplace of the ritualist arts. Sharing that same connection, it is natural for revenants to follow in their path. These new teachings let them summon spirits connected to each of their legendary stances, strengthening their connection to each legend and its powers. Their weapon of choice is the scepter, and they have also learned to invoke the power of the legendary ritualist, Master Togo, summoning ashes to support their allies.
  • Warrior icon small.png Gladiator: What would be a tournament without some good old gladiatorial spectacle? Accompanied by bloodthirsty pit beasts equipped with forged combat armor from the fangs to the tail, the Zaishen warriors know the true meaning of every violent word spoken by man or god alike. They carry tridents into battle, with which they can hold their prey for their pets to feast on. Their faith on the god of war has only gotten stronger since his demise, and their mantras still echo the fiery power of the fallen god.

New mounts[edit]

Serpent hatchling of the Saltspray variant.

The expansion introduces two new mounts, including new movement options.

Unlike previous implementations, these new mounts do not require mastery tracks to be trained. Instead, active and passive skills will be purchased using tokens earned by participating in the trials of the tournament.

  • User Lon-ami Stag Mount icon.png Stag: The Canthan deer is larger and stronger than its Tyrian counterpart, and often used as a mount or a beast of burden. The stags are more valuable than the does, and the best specimens are used in mount races, where competitors crash and charge against each other, using the stag's antlers as a weapon to knock down their opponents. Stags do not have any special movement abilities, but they can be trained to gallop faster than other mounts, giving them the upper hand in open fields. Their antlers can be infused with magic, letting them lighten dark environments.
  • User Lon-ami Serpent Mount icon.png Serpent: Almost driven to extinction after the Jade Wind, the serpents of Cantha are the quintessential symbol of the southern continent. A distant relative of the wyverns, they float above the ground, being able to glide in the air and swim underwater as well. A serpent is the best companion any Canthan could wish for, and befriending one of these legendary beasts is an uncommon feat, worth all the hard work it entails. The serpent is a prestige mount, and much like the griffon, requires a considerable monetary investment and completion of a Side Story to unlock.

Older mounts will have new upgrades available as well, earned by participating in the tournament.

Core professions upgrade[edit]

Core professions have not received extensive upgrades since release. The introduction of new weapon types marks the perfect occasion for this to change. Adding a total of 100 new individual weapon skill slots, these changes will give core professions, and thus all elite specializations, plenty of new roles to play with, while guaranteeing the usefulness of the new weapon types in the early game as well. Additionally, healing and elite skills missing from the core slot skill sets will be added as well.

The revenant is a special case, due to slot skills being tied to legends. With numbers and variety already low in comparison with the other professions, a new core legend is necessary to even it out. The chosen character for this fifth legend will be not one, but two at once, Zinn and Blimm, the famous asura golemancers who helped the Shining Blade with their war against the White Mantle.

Additionally, this might be a good opportunity to discontinue racial skills, and replace them with something else having no impact on combat gameplay.

Weapon Elementalist icon small.png
Elementalist
Mesmer icon small.png
Mesmer
Necromancer icon small.png
Necromancer
Engineer icon small.png
Engineer
Ranger icon small.png
Ranger
Thief icon small.png
Thief
Guardian icon small.png
Guardian
Revenant icon small.png
Revenant
Warrior icon small.png
Warrior
One-handed Axe 0No0No Mirage icon small.pngMirage icon small.png 1Yes0No 0No0No 1Yes1Yes 1Yes1Yes Firebrand icon small.png0No 1Yes1Yes 1Yes1Yes
Dagger 1Yes1Yes 0No0No 1Yes1Yes 0No0No Soulbeast icon small.pngSoulbeast icon small.png 1Yes1Yes 0No0No 0No0No Spellbreaker icon small.pngSpellbreaker icon small.png
Mace 0No0No 0No0No 0No0No 1Yes0No 0No0No 0No0No 1Yes0No 1Yes1Yes 1Yes1Yes
Pistol 0No0No 1Yes1Yes Necromancer icon small.pngNecromancer icon small.png 1Yes1Yes 0No0No 1Yes1Yes 0No0No 0No0No 0No0No
Scepter 1Yes0No 1Yes0No 1Yes0No 1Yes0No 1Yes0No 0No0No 1Yes0No Revenant icon small.png0No 0No0No
Spear 0No0No 0No0No 0No0No 0No0No Ranger icon small.pngRanger icon small.png 0No0No 1Yes1Yes 0No0No 1Yes1Yes
Sword Weaver icon small.pngWeaver icon small.png 1Yes1Yes 1Yes0No Holosmith icon small.png0No 1Yes1Yes 1Yes1Yes 1Yes0No 1Yes1Yes 1Yes1Yes
Off-hand only Focus 1Yes 1Yes 1Yes Engineer icon small.png 1Yes 0No 1Yes 1Yes 0No
Shield 0No Chronomancer icon small.png 0No 1Yes 0No 0No 1Yes Herald icon small.png 1Yes
Torch 0No 1Yes Scourge icon small.png 0No 1Yes 0No 1Yes 1Yes Berserker icon small.png
Vial 0No 0No 1Yes 1Yes 0No 0No 0No 0No 0No
Warhorn Tempest icon small.png 1Yes 1Yes 0No 1Yes 0No 0No 0No 1Yes
Two-handed Crossbow 0No 0No 0No 1Yes 0No 1Yes 0No 0No 0No
Greataxe 0No 0No 0No 0No 1Yes 0No Guardian icon small.png 0No 1Yes
Greatsword 1Yes 1Yes Reaper icon small.png 0No 1Yes Thief icon small.png 1Yes 0No 1Yes
Hammer 0No 0No 0No Scrapper icon small.png 0No 0No 1Yes 1Yes 1Yes
Longbow 0No 0No 0No 0No 1Yes 0No Dragonhunter icon small.png 0No 1Yes
Rifle 0No 0No 0No 1Yes 0No Deadeye icon small.png 0No 0No 1Yes
Shortbow 0No Mesmer icon small.png 0No 0No 1Yes 1Yes 1Yes Renegade icon small.png 0No
Scythe Elementalist icon small.png 0No 1Yes 0No 0No 0No 0No 1Yes 0No
Staff 1Yes 1Yes 1Yes 0No Druid icon small.png Daredevil icon small.png 1Yes 1Yes 0No
Trident 1Yes 1Yes 0No 0No 0No 0No 0No 0No Warrior icon small.png
  • 1Yes Weapons unlocked for the core professions, following the upgrades to be released with the third generation of elite specializations.
  • Tempest icon small.pngChronomancer icon small.pngReaper icon small.pngScrapper icon small.pngDruid icon small.pngDaredevil icon small.pngDragonhunter icon small.pngHerald icon small.pngBerserker icon small.png Weapons unlocked exclusively for the first generation of elite specializations.
  • Weaver icon small.pngMirage icon small.pngScourge icon small.pngHolosmith icon small.pngSoulbeast icon small.pngDeadeye icon small.pngFirebrand icon small.pngRenegade icon small.pngSpellbreaker icon small.png Weapons unlocked exclusively for the second generation of elite specializations.
  • Elementalist icon small.pngMesmer icon small.pngNecromancer icon small.pngEngineer icon small.pngRanger icon small.pngThief icon small.pngGuardian icon small.pngRevenant icon small.pngWarrior icon small.png Weapons unlocked exclusively for the third generation of elite specializations.

New activities[edit]

Activities are the core feature of the expansion. Driven by players, they provide a new level of engagement where the community can organize and celebrate content wherever and whenever they want.

Bounty Hunter[edit]

Yao - Take the contract.

Every head has a price, and in Cantha, the bounty hunters have no qualms about the targets, be them beast or men.

The job of the Bounty Hunter is an art in the southern continent, closely supervised by the Obsidian Flame. Anyone can take a contract, guiding him in a mission to assassinate a target. These hunts are exclusive for the parties that claim them, and can't be taken by anyone else until they are completed or the original hunters give up. Other players can help the bounty hunters and claim part of the reward as well, as long as they are not already participating in their own bounty hunt. Death of all the hunters purchasing a bounty is an automatic failure.

The primary targets are non-player characters (NPCs), who can be found at fixed points, patrolling the zone, or hiding in various locations. Most of them are easily manageable by a single player, but there are those who may require bigger parties. Some of the NPCs will appear as allies outside the hunts, and others might only spawn during the activity.

The secondary targets are the players themselves, who will be featured in contracts for other players to take after their first successful bounty of the day. All the parties involved in a player hunt will become hostile to each other until the hunt is over, enabling Player versus Player among them in the open world. Unlike NPC hunts, player hunts may be pursued by multiple parties at once. Killing other players will give you a bonus reward boost for future bounties, active until you fail a bounty or leave the map.

Aside from classic murder, there are other bounty hunter contracts involving espionage, theft, delivery, and more. You can still become a target during these less violent errands.

Bounty Hunts are available in cycles of 25 minutes each, with 5 minutes of rest after each cycle. Contracts are available at multiple hubs in the map, and more become available at secondary spots during the cycle. The final reward will be determined at the end of each cycle, depending on the amount of successful bounties and their difficulty level, plus active reward boosts. Mounts and waypoints are disabled during a cycle, and leaving the map counts as a success for those hunting you.

To join a bounty hunt cycle, you only need to take a contract from one of the hubs.

This new system integrates the classic Guild Bounty, Shining Blade Bounty Notice, and Bounty systems as well, merging them into a single activity.

Drilling[edit]

Ehr - Kill the target.

The earth below your feet holds ancient secrets, waiting to be unearthed. Archaeologists, miners, or construction builders, cast your shovel aside, and get your own handheld pneumatic drill today! Dig ten times faster than before, and never feel exhausted again!

Drilling allows you to dig the ground wherever you want. Drill like there's no tomorrow, and unearth new resources, hidden treasures, or angry moles. Each type of terrain has unique secrets waiting to be discovered.

To begin drilling, first equip your gear. Your weapon skills will be replaced by different drilling options. Choose a spot in the ground, and begin digging. A simple minigame will play, where you will need to focus and push the drill to keep it stable. If you fail, you will lose control of the drill, halting the operation. The longer you manage to keep drilling, the higher the chances for better rewards.

The drilling equipment can be customized through the hero panel with alternative options and skins, and it's possible to assign a custom hotkey to it as well.

Musical Duel[edit]

Musical instruments are nothing new for Tyrians, but Canthans take them to a whole new level. Artists compete against each other in duels, choosing a song and playing it simultaneously to see who's the best performer. Sometimes, even whole bands participate in these competitions, in epic fights that gather crowds around them.

The only thing you need to start a Musical Duel is an open space, an opponent, and of course, a musical instrument. The winner will take home the satisfaction of knowing he's the best, and the respect of the spontaneous audience.

Musical instruments are no longer toys. Now they are part of the hero panel, and can be assigned a custom hotkey.

Trials of the Tournament[edit]

San - Claim the bounty.

The heart of the Celestial Tournament itself, the Trials of the Tournament cover multiple types of activities, each of them testing a different skill.

Players participating will be rewarded with Tournament Tokens, which can be spent on various rewards. Leaderboards based on player and guild performance are also available, with bonus rewards for the best performances.

All the trials are available through the open world, with cycles determined by timers or player queues. While you are waiting for your turn, you can spectate the event and use the tokens to place bets on the performance of the other participants. If you don't feel like waiting, you can try to sabotage the competition by throwing food or chairs to the contestants, as long as the guards don't catch you and kick you out.

The entire first set of the trials can be found at the Imperial City, with the second and third sets distributed evenly across all the other zones.

  • Obstacle Course: Inspired by Gymkhanas, race to the finish line, dodging various obstacles. Similar to Guild Races.
  • Gladiator Arena: Open world Player versus Player arena, with various team options. Similar to Guild Arena.
  • Royal Pond: Fishing contest, catch the best game and win various prizes.
  • Amphitheater: Inspired by Rhytm games, follow the song and achieve the best score. Similar to Bell Choir Ensemble.
  • Beast Pit: Inspired by Horde, survive against waves of enemies, including epic bosses.
  • Racing Track: Inspired by Racing games, ride your mount and complete laps faster than your opponents. Similar to mount races.

New adventures[edit]

Adventures are back once again, but they are not the focus of the expansion.

  • Celestial Essence: Collect as many celestial essences as you can before time runs out!
  • Serpent Expert: Prove your expertise with the serpents of Cantha.
  • Serpent Master: Prove your mastery over the serpents of Cantha.

New crafting ranks[edit]

Unlock new crafting ranks by learning new exotic recipes.

  • Chef tango icon 20px.png Chef (500): Master the art of the Canthan Cuisine, and discover new food that lets you sacrifice attributes to gain higher boosts.
  • Jeweler tango icon 20px.png Jeweler (500): Find new ways to treat and restore ancient artifacts, revealing unique trinkets and infusions.
  • Scribe tango icon 20px.png Scribe (500): Learn how to record your music into sheets, letting you save and share your musical creations.

New masteries[edit]

Following previous expansion packs, new masteries will be available in the new expansion zones. However, there is a major difference now. Where in the past, masteries represented an individual progression, in this expansion, many of the masteries encourage social interaction, by letting players who have learned a mastery help others who haven't learned it yet.

This means that you can focus on a single mastery track at the beginning, and then join other players who have mastered the other tracks, being able to progress into areas not available yet to yourself alone.

Ministerial Bureaucracy[edit]

The Celestial Ministry oversees the organization of the Celestial Tournament, but overcoming their stagnant bureaucracy might be harder than the tournament itself.

Name XP req. Points Description
Itzel Herbicides.png Obstacle Course Ticket 508,000 Central Tyria mastery point Gain entry to new obstacle courses, and be the first to reach the finish line.
Itzel Herbicides.png Gladiator Arena Registration 1,016,000 Central Tyria mastery point Gain entry to new gladiator arenas, and fight other players to death.
Itzel Herbicides.png Royal Ponds Permit 1,778,000 Central Tyria mastery point Gain entry to new royal ponds, and fish exotic creatures.
Itzel Herbicides.png Amphitheater Invitation 2,540,000 Central Tyria mastery point Gain entry to new amphitheaters, and display your musical skills.
Itzel Herbicides.png Beast Pit Reservation 3,302,000 Central Tyria mastery point Gain entry to new beast pits, and hold against waves of enemy creatures and bosses.
Itzel Herbicides.png Racing Track Pass 4,318,000 12 Central Tyria mastery point Gain entry to new racing tracks, and be the fastest mount rider.
Total 13,462,000 31 Mastery point

Imperial Bounty Hunter[edit]

The Obsidian Flame is always looking for new bounty hunters willing to follow their path.

Name XP req. Points Description
Nuhoch Proving.png Master Contracts 508,000 Central Tyria mastery point You can now retrieve master level bounty hunter contracts from Obsidian Flame boards and dead drops.
Nuhoch Proving.png Sliding Hook 1,016,000 Central Tyria mastery point Learn to slide down across the ropes and cables of the city.
Nuhoch Proving.png Grandmaster Contracts 1,778,000 Central Tyria mastery point You can now retrieve grandmaster level bounty hunter contracts from Obsidian Flame boards and dead drops.
Nuhoch Proving.png Grappling Hook 2,540,000 Central Tyria mastery point Learn to grapple to roof eaves and swing to new heights.
Nuhoch Proving.png Cloak of Darkness 3,302,000 Central Tyria mastery point After accepting a bounty hunter contract, become stealthed for 30 seconds or until you enter combat.
Nuhoch Proving.png Death Wager 4,318,000 12 Central Tyria mastery point Double rewards during a bounty hunter contract, but become an easy target for other hunters.
Total 13,462,000 31 Mastery point

Celestial Blessings[edit]

Commune with the celestials of Cantha, and gain the favor of the priests of the Sai Ling Order.

Name XP req. Points Description
Nimble Benevolence.png Celestial Shrines 508,000 Central Tyria mastery point Ring the bells of celestial shrines to summon celestial essence nearby, granting swiftness when collected.
Nimble Benevolence.png Blessing of the Kirin 1,016,000 Central Tyria mastery point Collect celestial essence to navigate toxic sludge safely.
Nimble Benevolence.png Blessing of the Turtle 1,778,000 Central Tyria mastery point Collect celestial essence to solidify nearby celestial bridges and stairs, letting you walk on them.
Nimble Benevolence.png Blessing of the Phoenix 2,540,000 Central Tyria mastery point Collect celestial essence to cleanse demonic flames blocking the way.
Nimble Benevolence.png Blessing of the Serpent 3,302,000 Central Tyria mastery point Collect celestial essence to gain protection against primal storms.
Nimble Benevolence.png Closer to the Stars 4,318,000 12 Central Tyria mastery point You can now see and interact with the spirits of Cantha's greatest heroes. You can also detect secret places.
Total 13,462,000 31 Mastery point

Luxon Drilling[edit]

Unlock new drilling equipment after proving yourself to the clans of the Luxon Armada.

Name XP req. Points Description
Mordremoth's Bane.png Underwater Drilling 508,000 Central Tyria mastery point Learn to drill in underwater environments, unearthing new treasures.
Mordremoth's Bane.png Flashlight Upgrade 1,016,000 Central Tyria mastery point Upgrade your mining equipment with a flashlight to lighten dark environments.
Mordremoth's Bane.png Jadeite Processing 1,778,000 Central Tyria mastery point Learn to soften Jadeite Ore before mining it, and gather alternative crafting materials.
Mordremoth's Bane.png Rubble Grinder Upgrade 2,540,000 Central Tyria mastery point Upgrade your drill to clean rubble blocking your way, gaining access to new drilling opportunities.
Mordremoth's Bane.png Tunnel Drilling 3,302,000 Central Tyria mastery point Learn to drill tunnels to random locations, and gain access to locations both far and hidden.
Mordremoth's Bane.png Tunnel Navigation Upgrade 4,318,000 12 Central Tyria mastery point Upgrade your mining equipment to drill tunnels to fixed locations.
Total 13,462,000 31 Mastery point

Songs of the Kurzick[edit]

Learn the magic of music from the Great Houses of the Kurzicks.

Name XP req. Points Description
Productive Downtime.png Song of Life 508,000 Central Tyria mastery point Play this song to turn nearby mushrooms tender, and use them to bounce to new heights.
Productive Downtime.png Song of Light 1,016,000 Central Tyria mastery point Play this song to make nearby nightflowers bloom, lightening dark environments.
Productive Downtime.png Song of Harvest 1,778,000 Central Tyria mastery point Play this song to restore Amber Saplings before logging them, and gather alternative crafting materials.
Productive Downtime.png Song of Stone 2,540,000 Central Tyria mastery point Play this song to awaken nearby stone guardians, and be granted passage to sacred sanctuaries.
Productive Downtime.png Song of Water 3,302,000 Central Tyria mastery point Play this song to activate nearby mirror portals, and gain access to locations both far and hidden.
Productive Downtime.png Song of Secrets 4,318,000 12 Central Tyria mastery point Play this song to trigger nearby secrets.
Total 13,462,000 31 Mastery point

Purchasing[edit]

Features Free Basic Deluxe
New PvP mode: Battlegrounds 1Yes 1Yes 1Yes
New weapon types:
  • Spear
  • Vial
  • Crossbow
  • Greataxe
  • Scythe
  • Trident
1Yes 1Yes 1Yes
Core professions upgrade 1Yes 1Yes 1Yes
New activities: 1Yes 1Yes 1Yes
New continent: Cantha 0No 1Yes 1Yes
New elite specializations:
  • Elementalist icon small.png Dervish
  • Mesmer icon small.png Redemptor
  • Necromancer icon small.png Apothecary
  • Engineer icon small.png Golemancer
  • Ranger icon small.png Reaver
  • Thief icon small.png Assassin
  • Guardian icon small.png Forgemaster
  • Revenant icon small.png Ritualist
  • Warrior icon small.png Gladiator
0No 1Yes 1Yes
New mounts:
  • User Lon-ami Stag Mount icon.png Stag
  • User Lon-ami Serpent Mount icon.png Serpent
0No 1Yes 1Yes
Level-80 Boost 0No 1Yes 1Yes
Choose one: 0No 0No 1Yes
Imperial Harp 0No 0No 1Yes
Imperial Reception Outfit 0No 0No 1Yes
Imperial Suite Pass 0No 0No 1Yes

New race pack: Day of the Tengu[edit]

Guild Wars 2: Day of the Tengu is the first race pack for Guild Wars 2.

Introduction[edit]

Western wall of the Dominion of Winds at Caledon Forest.

There come a day when one must choose between his own world or his own people.

Mail.png

Your Friend in the Dominion

Idle Wings Attract Evil Claws


I am tired.

Our people is blind to the dangers outside our own walls. The Elder Dragons are rising, and if we do not stand together, we will surely perish, doomed by our own arrogance.

The other races are building an alliance. I'm going to leave these walls behind and join them.

I suggest you do the same.

May we see again,

Izu Steelshrike, Master Blacksmith of the Dominion of Winds

In this new race pack players will experience the story of a tengu adventurer, leaving his people behind to fight against Zhaitan, shoulder to shoulder with the other races of Tyria.

You will join one of the orders of Tyria, and eventually become the commander of the Pact, following the same path as the other playable races.

And maybe, some day, your people will recognize your achievements, and join the rest of Tyria in the war against the Elder Dragons.

New playable race: Tengu[edit]

I can only teach through battle.
You can only learn through victory.
Act with honor. Speak with integrity.

The Tengu are an isolationist race of avian humanoids. For centuries, conflicts with other races took a heavy toll on their numbers, shrinking the extent of their lands and driving them close to extinction. It was then, in their darkest hours, when the Great Tsunami devastated the coasts across the Sea of Sorrows. The tengu saw this as a signal, and amidst the desolation, the clans united against Zhaitan's undead armies and built the walled city of Dominion of Winds. For decades thereafter, they have remained neutral to the conflicts outside their fortress, but the threat of the Elder Dragons grows further each passing day. Soon, the races of Tyria will march to war once again, and the tengu won't be able to weather the storm alone.


Long ago, the tengu clans were widespread throughout the world, weakened and divided. The Rising of Orr and the Great Tsunami heralded the journey home, to the Dominion of Winds. To fight the armies of Zhaitan, they had to cooperate with one another, and thus the tengu clans unified becoming the four houses - North, South, East, and West, like the winds - allowing them to preserve their unique cultures while unifying as a whole. Each house has a different culture, but all uphold the tengu ideals: Honor, Family, and Tradition.

For a hundred of years since then, the Dominion of Winds has been the home of the tengu. Ruled by their emperor, the dominion remains the only completely tengu-controlled location in the world, last remnant of their fallen empire and last link to their old traditions. Wary of the other races and protective of their own culture, they do not allow anyone but tengu inside the city, and few of them ever leave it. No one bothers them in their dominion, and they do not bother others. Only in times of necessity or for trade do they venture beyond the walls.

However, the path to serenity is fraught with peril, specially in these dark days. If they don't stand together, even the strong will perish when the dragons make their move. Even the tengu, safe inside their walls. And as an old Angchu proverb says, Idle wings attract evil claws. The tengu need to make their own move soon.


When you create your tengu character, you will choose which one of the four houses you belong to. The North house gathers the clans from along the Shiverpeak Mountains, stalwart and strong warriors forged in freezing gales atop the highest peaks. West is formed by the clans from the Maguuma Jungle, renown explorers across torrential rains deep into the wilderness. The East house assembles the mystic clans from the faraway Elonian sandstorms, gifted listeners to the secrets whispered by the wind. Finally, South gathers the intrepid sailors of Cantha, riding sea storms across the waves of the Unending Ocean.

As your character increases in level, you will gain access to a range of special racial skills that let you summon the winds to help you in battle. You'll blind your enemies with the fury of the desert sands, freeze them with the cold winds of the north, and strike them with thunder from the heart of the most savage stormclouds.

Your story begins at the Meridian Isles, a wild archipelago full of dangers, south of your people's home at Dominion of Winds. Here, at the southernmost border of the Sea of Sorrows, you will answer the call to arms against the undead, and reclaim a place of honor for your people in the world and the coming battle against the Elder Dragons. May your ancestors guide your path.

New region: Sea of Sorrows[edit]

Map of the new tengu starting zones.

The Sea of Sorrows, once called the Bay of Sirens, is the body of water in central Tyria. A hundred years ago, the Rising of Orr devastated the human towns across its coasts, including the Krytan capital of Lion's Arch. In due time, the surviving sailors and pirates rebuilt Lion's Arch as a free city, and managed to banish Zhaitan's undead minions and recover control over the sea. While the humans rebuilt, tengu from all around the world saw the disaster as a signal, and traveled back to Tyria, settling in the western coast where they built their new home, the Dominion of Winds. Wary of the other races because of past conflicts, they built a wall surrounding their new lands, staying isolated and neutral to the world outside. However, the undead infest the waters once again, and the influence of the other dragons spreads more and more with each passing day. Some tengu believe they can't ignore the world outside anymore, and so they'll fight, even if it that makes them enemies to their own people.

Dominion of Winds[edit]

The capital of the tengu race, the Dominion of Winds is an immense walled fortress, surrounded by sea and mountains in every direction. The tengu have everything they need inside their walls, and seldom leave them. Some merchants venture outside looking to trade their goods, and some brave fishers dare taste the dangerous waters beyond the walls, but most have never seen the outside world, and do not wish to.

  • Dominion of Winds (city): Lion's Arch (city), Caledon Forest (1-15), Meridian Isles (1-15), Kessex Hills (15-25), Bay of Merchants (15-30).

Meridian Isles[edit]

Further south, the Meridian Isles are the last stop before the Orrian waters. The krait infest these waters, holding one their largest known settlement to the west, and Dead Ships invade from the south constantly, bringing the Risen hordes with them. The zone houses various fishing communities, surviving as best as they can. Recent volcanic activity led to the rising of a new island to the south, now called Southsun Cove.

  • Meridian Isles (1-15): Dominion of Winds (city), The Grove (city), Bay of Merchants (15-30), Sparkfly Fen (55-65).

Bay of Merchants[edit]

The Bay of Merchants lies to the west, at the heart of the Sea of Sorrows. The human kingdom of Kryta and the city-state of Lion's Arch claim part of these waters, the Wizard's Tower and Claw Island dominating the seascape. The only tengu settlement in the zone is a small monastery on the northern coast, marking an ancient burial site for the Caromi tribe. Multiple pirate crews infest the zone, assaulting lonely merchant ships.

  • Bay of Merchants (15-30): Lion's Arch (city), Dominion of Winds (city), Meridian Isles (1-15), Kessex Hills (15-25), Gendarran Fields (25-35), Bloodtide Coast (45-55).

New activity: Fishing[edit]

The sea is the primary source of resources for the tengu, specially food. Fishing is one of the greatest economic pillars of the Dominion of Winds, vital to its survival. Farmers breed fish in the waters inside the walls, and fishermen sail outside the city to catch new prey.

Get a rod, some line, a few hooks, and a bag of bait. Then just grab a seat, and wait patiently for your catch. There's dozens of edible species, and hundreds of new chef recipes waiting to be discovered. You might even catch some valuable debris.

Fishing itself works like a minigame, where you must react to the beatings of your prey. React correctly, and you'll catch your reward. Make too many mistakes, and you will lose it. The difficulty will increase depending on the equipment you are using, the rewards improving accordingly.

The fishing rod can be customized through the hero panel with alternative options and skins, and it's possible to assign a custom hotkey to it as well.

Purchasing[edit]

Some fish may be too big to catch.
Features Free Basic Deluxe
New region: Sea of Sorrows 1Yes 1Yes 1Yes
New activity: Fishing 1Yes 1Yes 1Yes
New playable race: Tengu 0No 1Yes 1Yes
Choose one: 0No 1Yes 1Yes
Ambassador Outfit 0No 0No 1Yes
Fisher's Starting Kit 0No 0No 1Yes

External links[edit]