Creature
From Guild Wars Wiki
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A creature is one of the basic entities in the game world of Guild Wars. It is used to represent almost all living and animated beings, and even a few inanimate things, such as practice targets, Xunlai Chests and the Solitary Colossus. Perhaps most notably, all player characters are represented as creatures when interacting with the world.
[edit] Classification
There is no classification system officially given as canon and that covers all creatures directly. Various game mechanics tend to highlight at least two distinct major grouping systems, which are represented here as creature type and affiliation. See those articles for details.
Some of the given naming or organization of these groups (such as "Rider") have only been arrived at rather arbitrarily due to lack of any obvious/canon label.
[edit] Common traits
Some traits common to creatures of various types and affiliations include:
- whether or not a creature is a boss
- whether or not a creature is fleshy
- If a creature is Passive.
- susceptibility/resistance to certain damage types
Although traits may be strongly associated with a particular type or affiliation, they are generally not rigidly tied to creature classification. A notable example is the trait of taking double damage from holy damage. Despite being widely prevalent among the undead, it is determined independently for each creature and (contrary to the implications of in-game descriptions) does not strictly match any other identifier for the undead (including general lore, deathbane, or Undead Hunt).
[edit] Death
When a creatures current health reaches zero it will be dead, and no longer able to act in any way. Nor will it be considered a valid creature for skills to affect or target. On death, the creature will leave a Corpse, unless it has the 'No Flesh' trait and is not a boss. Resurrection can bring a creature back from the dead, if it left a corpse and does not have the 'No Flesh' trait.
[edit] NPC armor rating
Creatures other than player characters have their basic armor rating decided by their level and profession. This may be tweaked in one way or another (like Wurms having very high armor) or changed vs certain types of damage (such as a lower armor level vs fire damage).
The basic formula is: 3 * creature level + armor bonus
| Profession | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Armor bonus | 20 | 10 | 0 | 0 | 0 | 0 | 10 | 0 | 20 | 10 |
Most (or all) Warrior creatures have +20 AR vs. physical damage and Ranger creatures have +30 AR vs. elemental damage.
For example, a level 24 Margonite Bowmaster would have 82 base AR (72 from being level 24 and 10 from being a ranger) and 112 armor vs. elemental damage.
[edit] Monsters energy regeneration
Monsters generally have one additional pip of energy regeneration.1

