← GW Observer

Release notes

Guild Wars Observer 3.0.0

Update 3.0.0 adds recorded character appearances, a Wardrobe for previewing armour and saving looks, and an updated replay HUD. We also reviewed and significantly improved attribute calculations and damage attribution, which links the damage numbers above players to the skills that caused them. Other improvements cover animation timing, map lighting, combat information and replay controls.

Recording compatibility: Character appearances require recordings made from 20 September 2026 onward. The effect bar requires recordings from 7 October 2026. Older recordings continue to use profession models and benefit from the other improvements.

Download 3.0.0 Back to gwobserver.com
A character casting with a glowing weapon on jade terrain beside a wooden bridge
Recorded character appearance, casting effects and ground shadows in the replay. View full size

Major features

Recorded Character Appearances

Added support for recorded character appearances. Replays now show each player's face, hairstyle, hair colour, skin colour, height, armour, dyes and guild cape.

Weapons display their skins, dyes, glows and particle effects. Guild capes use the guild's colours and cloth animation.

Added animated effects for Elementalist headpieces.

Players fighting on jade terrain, wearing different armour and guild capes
Recorded characters in combat, with their armour, weapons and guild capes. View full size

Character Panel Portrait

Added a 3D character preview to the character panel, showing the player's appearance and active weapon in its combat stance. You can open the character in the Wardrobe directly from this panel.

Replay with a Ritualist character preview, equipment panel, skill bar and both party windows
The character panel alongside the followed player's HUD and both teams' party windows. View full size

The Wardrobe

Added the Wardrobe, where you can preview armour, dyes, weapons and character appearances without owning the items in game. Open it from the top navigation bar or send a recorded character to it from a replay.

The Wardrobe character library with a Monk preview against a stormy sea
The Wardrobe character library, with a selected character and saved looks. View full size

The Wardrobe includes the following options:

The Wardrobe armour gallery with dye selectors
The armour gallery with a dye selector for each slot.
Photo mode: the character in the Eye of the North scene without any interface
Photo mode: no interface, just the character and the scene, saved as a PNG.

Replay interface

The Followed Player's HUD

Updated the followed player's HUD using Guild Wars textures and layout, with skill, health, energy and effect bars.

The energy and effect bars are calculated estimates and may contain errors. They represent our best guess from the available match data. We aim to make this information as accurate and useful as possible, but it may differ from what the player saw in game.

The followed player's HUD: effect bar, energy bar, health bar and skill bar
Following B A R B I E E E: effect bar, energy bar with its confidence lamp, health bar and skill bar, stacked as in game.

Energy Bar

Added an estimated energy bar. Energy is calculated from the start of the match using skill costs, natural and skill-based regeneration, and recorded gains and drains. Supported skills include Energy Surge, Mind Wrack, Shame, Purge Signet, Signet of Recall and many more. Overcast is shown in grey.

A green, orange or red indicator shows the confidence of the energy estimate. A shaded band shows the estimated range; hover over the indicator for details. Party windows also display an energy strip beneath each player.

Cast Bars

Updated cast bar colours to show the result of a cast:

Fixed cancelled casts briefly filling the bar before resetting. The skill icon now fades out with the cast bar.

Party Windows

Updated party windows with Guild Wars health bars, window frames and team colour gradients. Added an energy strip beneath each row, which can be toggled on or off.

The reworked party windows with game-style health bars and energy strips
Updated party windows with health bars and energy estimates.

Overhead Skill Icons and Numbers

We spent a lot of time improving how damage and healing are linked to the skills that caused them, and how those numbers appear during combat.

Updated damage and healing numbers to match the movement, timing and alternating placement used in Guild Wars, with one number per hit. Improved the accuracy of the skill icons shown alongside them. Ranged attack skill icons now appear on impact, life stealing appears as healing, and map hazards such as Isle of Jade coral and the Imperial Isle acid trap have their own icons.

Added purple overhead numbers for energy gains and drains.

Damage and energy numbers with skill icons during a fight on jade terrain
Overhead combat numbers with the associated skill icons. View full size

Models & animation

Animation Timing

Updated animation timing using playback data from Guild Wars.

Players moving and casting in a rocky passage, with visible weapons, capes and shadows
Movement and combat poses during a replay. View full size

Ritualist Weapon Spells

Ritualist weapon spells now display the corresponding spirit weapon in place of the player's equipped weapon.

Spirits, Rituals and Minions

Added names, range rings and models for all 25 nature rituals. Corrected missing names and incorrect ranges for Winter, Winnowing, Conflagration, Greater Conflagration, Symbiosis, Frozen Soil, Pestilence, Brambles, Quicksand, Roaring Winds and Equinox. Added the three remaining Necromancer minion models.

Light, shadow & world

Map Lighting and Shadows

Updated maps to use Guild Wars lighting, fog and haze, with optional bloom. Added ground shadows for characters and separate character lighting to keep armour and dyes visible from different camera angles. These settings can be adjusted in Preferences.

A Ritualist and spirit beneath red wooden gates, with grass, bamboo and a coloured sky
Map lighting and sky, with a recorded Ritualist and spirit in the scene. View full size

Team Glow on NPCs, Spirits and Pets

Added team-coloured outlines to guild lords, guards, pets, spirits and minions.

Animated Particle Effects: “I am the Boss!”

Added support for animated particle effects. The first feature using this support is the September flux, “I am the Boss!”, with its beam, ring and sound effects. The effect is triggered by recorded match data.

Animated beam and ring effects for the September flux, I am the Boss!
The September flux, “I am the Boss!”, with animated particle effects. View full size

Flags in Hand

The flag now shows its cloth and team colour while a player carries it.

Combat & stats

Team Morale Graph

Added a team morale graph to the morale panel, showing both teams up to the current replay position. Click or drag on the graph to seek through the match. Morale calculations now check recorded maximum health to exclude deaths and kills that did not affect morale.

The team morale chart over the course of a match
Both teams' morale over the match. Click to seek.

Quality of life

Replay Speed Hotkeys Numpad + / −

Change the playback speed from the keyboard. The keys can be rebound.

Skill Lasers by Team

Skill lasers can now be coloured by the caster's team, instead of ally and enemy.

Other Changes

Known limitations

Some replay information is unavailable in observer recordings or is not yet modelled:

Bug fixes