What is Guild Wars 3 about and why do we take on the role of the Vael wardens? MeinMMO summarizes what is known about the story and lore and what that might mean for magic and the skill system.
What is Guild Wars 3 about?
- Setting & Era: Guild Wars 3 takes place over a thousand years before the events of Guild Wars. The land of Orr is at the height of its majestic glory, in a turbulent time full of change and uncertainty.
- Central Conflict: Magic flows in Orr so abundantly that it has evolved into a wondrous ecosystem of magical spirits: the Vael. However, there is a conflict between protecting the magical nature and industrial exploitation. The world is just beginning to grasp the power of the Vael.
- Antagonist: A rival guild of industrialists known as the Werkmeister believes that the magical wilderness and the native Vael should be exploited to create progress for humanity.
- Role of the Gods: The gods are increasingly retreating from Orr and the meetings of the council are becoming rarer. The guilds themselves are supposed to resolve conflicts among themselves. The Vael wardens can hardly expect support from the gods in this struggle.
Who are the Vael wardens? In Guild Wars 3, we take on the role of a Vael warden. We are not a classic “chosen one,” but among the last of a nearly forgotten order – practically the first guild from Orr. Many residents of the region, as well as other guilds, view the Vael wardens as fanatics who stand in the way of industrial progress.
Our task is to protect and preserve the Vael and their nature, as they have no one else to stand up for them. For this task, the Vael wardens were the first mortals to learn the application of magic.
In battle, the Vael wardens deepen their bond with spirits like the Animir (more information on this will come soon) and utilize a repertoire of magical seals. These are small gemstones that contain specific magical expressions.
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How might this affect the player experience? This is exactly what the community is currently discussing on Reddit. PalwaJoko speculates, for example, that there could be two types of magic: the seals and the spirits.
- Seals could be items that are earnable, acquirable, or craftable that belong to the equipment of a Vael warden, or that one could socket into equipment parts with appropriate sockets.
- The reference to the spirit named Animir sounds like there could be companions with whom one must build a relationship to improve one’s magical powers or gain access to new spells.
Additionally, PalwaJoko believes that a mastery system like that of the mounts from Guild Wars 2 would make sense here, just for the different spirits.
What does this dual magic system sound like to you? Could you imagine such a gameplay structure in the new Guild Wars? Let us know in the comments! Why the announcement of the MMORPG was able to generate considerable hype, this is what it’s about here: Guild Wars 3 shows why a 20-year-old MMO series is still relevant today
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