As you may have heard, Guild Wars will be an online role-playing game that stresses strategic use of different combinations of skills, rather than sitting at your computer for hours, fighting the same monsters until you've reached a higher experience level than anyone else. And though the game will feature missions and wilderness areas where computer-controlled monsters wander about, just waiting to be fought, the game's primary focus will be on competitive play. In fact, the developers at ArenaNet have likened the strategy of choosing the right skills for your character to the process of building a deck of cards in the collectible-card game Magic: The Gathering. In that game, you often have a huge collection of cards, but must limit yourself to a deck of 60 cards in most tournaments--as such, the game opens up what some call a "metastrategy" of building and designing a deck before a match is even played.
The mesmer will command intricate spells that will control, rather than destroy.
The same applies to Guild Wars, a game that will let you play as a character with two professions out of a total of six. And every profession possesses a whopping 75 skills each, so every character has access to 150--but you can take only eight with you into any given battle. We'll continue our profiles of the individual professions in Guild Wars with the mesmer. Keep an eye on GameSpot's preview section of Guild Wars for more character profiles in the coming days, and have a look at the exclusive developer interview and exclusive new footage linked below. These profile stories should help you decide what kind of character you'll play in the upcoming "world preview event" on Friday, October 29, in which ArenaNet will open up a test version of the game for you to try out. If you don't make it into that weekend event, but you're a GameSpot member, don't worry--you'll also be able to try out the game the following weekend in an enhanced event that will feature even more unlocked content.
Characters who choose this profession don't always destroy their enemies outright. Sometimes, they don't even have to.
Fast Casting
The mesmer's primary attribute, which can be used only by characters who choose the mesmer as a primary class (rather than as a secondary class), lets the character cast all spells faster than normal. While this can make mesmers' debilitating spells even more effective in weakening their enemies, the attribute also applies to the character's secondary class--so a mesmer/monk could, for instance, use this attribute to cast more healing spells more often.
Additional Abilities:
Mantras and Hexes
In addition to fast casting, mesmers have access to mantras, a unique line of skills that provide protective effects for only the mesmer character.
Mesmers also specialize in hexes, which are dolorous curses that affect enemies for a specific period of time, causing them to either sustain damage or lose energy whenever they make use of specified skills.
Icon | Skill and Description |
Arcane Conundrum | |
Arcane Echo | |
Arcane Thievery | |
Arcane Mimicry | |
Backfire For 10 seconds, whenever a target foe casts a spell, that foe takes 70 damage. | |
Blackout | |
Channeling | |
Chaos Storm Create a Chaos Storm at target foe's location. For 10 seconds, enemies near this location suffer 7 damage each second. Chaos Storm drains 15 Energy whenever it strikes a foe casting a spell. | |
Clumsiness | |
Conjure Phantasm For 14 seconds, target foe experiences Health degeneration of 5. | |
Cry of Frustration | |
Diversion | |
Drain Enchantment | |
Elemental Resistance | |
Empathy | |
Energy Burn Target foe loses 10 Energy and takes 4 damage for each point of Energy lost. | |
Energy Tap Steal 14 Energy from target foe. | |
Epidemic | |
Ethereal Burden | |
Ether Feast Target foe loses 5 Energy. You are healed 14 for each point of Energy lost. | |
Ether Lord | |
Fragility | |
Guilt | |
Ignorance | |
Illusion of Haste For 11 seconds you move 50% faster than normal, and the effects of the Crippled condition are removed. When Illusion of Haste ends, you become Crippled. | |
Illusion of Weakness | |
Imagined Burden For 20 seconds, target foe moves 33% slower than normal. | |
Inspired Enchantment | |
Inspired Hex | |
Leech Signet | |
Mantra of Concentration | |
Mantra of Distortion While you maintain this "Enchantment," you have a 75% chance to "evade" attacks. Whenever you evade an attack this way, you lose 3 Energy or Mantra of Distortion ends. | |
Mantra of Earth | |
Mantra of Flame While you maintain this "Enchantment," whenever you take fire damage, it is reduced by 50%, and you gain 1 Energy. | |
Mantra of Frost While you maintain this "Enchantment," whenever you take cold damage, it is reduced by 50%, and you gain 1 Energy. | |
Mantra of Resolve | |
Mantra of Hex Shattering | |
Mantra of Inscriptions | |
Mantra of Lightning | |
Mantra of Persistence | |
Mantra of Signets | |
Mind Wrack | |
Phantom Pain For 20 seconds, target foe suffers Health degeneration of 3. When Phantom Pain ends, that foe suffers a Deep Wound. | |
Physical Resistance | |
Power Drain | |
Power Leak | |
Power Spike | |
Shame | |
Shatter Delusions | |
Shatter Enchantment | |
Shatter Hex Remove a "Hex" from target ally. If a Hex is removed, foes near that ally take 70 damage. | |
Signet of Humility | |
Signet of Illusions | |
Signet of Weariness | |
Soothing Images | |
Spirit of Failure | |
Spirit Shackles | |
Sympathetic Visage | |
Unnatural Signet | |
Wastrel's Worry |
Editor's note 10/27/04: The preview originally stated Guild Wars characters could choose 10 skills, when in fact they can choose only eight. GameSpot regrets the error.