- Player Status. This is where your character's class Icon and level, name, health (red bar), endurance (green bar), energy (blue bar) and any special resources available to your class (in the above image the character has 6 Virtue).
- Defensive Target. This is your current target for any buff, heal, or rescue abilities that you use.
- LFG /Group Tool. Left-click this icon to bring up the LFG menu (you can also type /lfg to bring up the menu at any time) if you're not currently part of a group. If you join a group, your group members will have their Player Status displayed here instead.
- Beneficial Spell Effects. Any beneficial buffs, stances, or equipped effects with a long duration that have been applied to you will be represented here.
- Harmful Spell Effects. Any detrimental effects that are negatively impacting your character will be represented here.
- Short Duration Beneficial Effects. Any beneficial buffs, stance, or equipped effects with a short duration (default is 1 minute duration or less, but that value can be adjusted in the UI settings).
- Effects Maintained. Any abilities or spells that you need to maintain will be displayed here.
- Tutorial Hints Window. Helpful game hints, usually triggered by reaching specific levels or completing certain in-game events.
- Offensive Target Buffs. This window displays any beneficial abilities that your offensive target currently has on them.
- Offensive Target Debuffs. This window shows any detrimental abilities that are currently on your offensive target that are negatively impacting their stats or abilities in some way.
- Target Display. This is your current target for any interactions (merchants, mailboxes, etc) or combat spells or abilities.
- Target Weaknesses. Some abilities can cause status effects, such as Lethargic, Dazed, Wracked, etc. in addition to their normal effects. Any of those type of effects will be displayed in this window.
- Encounter Display. Any aggressive NPC's that you are in combat with that aren't your primary target will be listed here.
- Forms. Most classes have a variety of forms that become available as they gain adventuring levels. They can be toggled for different effects, such as additional armor, increased damage, etc. Only one can be active at a given time. This area will show what forms are currently available to you, and provide you with a way to toggle between them.
- Primary hotbar. This is your main hotbar bank for your abilities that you've set to it. You can open additional hotbars in the Settings menu (Under Game Menu -> Settings -> Interface Tab -> Additional Hotbars).
- Inventory/bags. Your primary inventory container is in this area by default. You can have up to three additional inventory bags, and one saddle bag container equipped here.
- Shortcuts to Character Sheet, Journal, Map, Social Menu, and Game Settings.
This icon takes you to your character sheet. Here you'll find your Adventuring gear and stats, Diplomacy Gear and stats, Crafting gear and stats, Mount information, and Appearance gear. You can also access it by pressing C in-game.
This icon takes you to your quest journal. Here you'll find your Adventuring, Crafting, and Diplomacy quests. Additionally, your current crafting Work Orders here as well. You can also access it by pressing L in-game.
This icon takes you to your abilities book. Here you'll find all of the Adventuring abilities, Crafting recipes, Diplomacy cards, and General abilities that you have unlocked or earned. You can also access it by pressing P in-game.
This icon takes you to the Map. Here you'll find tabs for all the continents, a button for the Riftway travel system, and a button for My Loc to display your current location on the map. You can also access it by pressing M in-game.
This icon takes you to the Social menu. Here you'll find options to find groups, Guild information, your friends list, your Caravan and Brotherhood information (if you're currently taking part in either), and your Raid set up (if you're currently in a raid). You can also access it by pressing O in-game.
This icon takes you to the Main Menu. Here you can adjust your Settings (Audio, Video, Interface, Controls, Performance, and Character options), Report a Bug, access the Help Menu, Logout, or Exit the game. You can also access it by pressing Escape in-game.
Combat lies at the heart of Vanguard adventuring and separates the heroes from the tombstones. Combat is a no holds bar match to the death (ok you can run away too but where's the fun in that?) which ends with either victory resulting in experience and loot or your death and recovery of your tombstone. Adventurers approach combat with a large variety of spells and abilities at their disposal that help give them a tactical advantage against their enemies. Smart adventurers will adapt the abilities they use to fit the current enemy they are fighting based on the strengths and weaknesses.
Some of the denizens of Telon are too powerful for a single adventurer to fight on their own so it is often necessary to group up with other adventurers in order to bring down harder enemies because they have better loot. For many of the more difficult targets adventurers will have to take certain specialized roles in order to effectively fight against the strongest bad guys. Some classes are capable of fulfilling multiple roles leaving it to the player to choose how best to help their group.
These roles typically fall under the following categories
The tanks job is to get hit so that no one else does. They excel at taking damage so that they can stand toe to toe with the nastiest creatures Telon has to offer without having to back down. They also have abilities which cause enemies to target themselves instead of the squishier members of the tanks group so that everyone is able to their jobs without worrying about being killed. Since tanks are almost always the first person into combat they often take a leadership role.
The role of DPS is to kill the enemy before the enemy can kill their party. DPS stands for damage per second which measures how much damage an adventurer does. Just remember that while it is better to do more damage you do no damage while dead so always watch your surroundings to make sure that you don't die.
Behind every great group there is a great healer keeping everyone alive. Healers mostly keep the tank alive but also have to watch out for other party members who end up taking damage. Keeping everyone alive keeps the group fighting at peak efficiency which leads to being able to kill more powerful creatures.
Supports job is to make everyone else better at their job. Support cover a large array of different jobs that don't fall into other categories, it can range from using crowed control abilities to prevent an enemy from being able to hit the tank to buffing the DPS so that they can hit harder or increasing the energy regeneration of a healer so that they can keep the tank alive longer. Support classes often are the unsung heroes allowing groups to kill enemies that they would never stand a chance against.
Crafters are able to make all manner of items in Vanguard. From weapons and armor, to boats and houses, bags and jewelry, crafters are able to supply all three gameplay spheres with useful items. If you're interested in becoming a crafter, locate a Crafting Advisor found in every starting area to begin the basic tutorial quests.
The three primary trades are Artificer, Blacksmith, and Outfitter. Every primary trade also has two Specializations available to them as well (available at 11th level in Crafting).
Artificers primarily use gemstones, stone, and wood. Their specializations are Carpenter (ranged weapons, wood weapons, and the primary components used in boats) and Mineralogist (jewelry, focus items, and the primary components used in houses).
Blacksmiths primarily use metal for their goods. Their specializations are Armorsmith (heavy armors) and Weaponsmith (metal weapons). Blacksmiths are capable of making subcomponents for houses and boats, arrows, tools for harvesting and crafting, and horse shoes.
Outfitters primarily use cloth and leather. Their specializations are Tailor (bags, cloaks, clothing, light armor) and Leatherworker (hand-wraps, medium armor, saddle bags). Regardless of specialization, Outfitters can make some house items and sails for boats.
Types of Crafting
There are three types of recipes that crafters use; Refining, Finishing, and Assembly.
Refining is the process of taking your raw materials and turning them into components to be used in Finishing or Assembly recipes. You can also use catalysts when Refining to imbue the items with additional stats. Refining recipes can be used at your trade's particular Refining station (Artificer Shaping Bench, Blacksmith Smelter, Outfitter Material Bench).
Finishing recipes use refined materials to create finished products or secondary components for other items. You can also upgrade crafted armor and weapons into more powerful versions with some recipes. Finishing recipes can be used at your trade's particular Finishing station (Artificer Sculpting Table, Blacksmith Forge, Outfitter Fitting Table).
Assembly recipes are generally used to combine different trade's items into something new. Ships for example use Outfitter's sails to combine with Artificer's wooden items to make masts. Assembly recipes in general are used at Assembly Workbenches or Assembly Stations. Some adventuring classes, such as Rogues and Rangers will also use Assembly recipes to create poisons, scrolls, arrows, etc.
Work Orders are a special type of task that crafters can perform in most cities and outposts in Telon. They allow crafters to earn faction, experience, crafting skill increases, money, and occasionally crafting gear and additional recipes. The great thing about Work Orders is that the raw materials are provided for you (but you still have to use your own Crafting Utilities). Speak with any Refining or Finishing Taskmasters to see what Work Orders are available for your current level range.
Crafters have 4 Attributes that help them with crafting.
Problem Solving helps correct complications. It affects your ability to use tools, stations, utilities, and normal actions to nullify complications.
Reasoning affects your utility actions, the standard crafting actions where crafting utilities are consumed.
Ingenuity relates to your ability to use station actions, anything you perform at a crafting station that doesn't involve a tool or utility.
Finesse reflects how well your tool use is for standard crafting actions.
Beginning at level 10, crafters earn additional points for their attributes. Seven points are automatically applied to each attribute when a crafter gains a level, and 1 additional point is earned at every 20% exp earned thereafter. The single points that are earned can be manually applied to whichever attribute the crafter wants.
Actions and Complications
Each recipe has a number of Action Points available for it. Almost every action a crafter performs while working on a recipe will require a certain number of Action Points in order to perform it. If a crafter runs out of Action Points, the recipe will be failed and any materials that were used up to that point for the recipe will be lost.
Complications are random events that occur while crafting. They vary in degree, but they can impact a crafting session's quality, progress, or Action Point costs. Complications will go away on their own after the crafter makes enough crafting actions, or a crafter can try to fix the complications (provided they have the appropriate tool, utility, or action points to do so).
Having better attributes, skills, and gear can help lessen the likelihood of Complications and help fix them as they arise, but there's no way to completely negate them from happening. Even the best artisan has off days.
Depending on a crafter's trade, they'll have specific sets of skills available to them in addition to their attributes. Every trade has a set of skills directly relating to their profession and specialization:
- Artificers: Forming (Refining skill), Artificer (Primary), and either Carpentry or Mineralogy depending on specialization.
- Blacksmiths: Metallurgy (Refining skill), Blacksmith (Primary), and either Weapon Smithing or Armor Smithing depending on specialization.
- Outfitters: Material Preparation (Refining Skill), Outfitter (Primary), and either Tailor or Leatherworking depending on specialization.
Each trade also has two sets of skills, one set for Refining recipes and the other for Finishing recipes. There are three categories; Station Skills (actions that don't require a tool or crafting utility), Tool Skills (actions involving Tool use), and Utility Skills (actions involving crafting utilities)
- Refining: Shaping, Shaping Tools, Shaping Utilities
- Finishing: Sculpting, Sculpting Tools, Sculpting Utilities
- Refining: Smelting, Smelting Tools, Smelting Utilities
- Finishing: Forging, Forging Tools, Forging Utilities
- Refining: Material Processing, Material Processing Tools, Material Processing Utilities
- Finishing: Stitching, Stitching Tools, Stitching Utilities
As a crafter earns skill points, they can also unlock new Actions to use in their recipes.
Crafters can use gear to augment their attributes and skills as well. A crafter that wants to be successful will want to keep an eye out for better gear, including their clothing and tools. There are also a variety of crafting utility bags and toolbelts to hold your crafting utilities and tools; some have a larger carrying capacity, and less common types even provide additional crafting skills.
Brotherhoods / Fellowships
Brotherhoods make one of the most unique and player empowering features in Vanguard. When players join a brotherhood they will share all experience gained between all members of the brotherhood. It doesn't matter if players are online or offline, standing next to each other or spread across Telon, if they are in a Brotherhood all EXP will be shared evenly allowing multiple characters to always stay at the same level while leveling. This allows a group of friends to play Vanguard and always be the same level no matter if they are always able to play together no matter their play style. No more creating an alt that you only play with your friend or coordinating what level you can get to each night Brotherhoods allow friends to just enjoy playing Vanguard with your friends.
Joining a Brotherhood couldn't be easier simply right click on either the character portrait of the person you want to be in a Brotherhood with and then choose Invite to Brotherhood. Alternatively if you are not near the person you want to Brotherhood with you can do /brotherhoodinvite (playername) and invite someone to your Brotherhood from anywhere in Telon.
Once you are in a Brotherhood you can open the social panel by pressing O and clicking on the Brotherhood Tab. From here you can see who is in the Brotherhood, their class and level, as well as how much Experience each person has contributed to the Brotherhood. From here members of a Brotherhood also have a choice to leave the Brotherhood if they no longer wish to share EXP. The leader of the Brotherhood can also manage the Brotherhood from this window by removing members or promoting another person to Leader.
Attributes are important but they don't paint the whole picture. The other half is Statistics. Statistics are the nitty gritty of what comprises a character. They determine everything from how hard you hit or get hit to how much damage you can take. Like Attributes some Statistics are better suited for some classes or play styles.
Hit Points: Hit Points are the lifeblood of a character. When you run out you die and that is no fun. The more Hit Points you have the longer you can stay in the fight to kill your enemy.
Endurance: All adventurers have 100 Endurance and use it to fuel abilities at either the detriment of enemies of the benefit of friends. Endurance regenerates fairly quickly and with such a small pool it is best used often. In addition to using Endurance a lot of abilities use Energy instead. Skilled players will mix up their abilities to try and mix up using abilities that require Endurance and Energy in order to maximize their potential.
Energy: Most adventurers have an energy pool which serves as fuel to do the majority of attacks. Once you deplete your energy pool your ability to do your job is severely compromised which can result in your death. To try and conserve Energy don't always use your most powerful abilities as they often take the most Energy. Instead try and use some abilities that are not as strong or abilities that use Endurance instead of Energy.
Armor Class: When you get hit by a damaging ability Armor Class is the last line of defense, every attack is mitigated depending on how high your Armor Class is.
Defense: Defense is quick way to tell what your total chance to mitigate damage in any way shape or form. If your Armor Class, Dodge, Parry, Block increase you will see an increase in your defense. This gives you a quick way to tell if you are better off with one piece of armor or another.
Attack: Attack tell you how damage you will do with your mainhand weapon. The higher the number the hard you will hit.
Offhand Attack: Offhand damage will show you how much damage you will do with your offhand swings. Very similar to Attack and only used if you have two weapons.
Ranged Attack: Ranged Attack shows how much damage will be done with ranged weapons.
Healing Focus: Healing Focus directly modifies how well your healing spells work. The higher your Healing Focus the more Hit Points your heals will restore.
Spell Damage Focus: Spell Damage focus directly modifies how much damage your spells do. The higher your Spell Damage focus the more damage your spells will do.
Spell Resists and Mitigation: Each time you are hit by an ability you can either Mitigate or Resist the damage. Your chance to mitigate is based on the damage type of the ability and your resist or mitigation of that type. Damage types are as follow Fire, Cold, Physical, Mental, Arcane, Spiritual, Holy, Planar, Shadow, Rampage, and Flurry.
Critical Chance: Critical Chance is the chance you have of doing extra damage when you hit with an ability. Depending on what type of ability you use will determine what type of critical is used either Melee, Ranged, Spell, or Heal Critical.
Critical Damage: Critical Damage determines how much harder your criticals will do. Without any bonus's to critical damage critical will do an additional 150% damage.
Attributes lie at the core of an adventurer. Whatever you do in Vanguard Attributes will directly impact how well you can do it. Depending on what class you are some attributes will help more than others. Take time to read up on what each attribute does an decide which ones will be the most beneficial to your character depending on your play style.
There are multiple ways to increase your attributes so that you can become more powerful.
Gear: Killing enemies, completing quests, or crafting can all yield equipment that can increase your attributes. Finding gear that increases the right Attributes can greatly increase how powerful you are.
Buffs: Most class have the ability to cast beneficial spells on allies. These spells can improve your attributes beyond what they would normally be.
Point Allocation: As a character increases in levels they are awarded with points that they can allocate to whatever attributes you decide you want more of. Simply open up the character sheet by either pressing C or by clicking the Character Sheet button next to your backpack then click on the attributes tab and assign points however you want. Throughout the world there are helpful NPC's that will allow you to reallocate stats if you change your mind on how you want to play your character.
Strength: If you Punch, Kick, Slash, Stab, or Bite then you want Strength. Strength simply makes an adventurer hit harder. In addition Heavy Fighters gain Block for each point of Strength they gain.
Constitution: You can't block, dodge, and parry everything and this is where Constitution comes into play. A high Constitution will grant you the durability to survive getting hit by even the strongest denizens of Telon. The higher your Constitution the more Health you have. Adventurer's also gain resistances to all types damage.
Dexterity: A small knife or arrow that find a hole in an enemies defenses will hurt a lot more damage than a battle axe hitting armor. Dexterity is what helps you find that small breach in the enemies defenses. Dexterity effects many things, such as melee critical, ranged damage, chance to dodge, chance to parry, a small chance to completely resist spells and the ability to recognize enemy abilities.
Vitality: When you are beaten and broken a high vitality will help you get back on your feet and ready to fight the next battle or the ability to outlast your opponent. Vitality effects the potency of healing spells as well as energy and health regeneration. And when all else fails and you have to run Vitality also increases your run speed.
Intelligence: It takes smarts to throw fireballs, conjure cyclones, raise undead, or trick an enemy into think his best friend is a deadly foe. Intelligence will help you do all of these things better. It will increase Spell damage, as well as help with tactical abilities such as spell detection and counter spelling.
Wisdom: A wise man once cast a spell and then another and another and anothee… And a lot of them were criticals on top of that. Wise adventurers are blessed with a larger energy pool as well as an increased chance to score a critical hit with spells. In addition Wisdom helps with detection and counter spelling enemy spell casters.
Caravans offer a unique method to help players get around in Vanguard and keep together with friends even when offline. Players can join a caravan and then log out within 10 Minutes and after 3 hours offline they will have the option of moving their character to the location of caravan leader or remain where they originally left their character. Caravans make it easy for players to stick together when playing so that instead of spending time trying to find your friend you can spend your time adventuring and having fun instead of traveling to your friends.
In order to create a Caravan simply target a nearby player and right click on the player you want to have join your caravan. If the player accepts the invite they will join your caravan. At that time they will have to log out without 10 minutes and stay offline for 3 hours. When they log back in they will be prompted to either go to the location of the caravan leader or if they have changed their mind stay at the location that they originally logged out in.
To begin fishing, you'll need to learn the skill from one of three NPC's; Tien Hou in Tanvu, Nafis Karam in Qa Riverbank, or Wilhelm Runge in Three Rivers. Each NPC offers a brief tutorial, and at the end of it you'll have your fishing rod and some bait to get you started.
Once you have the Fishing skill, it's time to find some water. Equip your rod and bait and you should begin to see fish spawn in the water around you. Use the Fishing skill to throw your bobber out, and use the skill again to stop the cast. You can either let your line sit and hope a fish comes to it, or you can use the S key to reel in a bit.
It shouldn't take too long before one of the fish notices your line and comes in for a bite. You'll begin struggling with the fish as it moves to either side, forward, or backwards. As it does so, match the fish's movement with the W, A, S, and D keys. Match correctly and you'll wear down some of the fish' health. Match wrong and the fish will gain some health back. In some cases you'll begin to learn combo's to use on particular species of fish (they differ from one fisherman to the next on the same fish types). If you unlock a stage of a combo, try rapidly pressing the W, A, S, and D keys again until the combo fails. If you correctly use the four stages of the combo, you can use it to significantly wear down the fish. Be careful though, fish can also learn combos on you if you have too many failures to match the fish's swimming!
Your fishing records, including combos, fish's preferred baits, types of fish you've discovered, etc are all tracked in the Achievements section of your Quest Journal. Be sure to check it periodically for any information that you may have missed.
Experiment! Some fish prefer different types of water, depths of water, types of bait, etc. You never know what you'll catch lurking in Telon's waters!