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A glorious, oversized, full-color tome that includes art and commentary chronicling the ongoing development of the Guild Wars universe. Explore the living history of Tyria through an expansive collection of never-before-seen concept art, production material, and creator commentary from Guild Wars and Guild Wars 2 that offers exclusive insight into an every-changing world inhabited by millions of players! The continuing growth of the Guild Wars franchise is lovingly detailed by the ArenaNet artists themselves in a volume that commemorates the studio's twentieth anniversary. Dark Horse Books and ArenaNet invite all asura, sylvari, norn, char, and humans to add this wonderful art book as a centerpiece to their collections!
1 New Continent, 2 New Classes, A whole world of possibilities ·Developer Written - This guide is being written by the same people who created the expansion for the game! Who better to deliver the inside scoops and tidbits you crave? ·Two Brand New Classes - Find out all you need to know about the Assassin and the Ritualist, two powerful new heroes in a war-forged world. ·Details, Details, Details - New areas, new challenges, new PvP arenas, new skills, new pets, new weapons, and new armor - turn to our guide for information vital to survival in this new world!
"Analysis of every profession and combination, complete skill lists for all professions, PvP tips & tactics, labeled area maps"--Cover back.
Provides tips, techniques, and strategies for the fantasy multiplayer online role-playing game set in Tyria.
A glorious, full-color tome that includes art and commentary chronicling the ongoing development of the Guild Wars universe. Explore the living history of Tyria through an expansive collection of never-before-seen concept art, production material, and creator commentary from Guild Wars and Guild Wars 2 that offers exclusive insight into an every-changing world inhabited by millions of players! The continuing growth of the Guild Wars franchise is lovingly detailed by the ArenaNet artists themselves in a volume that commemorates the studio's twentieth anniversary. Dark Horse Books and ArenaNet invite all asura, sylvari, norn, char, and humans to add this wonderful art book as a centerpiece to their collections!
An Instant New York Times Bestseller A Barnes & Noble Best Book of 2022 A Library Reads Pick An Indie Next Pick A Goodreads Best Fantasy Choice Award Nominee The much-beloved BookTok sensation, Travis Baldree's novel of high fantasy and low stakes. *This new edition includes a very special, never-before-seen bonus story, 'Pages to Fill.'* After a lifetime of bounties and bloodshed, Viv is hanging up her sword for the last time. The battle-weary orc aims to start fresh, opening the first ever coffee shop in the city of Thune. But old and new rivals stand in the way of success — not to mention the fact that no one has the faintest idea what coffee actually is. If Viv wants to put the blade behind her and make her plans a reality, she won't be able to go it alone. But the true rewards of the uncharted path are the travelers you meet along the way. And whether drawn together by ancient magic, flaky pastry, or a freshly brewed cup, they may become partners, family, and something deeper than she ever could have dreamed. “Take a break from epic battles and saving the world. Legends & Lattes is a low-stakes fantasy that delivers exactly what's advertised: a wholesome, cozy novel that feels like a warm hug. This is my new comfort read.”—Genevieve Gornichec, author of The Witch's Heart At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Taiki Sato had long been the genius behind the Winged Hussars' success. He spent years innovating, discovering new technologies, and generally making a nuisance of himself. But when he took his first trip to 2nd Level Hyperspace, everything changed. He created an innovative pinplant design, which he had Nemo, the Hussar's Wrogul physician, install. A short time later, he executed a perfectly planned escape, disappearing from New Warsaw. The new pinplants had awakened memories previously forgotten. A thought here, a scene there. Bit by bit, he began to realize he was missing a huge part of his life's memories. Maybe most of it. So, with one of the clones of Rick Culper, a deceased marine Nemo had resurrected to experiment on, Sato snuck away to find out how far down the rabbit hole his memories would take him. With Rick's body installed in a new, incredibly powerful suit of armor known as an Æsir, the two return to Earth, where Sato was born. But he's not the only one interested in his history; powerful entities from his past are very curious where he's been. The journey of rediscovery will take Sato back to the beginning, not just of himself, but of how he'd changed the course of humanity's involvement in the Galactic Union. And-if he and Rick didn't have enough to deal with-they have a stowaway. In the end, he will find out who and what he was. The Sword of Minerva.
Heir to one of the leading "Four Horsemen" mercenary companies, Jim Cartwright is having a bad year. Having failed his high school VOWS tests, he's just learned his mother bankrupted the family company before disappearing, robbing him of his Cavalier birthright. But the Horsemen of eras past were smart-they left a legacy of equipment Jim can use to complete the next contract and resurrect the company. It's up to Jim to find the people he needs to operate the machinery of war, train them, and lead them to victory. If he's good enough, the company can still be salvaged.But then again, he's never been good enough.
The Omega War ended, not with a bang, but with a whimper. The Peacemaker-enforced ceasefire brought an end to the hostilities, but not a resolution, and now it's up to the Four Horsemen to forge a lasting peace. Alexis Cromwell, despite her pregnancy, heads off to Capital with Nigel Shirazi to obtain justice from the enigmatic Mercenary Guild Council, but when they arrive, they're quickly embroiled in galactic politics, and find out the situation is far, far worse than they could possibly have imagined. On Earth, Jim Cartwright has been given the task of 'fixing' the world government, which was complicit in General Peepo and the Merc Guild's invasion. He has some good ideas, but so do Peepo's agents who have stayed behind to foment rebellion. Sansar Enkh has her formidable intelligence service to watch his back?but will it be enough?Additionally, a new force is emerging on Earth, and it is raising far more questions than it is answering. What is the enigmatic Section 51, and what are their ultimate goals? As the Horsemen work for peace, the clouds of war are on the horizon. A greater war is looming as the other guilds, sensing weakness in the Mercenary Guild, begin their fight for supremacy. Who will be left when the storm clouds clear?