Signet of Capture One of the most versatile skills you can buy from a Skill Trainer is the Signet of Capture, available only to high-level characters. This special skill temporarily fills up a skill slot. The Signet can capture skills—including valuable elite skills— from fallen “boss” enemies (described in the next section). If a boss you’ve defeated doesn’t have skills you can use, the Signet of Capture cannot target that fallen foe. You can’t capture skills for a profession you’re not currently using. Each time you use a Signet of Capture, you lose the Signet, replacing it with the skill you’ve captured. You’ll also get 250 XP for each level you have when you capture an elite skill. (A 20th level character earns 5000 XP.) You can buy multiple Signets of Capture, but the cost increases each time you buy one, up to a maximum of 1000 gold.
Boss Enemies Boss enemies are named enemies: each boss has a first and last name. You can identify a boss by the colorful aura that surrounds it, signifying its power. Most are located at the heart of an enemy stronghold or territory, and they’re more powerful than their surrounding minions. Killing a boss improves your character’s morale, a concept we’ll address in the next chapter. You can tell the profession of a boss by the color of its aura. For example, Warriors are yellow, Rangers are light green, Elementalists are red, Assassins are light purple, Mesmers are magenta, Monks are blue, Ritualists are dark blue, and Necromancers are dark green. When in doubt, look at the skills and spells a boss uses.
Collectors Collectors conduct their trade both inside and outside towns, sometimes in unlikely and inhospitable places. For various reasons, collectors want large quantities of trophy items from enemies you slay in the wild, and they’re willing to trade for them. Some offer a wide variety of powerful weapons and other useful items in exchange; others can provide highquality armor. Even if you don’t have an immediate need for a Collector’s reward, you can usually still make a profit from it, either by selling it to another character or finding a merchant who’ll buy it. A Collector’s name is followed by the word [Collector]. 100
Xunlai Storage Agents Xunlai Agents belong to an ancient and incorruptible banking guild from the continent of Cantha. Collectively, they offer a valuable service: they store equipment and gold your characters don’t want to carry. Nearly every town you encounter has a Xunlai Agent, right next to a location you can use to store items and money. A Xunlai Agent always has this name: Xunlai Agent [Storage]. Any character who wants to use the guild’s services can pay 50 gold pieces to open an account. The storage account is shared by all the characters on your account, but each character needs to pay once for access. Xunlai Agents offer an easy way to transfer gold and items between your characters. For instance, if your 20th level Warrior/Monk finds a bow your low-level Ranger/Elementalist could use, your Ranger could withdraw that bow from a Xunlai account later. This not only frees up more space in a character’s personal inventory, it also makes leveling up low-level characters on the same account a little easier. Your storage account can also be used to store the materials crafters need to make weapons and armor; you can also trade those materials to Collectors. A Xunlai Storage Representative can expand your account with Materials Storage. After you pay the representative an additional 50 gold, you’ll have a second area in that character’s storage space that holds a wide variety of crafting resources. Each slot for a resource holds up to 250 units of that item. If you wish to increase the amount of space in your storage account for storing and organizing materials, look for an NPC with the words [Storage Upgrades] after that character’s name.
Guild Registrar and Emblemer Each campaign has locations where you can find a Guild Registrar and Guild Emblemer. A registrar can create a guild for you for 100 gold. An emblemer can create a cape design for your guild. Joining an existing guild doesn’t require you to see the registrar. For more details, see the “Guilds” section in Chapter Four.
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