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Guild Wars Nightfall
Guild Wars Nightfall
from Wikipedia
Guild Wars Nightfall
DeveloperArenaNet
PublisherNCSOFT
SeriesGuild Wars
PlatformWindows
Release
  • NA: October 26, 2006 (retail)
  • EU: October 27, 2006
  • NA: April 22, 2009 (Steam)
GenreAction role-playing game
ModeMultiplayer

Guild Wars Nightfall is a fantasy action role-playing game and the third stand-alone campaign in the Guild Wars series developed by ArenaNet, a subsidiary of NCSOFT corporation. Nightfall was released worldwide on October 27, 2006, having been in development alongside Guild Wars Factions since November 2005.[1]

Nightfall takes place in the continent of Elona in the Guild Wars universe. It follows the player's character as they join the Order of the Sunspears and uncover the desire of Warmarshal Varesh to return a long forgotten god to the world through an event called Nightfall. The players, assisted by their hero allies, fight through civil war, ignorant Vabbi princes and Varesh's demon allies as they attempt to prevent the coming of Nightfall.

Gameplay

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Nightfall is a continuation of the Guild Wars franchise and so follows the same gameplay principles. Guild Wars in previous releases attempted a marriage of Player versus Environment (or "PvE") and Player versus Player (or "PvP") gameplay, starting out with PvP being the logical endgame for the Prophecies campaign, and PvP optionally interspersed throughout Factions play. Nightfall moves away from this as the storyline is more PvE focused than previous campaigns.

Professions

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A player with Guild Wars Nightfall may create a character from one of the six core professions from Prophecies or one of the Nightfall-specific professions:

  • The Dervish, described as a "holy warrior", wields a scythe and uses many different enchantments to support themselves and damage their enemies. They have the ability to temporarily transform into the likeness, or "form", of the Five Gods. They have higher base HP than any other profession.
  • The Paragon wields a spear and acts as a battle commander. Heavily armored, they are a support character capable of helping teammates through the use of "shouts" and chants, which affect all nearby allies.

The Assassin and Ritualist can only be created through the Guild Wars Factions campaign. If a person owns both campaigns, Assassin and Ritualists can travel to participate in Guild Wars Nightfall; but they cannot be created in Guild Wars Nightfall.

Heroes

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In previous campaigns players could use NPC Henchmen with predetermined sets of skills to assist them with their questing. New henchmen available through Nightfall and Guild Wars: Eye of the North are called Heroes. Heroes are customizable in that the player can select skills, armor upgrades and weapons for them. The player also has a degree of control over the actions of the heroes: the player can set map waypoints for them, controlling the type of AI they use and directing the skills they use. Heroes are unlocked through play and can be taken into PvE areas. A new PvP arena was available specifically for players to fight each other with their Heroes but has since been removed. Heroes can be acquired by all characters (Tyrian, Canthan, Elonan) and used in battle if the player has a Nightfall or Eye of the North account. Additionally, each other campaign has a hero available to add to Nightfall (an assassin for Factions, and a necromancer for Prophecies).

PvE gameplay

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As with the other Guild Wars campaigns, the maximum level for all characters is twenty. Nightfall strikes a middle ground with the other Guild Wars campaigns with the amount of time spent leveling; faster than Prophecies, where much of the game is spent achieving level 20, but slower than Factions where level 20 is very quickly achieved.

New PvE-only skills have been introduced available by gaining ranks in titles. The "Sunspear Rebirth Signet" is available by reaching a certain rank in the Sunspear Rank track, and each profession has been given a special Sunspear skill that increases in power as the player's Sunspear Rank increases. "Lightbringer's Gaze" and "Lightbringer's Signet" are available upon reaching level 2 and level 3 in the Lightbringer track, respectively (these skills also power up as the player's Lightbringer Rank increases). Also, wearing the skill title "Lightbringer" increases damage done to certain creatures in the PvE environment. Gaining higher ranks in the Sunspear and Lightbringer titles also awards players with hero skill points, which can be used to unlock new skills for themselves and their heroes to use; while buying skills with regular skill points (earned by levelling up and completing missions) can still be used to gain new skills, this method only allows you to unlock skills from the player's chosen professions; using hero skill points allows you to unlock skills from any profession.

Further benefits of title tracks have also been integrated into the game since; for example, the player's ranks in the Lucky/Unlucky (gained by playing various in-game gambling activities) and Treasure Hunter (gained by attaining "rare" items from chests) title tracks aid the player's chances of lockpicks not breaking when opening chests and reducing the chances of an item being destroyed when salvaging upgrade components (such as runes, which increase attributes).

PvE has been expanded when compared to the previous chapters; some parts of the game draw parallels to single player RPGs such as Knights of the Old Republic or Baldur's Gate. For example, the player has to undertake a certain Nightfall mission alone, without the use of Heroes, henchmen, or other players. The mission requires very little combat and actually consists of a series of mini-games. Another example is a mini-mission that involves the player acting as a lawyer in a court case, where choosing the right line of argument will alter the outcome of the trial. The ability for the player to choose a course of action brings the game closer to its offline counterparts as opposed to the linear mission structure in other Action RPGs, as well as Guild Wars Prophecies and Factions.

The addition of Heroes has also made the game similar to single player RPGs, as most Heroes have their own side quests the player can complete if they choose. Depending on which Hero you bring on quests, they make different comments on the current situation, whether remarking about ease of enemies during battle or random comments while standing around. Heroes also allow more freedom when playing as a single player with only computer controlled party members since they can be given more commands than ordinary henchmen and their skills can be tailored to specific situations. The addition of commands and customization makes many challenges that would have required other human players without Heroes possible. The hero system has also led to many Guild Wars players highly recommending Nightfall as a good starter campaign for newcomers to the game, as it encourages more strategic thinking and also makes playing PvE more straightforward (as especially in the earlier stages of the game, heroes may be of a higher level than henchmen and offer a better degree of survivability). This advice is not always sound since Heroes need to be equipped (which can be very costly) and their skills need to be unlocked (except for their starter skills).

Mission structure has also changed somewhat. Like in Factions, bonus rewards are dependent on the performance during the mission, not just one side quest; however, the bonus could depend on something like killing certain creatures or preventing others from dying. For all but the last two missions, a certain hero must be in the party before the mission can begin. There are three pairs of missions where either one or the other must be completed before the plot progresses. Two of these pairs are selected depending on which hero was added to the party early on, while the third mission split offers a choice to the player. All the missions can be completed at the appropriate place in the plot, either depending on other players or by waiting until the plot has been completed (at which point players may gain all the heroes that they had previously chosen not to take).

PvP gameplay

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Prior to the release of Nightfall, ArenaNet announced the PvP Editions of the campaigns they have released. This made Nightfall the first campaign where players could have access to the skills and PvP parts of the campaign without having to play or pay for the PvE parts of the game. A player interested in PvP gains access to the core PvP content, 300 new skills for the Nightfall campaign, new guild halls and a new type of Arena.

Nightfall introduced an all new type of PvP Arena called Hero Battles. In this Arena, a player chooses three of their heroes to join them in combat against another player and three of their heroes. Each player chose the skills each of their heroes use, and micromanage how they used those skills in the Arena. Players also used way point flags and micromanaged hero targeting to order heroes to capture/defend specific points or attack specific targets. These hero battles created a new international tournament for solo players; previously, the only formal tournament was in the form of Guild vs Guild matches, which requires teams of eight players. However, Hero Battles were removed from the game following controversy regarding a quest in which the player had to win Hero Battles to gain a reward; players were assigned either Red or Blue in the battle, and when this game became a part of a quest the "Red Resign rule" was implemented. This rule had the Red player resign from the battle, giving the Blue player an automatic win in order for the reward to be easily gained. ArenaNet observed this occurring and, after warning players they would be banned for fixing match results, removed the Arena from play.

Plot

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The player's character is recruited as a junior officer in Elona's independent guardian force, the Order of the Sunspears - they are led by their Spearmarshal, Kormir. The player quickly earns respect and rank in the Sunspears dealing with unusual occurrences around Istan, where the headquarters of the Sunspears is located.

The strange deaths of a dig team excavating a long abandoned city, information about an event called Nightfall and its ties to the return of a forgotten fallen god, Abaddon, start to cause concern for the Sunspears. Evidence builds that a delegation from the nation of Kourna, which is conveniently visiting the Sunspears, are behind these unusual happenings. When the Kournan General, Kahyet, attempts to strike a deal with the corsairs harassing Istan, the Sunspears intervene. Kahyet is killed, plunging cautious relations with Kourna into strife. During a hearing with the elder council, Kormir - who had temporarily left in order to seek allies in Cantha and Tyria - returns, citing that similar occurrences have happened elsewhere.

Realizing the danger in the activities of Warmarshal Varesh Ossa (the current Kournan leader), Kormir convinces the Istan council to cease diplomatic talks and instead start civil war to prevent Varesh from bringing about Nightfall. Rallying the troops the Sunspears sail from Istan to Gandara, the largest fortress in Kourna and Varesh's seat of power, to confront Varesh and bring her to justice. Upon breaking through their heavy defenses, Varesh plays her trump card, summoning the demons of Abaddon which rout the Sunspear troops. Kormir is left for dead as the remaining Sunspears flee through Kourna province.

The character establishes a hidden base of operations in Kourna, rescuing Sunspear prisoners including the now-blind Kormir from the Kournan forces, freeing the region's local centaur tribe, and preventing one of Abaddon's demons from corrupting Kourna's water supply. However these are only stalling tactics as through Varesh's rites Nightfall continues to come closer. With the help of agents from a mysterious Elonian organization called the Order of Whispers, the Sunspears travel to Vabbi to convince the three Princes of the region that Varesh represents a threat to all of Elona. The task proves difficult, as they all believe her intruding forces will protect them from both the Sunspears and other natural threats to Vabbi.

They are ultimately convinced of Varesh's treachery as her forces destroy a nearby temple. Although the princes use the power of Djinn in conjunction with help from the Order of Whispers to protect their people, she has already summoned Abaddon's demons, the Margonites, to fight alongside her own military. The Sunspear's best efforts seem to simply stall the inevitable, as the signs of Abaddon's coming begin to appear throughout Elona. After a Chaos Rift appears and sucks Kormir into the Realm of Torment, a part of the Underworld where only the most wicked souls go, the Sunspears decide they must pursue Varesh into The Desolation to stop her from completing the rites to return Abaddon to the world.

To pursue Varesh to the northern part of The Desolation, where Abaddon's link to the world is the strongest, the players release the undead lord Palawa Joko, a tyrant who at one point waged war against Elona. He reveals to the Sunspears that the only way to traverse the sulfurous wastes is to tame the Junundu - giant desert wurms, one of the few creatures in Elona that can survive the toxic atmosphere. Unlikely an ally as he is, it is he who aids the Sunspears in crossing The Desolation.

The heroes eventually reach Varesh, who is just about to open a rift to the Realm of Torment, and kill her. Unfortunately, it is too late, as the boundaries between both worlds are weak enough to be breached. The only option is to head into the Realm of Torment itself, find Kormir and face the God of Secrets face-to-face. The players cut off the Margonite source of power, the River of Souls, and discover that Abaddon is seeking aid from Dhuum, the god of death before the current god Grenth overthrew him, and Menzies, half-brother to the god Balthazar. They also discover that two of Abaddon's main generals are none other than the Undead Lich and Shiro Tagachi, the primary antagonists from the previous campaigns.

Battling through Titans and Shiro'ken, the players reach the Temple of the Six Gods, a part of the world taken to the Realm of Torment when Abaddon was imprisoned by the five other gods. Before the heroes can ask for the help of the Gods to defeat Abaddon, they must defeat Abaddon's generals, Shiro and the Lich who defend the Temple. After defeating them, Kormir and the players request assistance. Avatars of the Gods appear to say they will not help but to take their blessing "already within the heart of each human". The Sunspears must face and defeat Abaddon alone.

In the final battle, Abaddon is breaking free from the bindings holding him to the Realm of Torment. The Sunspears renew his bindings long enough to inflict enough damage to defeat him. When defeated Abaddon's power grows out of control and his Realm of Torment threatens to merge with Elona causing Nightfall without him. Thinking quickly, Spearmarshal Kormir sacrifices herself by running into the mouth of Abaddon, hoping to control or stop his energies. Kormir is successful and takes the dying God of Secrets' power and is reborn as the Goddess of Truth. Kormir then sets about undoing the damage done to the world by her predecessor. The player may return to the Chantry of Secrets, base of operations for the Order of Whispers and enter the Domain of Anguish.

Release

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Pre-release Bonus Pack is similar to the pre-order packs from the previous campaigns, and was available from September 15, 2006. It includes a game trial key, an additional character slot, weapons for the new professions and a CD containing bonus materials.

The Bonus Edition, only purchasable online, has a hard silver case with the title of the game on it. It contains the game, an access key, a manual, and an Exclusive Behind the Scenes DVD. It was only released in Canada.

The standard edition contains the full game, which was released October 27, 2006. It contains three game CDs, a book of game lore, a manual, and a miniature map of Elona. New players will get four character slots while players adding Nightfall to an existing account will get two additional character slots. In Europe, the standard edition was also released on a single DVD-ROM.

The Collector's Edition has the same content as the standard edition but is also known to include a behind-the-scenes DVD, unique Dervish and Paragon in-game emotes, a Varesh Ossa Minipet (Miniature NPC that follows the player), an art book, skill pins, a Varesh Ossa mini-standee, a map of Elona, a code to unlock extra in-game music and the Nightfall soundtrack CD. It also gives you a "Nightfall Buddy Key" to give to one of your friends. The Nightfall Buddy Key allows your friend to play Nightfall for 14 days or 10 hours (whichever ends first) without purchase.

The Edition/PvP Pack edition unlocks all of the skills and professions which come with Nightfall for use in PvP. It does not allow the player to access the Nightfall PvE content and the player must unlock weapon upgrades and Heroes. The PvP edition is only available for purchase online.

Reception

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Guild Wars Nightfall was well received. While the reviews were favorable, it has been rated less favourably by reviewers when compared to other Guild Wars campaigns, Factions and the original, Prophecies. It received a score of 84.20% on GameRankings[2] and 84/100 on Metacritic.[3]

As the third game in the Guild Wars series, reviewers expected more from the game, for instance, GameSpot noted "the underlying game hasn't changed much and is starting to show signs of aging."[5] Despite this, Guild Wars Nightfall was widely recommended as the best game in the series for new players to start in.,[5][6][9] and some extend this to say it is the strongest offering in the Guild Wars series.[8]

Heroes were viewed by many as a significant gameplay modification introduced by Nightfall. Heroes were commended for allowing the player more flexibility and choice in the game,[6][7] but were also felt to be a mixed blessing because, unlike henchmen, heroes require micro-management,[6] and often take slots in the party which might normally be filled by human players.[5][9] Many commented that it seemed that the game was now more solo player focused than previous installments,[5][7] Eurogamer suggested heroes bring "Guild Wars closer to the party-based RPGs of old ... instead of the solo-but-with-people RPG that it had initially delivered."[4]

There were few Nightfall specific complaints. Several critics noted that existing characters from previous campaigns had to grind for Sunspear points to advance the storyline.[6][7] This grinding for non-Elonian characters has since been removed. Others noted that for Elona-made characters the story starts slowly, only really starting once the point where existing characters may join the story has passed.[7][9]

Some reviewers mentioned issues with the Guild Wars games in general. Several noted that while some modifications have been made to the interfaces, that other interfaces in the game were still lacking,[5][9] for instance Yahoo! opined, "the chat and player-info features are rudimentary, and you only meet other players when you're in a town."[10] It was also felt that Guild Wars is becoming an increasingly complex game due to the vast number of skill interactions.[5]

Awards

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Guild Wars Nightfall has received several game awards. 1UP.com awarded Nightfall the best Online/Multiplayer Game of 2006.[11] The editors of PC Gamer US presented Nightfall with their 2006 "Best MMO" and "Best Value" awards.[12] The Academy of Interactive Arts & Sciences awarded Guild Wars Nightfall with "Massively Multiplayer Game of the Year" at the 10th Annual Interactive Achievement Awards.[13]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Guild Wars Nightfall is a standalone for the (MMORPG) , developed by and published by , released worldwide on October 27, 2006, for Microsoft Windows. It serves as the third campaign in the series, introducing players to the continent of Elona, a North African-inspired region featuring opulent cities, savage coasts, ancient monuments, and poisonous deserts. The game's storyline centers on defending Elona from a mad ruler's attempt to unleash an outcast god, bringing eternal night and destruction to the land, with players leading a party of customizable heroes in a rich, cooperative adventure. Key innovations include the , allowing players to control and level up AI companions that follow tactical instructions in combat, reducing reliance on human party members for solo or small-group play. It also adds two new professions: the , a scythe-wielding specialist drawing power from spirits and enchantments, and the Paragon, a support class using shouts and chants to bolster allies and disrupt foes. Nightfall expands the universe with over 350 new skills, diverse environments, and both PvE () missions and PvP () arenas, while introducing mechanics like cross-district party searching for easier matchmaking. As a standalone title, it does not require previous campaigns to play, though it integrates with the broader ecosystem for shared PvP and trading features. The expansion emphasizes strategic depth, innovative NPC management, and exploration in its narrative-driven quests, contributing to the series' reputation for accessible yet challenging online RPG gameplay.

Development

Announcement and concept

Guild Wars Nightfall was announced by on July 18, 2006, as the second expansion to the franchise following Factions. The reveal highlighted its status as a standalone campaign requiring no prior installments, with beta testing already underway and a PvP preview event scheduled for July 28–30, 2006, open to owners of the original or Factions. This announcement positioned Nightfall as a continuation of 's strategy to expand the game's world through new campaigns, emphasizing accessibility for both new and existing players. The core design goals for Nightfall centered on enhancing solo and small-group play while deepening narrative immersion in player-versus-environment (PvE) content. aimed to introduce AI-controlled heroes as customizable companions that level up alongside the player, follow combat instructions, and equip player-chosen skills and gear, thereby reducing dependence on large player parties for progression. This innovation was intended to make story-driven quests and missions more approachable, allowing players to lead a band of up to seven heroes through dynamic PvE scenarios without mandatory grouping. The expansion was planned for release on October 27, 2006, building on these concepts to deliver a focused epic storyline. Nightfall's setting was conceptualized around the new continent of Elona, drawing aesthetic and cultural influences from Middle Eastern and North African regions, including desert landscapes and nomadic societies. Early lore inspirations incorporated elements of , such as divine entities and prophetic cataclysms, to shape Elona's vibrant yet perilous world of savannahs, dunes, and ancient ruins. This thematic choice aimed to provide a distinct contrast to the European-inspired Tyria of the original game and the Asian-influenced Cantha of Factions, fostering a sense of exotic tied to themes of heroism against encroaching darkness. Nightfall introduced two new professions within the existing system: the scythe-wielding Dervish and the spear-bearing Paragon. The system was designed to encourage strategic depth in party composition, particularly when commanding heroes, without overwhelming new players.

Production process

Development of Guild Wars Nightfall began in November 2005 by ArenaNet, running parallel to the production of Guild Wars Factions, with a team comprising writers, artists, programmers, and other specialists. The team faced significant challenges in refining the hero AI to enable dynamic combat interactions, ensuring heroes could effectively follow player commands and adapt to battle situations without constant micromanagement; this was an ongoing focus even during beta phases, where skill usage by heroes remained under active development. Additionally, creating over 20 new missions required designing diverse environments across Elona's biomes, including arid deserts and lush jungles, while integrating the innovative Sunspear rank progression system that rewarded player advancement through faction reputation and unlocked exclusive content. Art and audio production emphasized unique assets for the new professions, with custom 3D models crafted for the scythe-wielding and the spear-based paragon to reflect Elonian cultural aesthetics, alongside environmental designs depicting scorched landscapes altered by the Nightfall cataclysm. Beta testing occurred in multiple phases during summer 2006, starting with a PvP preview event from July 28 to 30 that introduced core mechanics to existing players, followed by further iterations addressing balance issues in PvP modes and quest progression flow. The final build underwent certification in September 2006, culminating in a world preview event from September 22 to 24, prior to the October 27 launch.

Setting and lore

The continent of Elona

Elona, known as the Land of the , is a vast continent located southeast of Tyria and northeast of Cantha in the world of . Characterized by expansive savannahs, arid deserts, and rugged plains, it serves as the primary setting for the Nightfall campaign. The continent's geography is dominated by harsh, unforgiving landscapes, including bordering regions such as the Crystal Desert in Tyria—a former inland sea transformed into a crystalline wasteland filled with towering dunes, ancient statues, and scattered oases—and the Jahai Bluffs, a region of rocky cliffs, waterfalls, and fortified settlements in the southern province of Kourna. Urban centers thrive amid these challenges, such as the bustling Free City of Kamadan on the island province of Istan, a major port hub facilitating trade with distant lands, and the opulent city-states of Vabbi in the north, renowned for their merchant princes and terraced gardens. Elona's design draws inspiration from real-world cultures of Africa, incorporating elements reminiscent of ancient Egypt in its monumental architecture and sub-Saharan traditions in its communal festivals, alongside Persian influences in its intricate bazaars and nomadic lifestyles. The continent's environmental hazards underscore its perilous nature, with frequent sandstorms scouring the Crystal Desert and whipping up crystalline particles that erode structures and obscure vision. Volcanic activity and toxic fumes mark areas like the Domain of Anguish within the Realm of Torment, a hellish extension of Elona's tormented fringes, where rivers of lava and searing heat pose constant threats to intruders. Further inland, the Sulfurous Wastes form a deadly barrier of ancient, corrupted ruins shrouded in lethal Sulfurous Haze, a poisonous gas that swiftly kills unprotected travelers, preserving the region's isolation. These features, remnants of cataclysmic events like the gods' ancient battles, transform swathes of Elona into scorched, barren expanses inhospitable to most life forms. Culturally, Elona is defined by its polytheistic reverence for the Five Gods—Dwayna, Balthazar, Melandru, Lyssa, and Grenth—with Abaddon, the god of water and secrets, holding a contentious place as a fallen deity imprisoned for his rebellion against divine restrictions on magic. Society blends settled urban life with nomadic tribes, such as the seafaring corsairs of Istan and the wandering herders of the plains, who navigate the wastes using massive wurms like the Junundu for safe passage. Ancient ruins, including the Primeval Dynasty's lost cities buried in the sands, dot the landscape, harboring forgotten artifacts and serving as sites of pilgrimage or peril. Elona's isolation from Tyria stems from its remote position across the impassable Sulfurous Wastes and Crystal Desert, compounded by historical upheavals like the Exodus of the Gods, which severed direct godly intervention and limited intercontinental contact to rare maritime voyages. Within this isolated realm, groups like the Order of the Sunspears stand as vigilant defenders against looming apocalyptic threats.

Factions and the Nightfall prophecy

The major factions in Guild Wars Nightfall revolve around the continent of Elona, where longstanding rivalries and supernatural threats shape the political and spiritual landscape. The Order of the Sunspears serves as an elite, autonomous peacekeeping force dedicated to defending Elona against diverse dangers, including corsairs, undead, and malefic entities; founded in response to the Scarab Plague, it operates independently across Istan, Kourna, and Vabbi, earning respect from provincial authorities while prioritizing regional stability. In contrast, the Kournan military embodies the militaristic ethos of Kourna, a province ruled by a hereditary line of warmarshals who maintain a vast, drafted army focused on conquest and internal control, led by Warmarshal Varesh Ossa and her generals such as Morgahn and Kahyet. Opposing both are the Tormented, demonic entities born from Abaddon's influence in the Realm of Torment, and the Margonites, ethereal demons who were once seafaring humans transformed by the fallen god's blessings into immortal servants. Central to these conflicts is the Nightfall prophecy, an ancient Elonian foretelling of a cataclysmic that would unleash the imprisoned god , the deity of water and secrets, leading to widespread destruction beginning in Elona and potentially engulfing Tyria. , defeated and sealed in the Realm of Torment by over a thousand years earlier after empowering the Margonites in a devastating war that desecrated temples and created the Crystal Desert, is prophesied to break free during this "Nightfall," a literal darkening of the skies symbolizing the triumph of evil over the divine order. The , disseminated by heretics and seers who interpret omens like plagues and abominations as signs, warns of Abaddon's return transforming the world into a tormented realm filled with his demonic legions. Inter-faction dynamics intensify around the prophecy's looming threat, fostering uneasy alliances such as the Sunspears' collaborations with provincial forces to combat the rising Tormented and Margonite incursions, while betrayals within Kourna—stemming from Varesh Ossa's covert allegiance to —escalate tensions into open warfare, pitting the Kournan military against the Sunspears in a bid for dominance. Seers play a pivotal role by divining the prophecy's details through visions, urging factions to unite against the demonic forces that the Margonites and Tormented deploy to shatter 's prison at the Mouth of Torment. A unique aspect of Sunspear involvement is their rank-based progression system, where members advance from Second Spear to Spearmarshal through demonstrated honor and bravery, unlocking titles, enhanced authority, and specialized skills that reinforce their reputation as Elona's premier defenders.

Gameplay

Professions and attributes

Guild Wars Nightfall features ten professions in total, with the eight professions from the core game and previous expansions—, Ranger, , Necromancer, Mesmer, Elementalist, Assassin, and Ritualist—all available for player selection, alongside two new additions exclusive to this campaign: the and the Paragon. The is a melee-oriented holy warrior who wields a and relies on to channel divine power, supporting both self and allies through mystical effects while dealing area damage to foes. In contrast, the Paragon serves as a ranged leadership class, using spears and shields for while employing shouts and chants to inspire and coordinate party members, emphasizing protective and motivational roles in group dynamics. Players select a primary during character creation, which determines the character's armor type, appearance, and access to exclusive skills, while also allowing faster progression in that profession's primary attribute. A secondary profession can be chosen later, enabling hybrid builds by granting access to skills and attributes from another profession, though without the primary attribute's benefits or skills from the secondary. This dual-profession system supports diverse playstyles, such as a primary paired with a secondary for enhanced healing capabilities through combined enchantments and protective spells. Attributes in Nightfall follow the established system, with a total of 200 points available for distribution by level 20, earned through leveling and specific quests. Each has unique attributes, including one primary tied to the chosen (e.g., for , which aids in and enchantment duration, or for Paragon, which reduces shout and energy costs while increasing their effectiveness). Secondary attributes, such as Mastery, Earth Prayers, and Wind Prayers for the , or Mastery, Command, and Motivation for the Paragon, can reach a maximum rank of 12, influencing potency like output or ally buffs; points are allocated via the Skills and Attributes panel in towns and outposts for customization. The campaign introduces over 350 new skills, expanding the existing system with -specific options, including elite skills exclusive to the primary . These skills are acquired primarily through skill trainers (requiring gold and skill points), quest rewards, or the Signet of Capture used on boss enemies, with additional opportunities via PvP honors; heroes in the game can also adopt similar builds, allowing players to learn complementary skills through party interactions.

Heroes and companions

In Guild Wars Nightfall, heroes are AI-controlled non-player characters (NPCs) that serve as customizable allies, enhancing the single-player experience by replacing traditional henchmen in the party system. Unlike standard henchmen with fixed builds, the ten primary Nightfall heroes each have a designated primary profession but allow players to customize their secondary professions, attributes, skills, and equipment. Examples include Koss, a Warrior recruited early in Istan; Dunkoro, a Monk from Kourna; and Tahlkora, another Monk also from Kourna. Recruitment of these heroes is integrated into the campaign's storyline, occurring progressively through primary quests in the regions of Istan, Kourna, and Vabbi. For instance, Koss and Melonni (a ) join during Istan missions like "Into Chahbek Village" and "Signs and Portents," while Kourna quests such as "Leaving a Legacy" unlock Dunkoro and Tahlkora. In Vabbi, heroes like Acolyte Jin (Ranger), Norgu (Mesmer), and Acolyte Sousuke (Elementalist) are acquired via quests including "Student Jin" and "The Role of a Lifetime." Once recruited, heroes become permanent additions to the player's roster and can be selected for parties of up to eight members total, comprising the player and up to seven companions, which can be heroes, henchmen, or any mix thereof. Players manage heroes through a dedicated party interface, equipping them with skills from the account's unlocked skill pool, configuring attribute distributions (with heroes receiving 15 bonus points at levels 10 and 15), and providing gear such as weapons, armor, , and insignias from shared . Skill bars can be fully customized, including elite skills unlocked via hero-specific captures or Balthazar faction rewards earned in PvE content. Armor and weapons upgrade automatically with the level, ensuring scalability without manual intervention. This system allows for flexible builds tailored to mission needs, such as hybrid roles combining a hero's primary with complementary secondaries like adding Necromancer skills to the Mesmer Norgu. Hero AI prioritizes player directives while operating autonomously in , responding to commands like target calls (via the or panel) or activations (by queuing or forcing specific abilities). Behaviors include following the player, holding positions flagged on the , or engaging in modes such as aggressive fighting, guarding, or avoiding , with AI favoring low-health or low-armor targets but lacking advanced coordination like conditional timing. Stances and buffs are cast reactively upon engagement, which can lead to interruptions if not micromanaged. Players can refine control by disabling redundant skills or reserving them for manual use, improving efficiency in complex encounters. Heroes level independently alongside the player, accumulating experience from missions and quests to gain attributes and access higher-tier skills, fostering long-term progression without player babysitting. They add narrative immersion through voiced dialogue during story events and personal side quests that explore their backstories, such as Melonni's questline revealing her ties to the Sunspears or the Master of Whispers' intrigue in Kourna. This integration not only deepens Elona's lore but also ties hero recruitment to key plot advancements, making them essential companions in the fight against the Nightfall prophecy.

PvE mechanics

The PvE content in Guild Wars Nightfall centers on a campaign set across the of Elona, divided into three primary nations: Istan, Kourna, and Vabbi. The main storyline progresses through 20 primary missions that advance the , requiring players to form parties of up to eight, including controllable heroes, to complete objectives such as battling enemies and protecting allies. Complementing these are over 150 secondary quests that provide side stories, additional rewards like gold and experience, and opportunities for exploration beyond the core plot. Progression in the campaign relies on the Sunspear rank , a title track ranging from rank 0 (Recruit) to 20 (Sunspear General), earned by accumulating Sunspear Promotion Points through completing quests, missions, and interacting with Sunspear scouts in explorable areas for dynamic bonuses based on regional activity. Advancing ranks unlocks titles for display, exclusive armor sets, rewards, and access to further content, such as attribute point bonuses at key thresholds like Sunspear . Travel between outposts occurs via the interface, using ferries for regional routes or portals for instanced transitions, facilitating seamless movement across Elona's hubs like the Sunspear Great Hall. PvE modes emphasize cooperative play, with story missions offering scripted, narrative-driven instances that replay in normal or hard modes for escalating difficulty and rewards. Explorable areas adjacent to outposts serve as open zones for farming resources, defeating foes, and fulfilling bounties, encouraging repeated visits for progression. Zaishen challenges provide timed, high-reward variants of missions unlocked post-campaign, while the endgame Domain of Anguish features instanced areas with four explorable sub-regions leading to a challenging mission against demonic forces, accessible after completing the main storyline. management plays a key role in these modes, as players command NPC companions to fulfill party roles like or tanking during group encounters. Unique to Nightfall's PvE are escort missions, such as "The Great Escape," where players must guide vulnerable NPCs through hostile territories while managing AI to avoid ambushes. Environmental puzzles integrate into , exemplified by navigating regions in Kourna and Vabbi to evade patrolling scorpions and sand hazards that inflict damage or slow movement if not circumvented strategically. Many missions include bonus objectives, like minimizing casualties or collecting items, which contribute to tiered performance rewards—standard, , or master—granting extra , loot, and Sunspear points upon completion.

PvP mechanics

Guild Wars Nightfall incorporates the established player-versus-player (PvP) frameworks from prior campaigns while introducing unique elements tailored to its Elona setting and . Core competitive modes include Random Arenas, which facilitate quick 4v4 deathmatch encounters without resurrection shrines, emphasizing rapid team coordination and build versatility. Codex Arena provides a tournament-style format for 4v4 matches, restricting players to a shared codex of 40 skills to promote balanced experimentation. Guild versus Guild (GvG) battles pit 8-player teams from allied guilds against one another on objective-based maps, where victory requires destroying the opposing Guild Lord while defending one's own. A hallmark of Nightfall's PvP is the integration of heroes, NPC companions controllable by players, allowing up to three per team in dedicated modes like Hero Battles—a 1-player-plus-3-heroes versus 1-player-plus-3-heroes format focused on capturing shrines and securing kills for morale points. This mode, accessible via the Battle Isles outpost, highlights strategic hero management without full player teams. Heroes are permitted in select other PvP contexts, though traditional GvG remains player-only to maintain competitive integrity. Nightfall's new core professions, the Paragon (leadership-focused with spear attacks, chants, and shouts) and (melee enchantress using scythes and mysticism), receive PvP-specific balances, including modified energy costs and durations for skills to adapt to arena pacing—such as reduced attribute investment for Paragon shouts to enable faster support in team fights. Elona-themed maps, like those in the Desolation-inspired arenas, incorporate desert environmental hazards such as sandstorms that limit visibility and mobility, adding tactical depth to engagements. PvP rewards emphasize progression through earned currency rather than gear grinding, with Balthazar faction points accumulated from victories in Random Arenas and Hero Battles redeemable for exclusive titles, armor casings, and unlocks unavailable in PvE. skills from the Elona campaign are progressively unlocked via Sunspear rank advancement, which carries over to PvP compositions, while GvG features alliance leaderboards ranking top guilds by win streaks and performance metrics. Arenas enforce strict preparation rules, prohibiting access to storage vaults or banks during matches to prevent mid-game adjustments and underscore build foresight. These mechanics prioritize adversarial balance over elements, with Nightfall's additions enhancing accessibility for solo players through heroes while preserving the skill-based, no-leveling-required ethos of PvP. Paragon and professions notably shape meta builds, introducing shout chains for burst healing and scythe spins for area denial in competitive lineups.

Story

Plot overview

Nightfall's storyline unfolds on the continent of Elona, where the player takes on the role of a heroic Sunspear recruit tasked with preventing an impending apocalypse known as Nightfall. The begins with the player's training and initial missions in the island province of Istan, where the Order of the Sunspears, a legendary cadre of defenders, confronts an emerging threat from demonic forces known as the Tormented. As the story progresses, the player travels to the militaristic of Kourna, embroiled in , and then to the intrigue-filled realm of Vabbi, forging alliances and unraveling a involving betrayal and the manipulation of ancient prophecies. The central arc revolves around averting the Nightfall prophecy, which foretells the return of an exiled god and the eternal eclipse of the sun, plunging Elona into darkness. Major acts include awakening the full scope of the prophecy through key events, rallying disparate factions against waves of Tormented invasions, and leading a desperate assault into the Realm of Torment to confront the source of the catastrophe. Themes of destiny, divine intervention, and the cost of leadership permeate the campaign, as the player navigates moral dilemmas and builds a party of heroes whose personal arcs intersect with the larger conflict. Player choices in prioritizing alliances with key figures influence the epilogues, offering variations in post-victory outcomes while ensuring a unified resolution to the eclipse threat. The plot ties into the broader lore through references to the Six Gods and echoes of ancient wars from previous campaigns, establishing bridges to expansions like Eye of the North. This interconnected yet standalone structure emphasizes Elona's isolation from Tyria and Cantha, highlighting its unique cultural and mystical elements as the backdrop for the .

Key characters and missions

The key characters in Guild Wars Nightfall center on the , a new recruit in the Order of the Sunspears, guided by Spearmarshal Kormir, who leads the initial efforts against Elona's threats. The protagonists include the rival Paragon Koss, a brash Kournan warrior who joins early as a companion and provides frontline support while bantering with the player; Melonni, a from Kourna who aids the Sunspears with her combat skills and local knowledge; and heroes like the monk Dunkoro and the monk Tahlkora. These characters form the core party, with their arcs intertwined through voiced dialogues that reveal motivations and foster alliances against escalating dangers. Antagonists drive the narrative's tension, with the exiled god serving as the ultimate source of the eclipse and the invading Tormented forces from the Realm of Torment. Warmarshal Varesh Ossa, leader of the Kournan army, manipulates events to free , exacerbating the civil war and aligning with broader chaos. Palawa Joko, the ancient lich and harbinger of Nightfall, emerges as a formidable tyrant in the Desolation, manipulating events to revive his dominion and challenge the Sunspears' efforts. These villains' pursuits culminate in attempts to unleash 's full power, forcing the protagonists into desperate confrontations across Elona's fractured landscapes. Landmark missions propel the plot, such as "Chahbek Village," the opening outing where the player, alongside Koss, battles initial Tormented incursions to defend Istan's shores and establish the system's cooperative dynamics. The "" mission unfolds in the Realm of Torment, a hellish domain where the party storms Abaddon's stronghold in a multi-phase assault blending intense combat with environmental hazards to avert total eclipse. Branching quests in Kourna serve as pivotal points, where faction choices—aligning with Sunspears or local powers—influence alliances, resource access, and subsequent story outcomes, highlighting Elona's divided loyalties. Character development unfolds through over 50 hours of voiced interactions and side quests integrated into the main storyline, revealing backstories that deepen emotional stakes. For instance, Dunkoro's exile from Kourna due to political intrigue exposes themes of and during Vabbi sequences, while Tahlkora grapples with a faith crisis amid revelations about the gods, questioning her devotion to Kormir as Nightfall looms. These personal arcs, voiced by professional actors, enhance immersion, turning companions into narrative equals whose growth mirrors the player's rise from recruit to legendary hero.

Release

Launch details

Guild Wars Nightfall was released worldwide on October 27, 2006, exclusively for Microsoft Windows PCs. The launch featured a simultaneous rollout across and , with game servers activating at 8:01 AM BST (9:01 AM CET) to accommodate global players. As a standalone campaign in the series, Nightfall did not require ownership of the original or prior expansions to access its core content and storyline, though additional campaigns enabled cross-server interactions and expanded multiplayer options. It was available for purchase at a suggested retail price of $39.99 USD, offered in both physical retail boxes and digital downloads via the official website. The game targeted and XP operating systems, with minimum hardware requirements including an 1.0 GHz processor or equivalent, 512 MB of RAM, and a compatible such as an ATI 8500 or NVIDIA 3. Compatibility with was supported shortly after launch. New players began in dedicated starter areas within the Elona continent, designed to introduce the campaign's mechanics and heroes without prior series knowledge. The launch servers successfully managed initial player traffic, supporting the game's always-online multiplayer structure from day one.

Marketing and editions

ArenaNet announced Guild Wars Nightfall at the Electronic Entertainment Expo () in May 2006, highlighting the game's innovative and the exotic, North African-inspired continent of Elona through cinematic trailers that showcased epic battles against ancient gods and dynamic party mechanics. Trailers released throughout the year, including an August 2006 in-game footage video, further emphasized the "play your way" philosophy, allowing players to command AI-controlled heroes in solo or group adventures without relying on other humans. To drive pre-orders, partnered with major retailers such as and , offering exclusive in-game bonuses like unique weapons for early purchasers, which helped build anticipation among the existing community. The game launched in two editions: the standard version, which included the game disc, manual, and access to the full campaign, and the Collector's Edition, priced at a premium for enthusiasts. The Collector's Edition expanded on the standard package with "The Art of Nightfall," a 124-page hardcover art book featuring concept artwork of Elona's landscapes and characters; a soundtrack CD composed by containing 36 tracks of orchestral music blending Middle Eastern motifs with fantasy themes; a behind-the-scenes DVD titled "Making of Nightfall" that explored development insights and team interviews; and an exclusive in-game Sunspear banner miniature for player display in outposts. These additions appealed to fans seeking deeper immersion in the universe, with the soundtrack particularly praised for Soule's evocative score that captured Elona's mystical atmosphere. Distribution primarily occurred through physical retail channels at stores like and , reflecting the era's preference for boxed copies, though digital access keys were available via NCsoft's online store for account activation and downloads. Targeted advertising appeared in gaming publications such as the December 2006 issue of , featuring full-page ads that spotlighted the hero companion system as a revolutionary way to experience the story-driven campaign without mandatory multiplayer. Pre-launch hype was amplified by open beta weekends, including a PvP preview event from July 28 to 30, , and a World Preview Event from September 22 to 24, , where players tested core mechanics like hero AI and Elona's quests, providing community feedback that refined the final product. These events culminated in the global launch on October 27, .

Reception

Critical reviews

Guild Wars Nightfall received generally favorable reviews from critics upon its 2006 release, earning an aggregate score of 84/100 on based on 30 reviews. Reviewers praised the game's innovative , which allowed for more engaging solo play by enabling players to control AI companions directly, adding depth to PvE experiences without requiring constant multiplayer coordination. The compelling storyline set in the continent of Elona was frequently highlighted for its epic scope and voice-acted cutscenes, drawing players into a narrative of defending against ancient gods and mad rulers. Graphical improvements were also noted, with the Egyptian-themed deserts and environments benefiting from strong artwork and sound design that enhanced immersion. Critics pointed out several shortcomings, including a repetitive grind for Sunspear promotion points required to advance the story, which involved completing similar quests and bounties to build reputation, though this was later mitigated through patches. The game was seen as offering limited innovation over the original , retaining familiar mechanics and PvP structures that felt iterative rather than revolutionary. Additionally, the steep for new players was a common complaint, stemming from the complex skill systems, new professions like the and paragon, and the esoteric management of heroes in combat. Notable reviews included IGN's 8.4/10 score, which commended the narrative depth and solo-friendly features as making Nightfall an ideal entry point for the series. awarded 8.2/10, appreciating the PvE focus and new content but noting the PvP's similarity to prior installments.

Commercial success

Nightfall achieved significant commercial success upon its October 2006 release, topping the NPD Group's PC sales charts for that month. The expansion's strong performance propelled the overall series past 3 million copies sold worldwide by December 2006. Nightfall's standalone structure, requiring no prior installments, enhanced player adoption in key markets like and by lowering the entry barrier for newcomers. Its global PvP preview event drew nearly 500,000 participants, indicating robust initial interest and contributing to heightened active player numbers across the series. The expansion operated under ' established buy-to-play revenue model, with no ongoing subscription fees and a standard price of approximately $40, delivering over 50 hours of campaign content that was widely regarded as strong value for money. Positive critical reception aided these sales by highlighting the expansion's innovations. Over its lifetime, Nightfall helped drive the Guild Wars series to over 7 million total units sold as of 2025.

Awards and nominations

Guild Wars Nightfall received recognition from several industry awards bodies shortly after its release, highlighting its innovations in massively multiplayer online gameplay and design. The expansion was particularly noted for its , which enhanced solo play viability in an MMORPG context, and for deepening the lore within a model. At the 10th Annual Interactive Achievement Awards in 2007, organized by the (AIAS), Nightfall won the Massively Multiplayer Game of the Year award, acknowledging its contributions to online persistent worlds. This victory underscored the game's advancements in accessible multiplayer experiences without mandatory subscriptions. GameSpy awarded Nightfall the PC MMORPG of the Year for , praising its competitive edge among expansions in the genre. Additionally, 4Players named it the Best Online Role-Playing Game of the Year in , focusing on its engaging Elona continent and companion mechanics. Nightfall also appeared in year-end honors lists, such as Eurogamer's Top 50 Games of , where it was lauded as the strongest entry in the series for its story-driven content and hero innovation. These accolades were bolstered by the expansion's strong commercial performance.

Legacy

Impact on the series

Guild Wars Nightfall introduced the , allowing players to recruit and customize AI-controlled companions that could fill roles, a mechanic that carried over to the subsequent expansion Guild Wars: Eye of the North released in 2007, where Nightfall heroes such as Koss and Dunkoro became available alongside new ones for cross-campaign play. This system enabled more flexible composition and solo-friendly gameplay, with Nightfall's primaries—referring to the core recruits tied to the storyline—integrating seamlessly into Eye of the North's content, enhancing continuity across the series. The of Elona, central to Nightfall's narrative, was later revisited in Guild Wars 2 (2012), particularly through the Path of Fire expansion in 2017, which incorporated Elonian elements and expanded on post-Nightfall events, including Palawa Joko's conquest of Elona in 1135 AE—during which he dammed the Elon River, causing widespread famine—his subsequent rule as god-king until his defeat in 1331 AE, and the establishment of the Republic of Elona amid ongoing rebuilding and its integration into the Tyrian Alliance. The AI in Nightfall represented an advancement in dynamic NPC behavior, allowing companions to adapt to player strategies in missions, which influenced the series' emphasis on accessible group content without mandatory multiplayer. While direct external adoptions are noted in discussions of MMO design, the system's focus on player-controlled NPC customization set a precedent for hybrid solo/group experiences in later titles within the franchise. Nightfall's Sunspear , where players earned ranks through quests to unlock skills and titles, paralleled mechanics in other MMOs, though its integration with progression solidified as a core progression tool in the series. Nightfall significantly expanded the Guild Wars lore by introducing the continent of Elona and delving into multi-continent world-building, portraying diverse cultures across Istan, Kourna, and Vabbi amid threats from ancient evils. The campaign deepened the mythology of the Five Gods—Balthazar, Dwayna, Melandru, , and Grenth—by centering the plot on the fallen sixth god , whose defeat and replacement by Kormir as Goddess of Truth in 1075 AE fundamentally altered the pantheon's structure and became a cornerstone of the universe's religious narrative. This event established the gods' active intervention in mortal affairs, influencing subsequent stories in Eye of the North and , where Kormir's role and Abaddon's legacy recur in conflicts involving divine power. The success of Nightfall as a standalone expansion reinforced the Guild Wars series' innovative business model of one-time purchases without subscriptions, building on Prophecies (2005) and proving viable for delivering substantial content updates. This approach solidified ArenaNet's commitment to a free-to-play core with paid expansions, directly shaping Guild Wars 2's buy-to-play structure launched in 2012, which offered the base game for free since 2015 while monetizing expansions and cosmetic items.

Post-release updates and community

Following its launch, Guild Wars Nightfall received several major updates that refined mechanics and added content to enhance player engagement. In April 2007, introduced Hard Mode for the Nightfall campaign, allowing players who had completed it to replay missions at increased difficulty for additional rewards, which encouraged replayability and hero customization. A subsequent update in November 2008 reduced the emphasis on repetitive Sunspear promotion point farming by enabling players to maximize the Sunspear title track through vanquishing areas with active Sunspear bonuses, streamlining progression in Elona. In April 2009, the Zaishen Menagerie was added as an explorable area for managing charmable animals, while daily Zaishen Challenges provided ongoing hero training opportunities through simulated PvP encounters, further integrating the into endgame activities. These updates also tied Nightfall achievements to the Hall of Monuments in the Eye of the North expansion, where completing campaigns like Nightfall unlocked commemorative statues and rewards transferable to upon account linking. The community surrounding Nightfall has remained vibrant through organized activities and fan-driven preservation efforts. Players have maintained active scenes for Nightfall missions, optimizing builds and routes to complete the campaign as quickly as possible using only heroes and henchmen, with discussions and records shared on dedicated forums. Fan-maintained resources, such as comprehensive s, have documented Elona's lore in detail, including the Sunspears' and the continent's cultural elements, serving as key references for both new and veteran players. guilds have recreated Sunspear sanctuaries and Elonian narratives in-game, fostering immersive events that emulate the Order of the Sunspears' structure and quests. Periodic anniversary celebrations in the 2010s included temporary buffs like doubled experience gains and Sunspear points during events such as the annual Anniversary Celebration, boosting community participation. As of 2025, Nightfall remains accessible via the : 20th Anniversary Masterpiece Collection bundle, which includes all core campaigns and expansions for new players on and other platforms and features a content update with new weapons, quests, and rewards added in April 2025 to celebrate the franchise's . Community efforts preserve PvP elements through player-organized tournaments and alliances on official servers, despite the game's age. Nostalgia-driven Twitch streams frequently showcase Nightfall's , with creators demonstrating advanced AI management and Elonian storytelling to attract modern audiences. However, the player population has declined since 2's 2012 launch, shifting focus to the sequel, though dedicated Elona enthusiasts continue contributing to expanded lore.

References

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