This page will contain external links about guild wars, as they become available.Guild WarsTo meet Wikipedia's quality standards, this article may require cleanup.This article may not be written in the formal tone expected of an encyclopedia entry. Please improve the article or discuss proposed changes on the talk page. See Wikipedia's guide to writing better articles for suggestions. Guild Wars is an online game by ArenaNet, a developer founded by individuals crucial to the development of Blizzard Entertainment's past games and services such as Diablo, Warcraft, Starcraft, and Battle.net. ArenaNet is now wholly owned by NCSoft, a South Korean game publisher. OverviewThough often referred to as an MMORPG, ArenaNet coined the term CORPG (Competitive Online Role-Playing Game) to describe Guild Wars. This title describes the competitive PvP-oriented (Player vs. Player) design of the game, as well as serving to differentiate it from the standard, subscription-fee-based, MMORPG genre. Guild Wars does not support hundreds of players in combat, instead having large towns where people form groups of eight or fewer players who then fight in their own unique instance of the game world. "Guild Wars is not an MMORPG," said Jeff Strain, producer of the game. The cooperative PvE campaign can take "more than 100 hours" to complete with one character, though it can be done much quicker if the player wishes. PvP involves multiple 4 player or 8 player groups fighting to achieve typically FPS-style gameplay objectives such as deathmatch, king of the hill, or capture the flag. The small player groups, lack of subscription fee, and low number of hours required to play the game are some of the reasons why Guild Wars tends to share more in common with the Diablo series of action RPGs than traditional MMORPGs such as Ultima Online, Runescape and EverQuest. Guild Wars was the subject of the "E3 for Everyone" event in May 2004 which, held during the annual E3 expo and conference, attracted over 200,000 gamers from around the world to participate in the 5-day public beta testing. Special features in Guild Wars include silent streaming update technology (new content can be easily sent to the user while he or she is playing) and unprecedented player versus player combat that ArenaNet has designed to rely on skill rather than the amount of time spent playing, shunning the design of MMORPGs such as EverQuest where making a high-level character takes anywhere from several months to several years. ArenaNet plans on releasing expansions every six to nine months that will advance the game's story line as well as introduce new features. Expansions will not be required to continue playing, nor will they give a true advantage over non-expansion players. Long before the game was officially released, a "World Preview Event" occurred on October 29-31 2004, similar to the E3 event, and attracted approximately 400,000 users. Starting in November 2004, ArenaNet held monthly Beta Weekends in addition to the closed Beta. Designed for large-scale testing, these events were open to those who pre-ordered as well as people who got free one-time passes from various sources such as Friend Passes, magazines, or giveaways from sites like FilePlanet. Guild Wars was released on April 28, 2005 in North America and Europe. Unlike many MMORPGs, the launch of Guild Wars went very smoothly. A new Guild Wars expansion pack called "Factions" is being released in Spring 2006. This will include the two new professions "Ritualist" and "Assassin" and an expanded storyline. Game mechanicsThis modified screenshot illustrates that certain skills can be chained together for added effect. [1]Each player character in and of itself is composed of one primary profession and one secondary profession, with the six professions allowing for a potential of 30 distinct combinations (one of six primaries and a choice of five secondaries). Each profession has access to approximately 75 skills, ~60 being common and ~15 being elite. Elite skills can be captured from bosses by using the Signet of Capture skill. This allows for a possible total of almost 150 skills per character to acquire, choose from, and bring into battle. However, characters can only bring 8 skills at a time into any area in which combat is possible, allowing for many different battle styles. Since the skill set of each character is an integral part of the team's strategy, preparing the right skill set is critical. Out of the eight skills in the spell-bar, only one elite skill can be equipped at any one time. Skills can be rotated in and out of the spell bar at any time while in a non-combat area, such as a town or an outpost. There are four different methods of earning a skill. The first method is to earn the skill as a reward from a quest. The second is to purchase the skill from one of the many skill vendors using one of a person's skill points, which are earned at each character level and every story mission, and a cost of gold to the skill vendor. The third method is to use a Signet of Capture, which can be bought from certain skill vendors for a skill point and some gold, and used on a boss enemy's corpse that employs a skill that one would like to learn. The fourth is to purchase the skills from special vendors using faction points, which are earned through PvP combat (skills earned this way can only be used by PvP characters that the player creates). The last two methods of acquisition are the only ways to gain access to the elite skills. The in-game model reflects only the primary profession's appearance. The character's in-game armor crafting choices are likewise limited to the primary profession's selection. However there are multitudes of dyes and other ways to color and differentiate each character from others. Attributes can be increased from 0 to 12, at an increasing cost of 1 to 20 attribute points. Attribute Points may be re-allocated only while in a town or outpost. These attribute points are earned as a character levels up. With each additional point invested in an attribute, a linear gain is produced (usually increased effectiveness to a linked skill). The Mesmer-only attribute Fast Casting has diminishing returns, meaning every additional point has less of an effect than the one before. These attributes can also be raised using items known as runes, which are applied to armor. Through the use of runes and specific character class items, a given attribute can be increased to as high as 16. There are penalties associated with the more powerful ones and only runes for the primary profession may be used. There is a cap on character level, which is currently placed at level 20. Though a player will continue to gain skill points after this no attribute points are gained. A low maximum level ensures that the Player vs. Player combat is balanced and interesting, and enforces rewarding player skill rather than time invested in character. Guild vs. Guild (GvG) combat, a specific type of PvP, is also available. If a player forms a guild (a team of players), then they can buy unique capes for all members, and also a Guild Hall, a private place where only guild members can enter. Together they can fight other guilds in order to raise their rank on the world-wide ladder system. These contests of strength, strategy, and teamwork involve either defending or attacking one of seven possible Guild Halls. Some guilds use live Internet voice communication technologies, such as Ventrilo or TeamSpeak, to better coordinate their team. This often creates a notable improvement in a team's response time, since players can communicate by voice alone rather than having to stop in the middle of the game to type a message to a teammate. There is also the World Domination Arena, in which Korea, North America, and Europe fight in a PvP arena called the Hall of Heroes. The regions fight for "The Favor of the Gods" in the arena with their team-mates. Wins and losses are displayed in the chat box to declare who has the "Favor" and who is winning. Holding favor unlocks access to the Fissure of Woe and the Underworld, which are two challenging PvE (Player vs. Environment) game areas. Holding favor also allows players from that region to summon an avatar at the various shrines by kneeling in front of them. These avatars will grant various beneficial effects for a small fee (in combat areas) or provide new quests (in cities and outposts). Also a new ability called "Observer mode" now allows players to view recent battles in the Hall of Heroes and Guild Battles that involve guilds rank 100 or higher. ProfessionsThere are currently six character professions available, each with their own attributes and unique skill sets, though it is not uncommon to see specific 'builds' centered around a particular arrangement of skills and professions. The developer, ArenaNet, has confirmed that there will be additional professions introduced with future expansions to the game. In the upcoming Guild Wars: Factions, which is due in the second quarter of 2006, there will be two new professions: the Assassin and the Ritualist. ElementalistAn elementalist charater with a subclass of necromancer.Elementalists summon the powers of earth, air, fire, and water and command them at will. Their mastery of the elements gives them a wide range of abilities, most of them deadly, and they can inflict more damage in a single strike than any other profession. Earth magic summons quakes and eruptions, encases enemies in stone, or strengthens allies. Air magic harnesses the power of tempests to strike foes down with lightning strikes or enables allies to run like the wind. Fire magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. Water magic conjures mist and ice to slow enemy movement and attacks, blur vision, protect allies against magic, and inflict cold damage on enemies. The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand just in case.
MesmerA female mesmer poses for a picture inside Sorrow's Furnace.Mesmers are masters and mistresses of illusion and control. Combined with any other profession, their skills provide excellent support, turning the enemy’s skills against them and changing the very fabric of reality to hinder foes and help allies. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Their powers of domination allow them to take control of enemy skills and Energy for their own use, and for the benefit of their allies. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. While Mesmers are not known for brute strength, their ability to confuse and distract the enemy more than compensates.
MonkA female monk character dancing atop a hill with a scenic overview inside a guild hall.Monks employ a direct conduit to the powers that be, and the answers to their prayers come in the form of healing and protection for their allies and damage to their enemies. Combined with any other profession, Monks can alternate between supporting their team and dealing damage to opponents, either from a distance or in the thick of things. Monks enjoy Divine Favor, which provides extra protection from harm, while their healing and protection prayers help to keep their allies strong and healthy. Smiting prayers, on the other hand, call down divine anger on enemies, exacting holy damage that ignores armor. What Monks lack in firepower they make up for with their unparalleled gift for keeping their allies alive, making Monks a very sought after class in almost any party.
NecromancerTwo female Necromancers at the Henge of Denravi.Necromancers are masters of the dark arts, calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. Dead and dying enemies become unwilling allies in their hands. Necromancers have the singular ability to absorb Energy from an enemy’s death, and can raise a fighting force from the corpses of their foes. Curses, which often cost the Necromancer dearly, exact an even greater toll from enemies, who find that their Enchantment Spells and healing skills are rendered useless. Due to the sacrificial nature of their methods, successful Necromancers practice patience and self-discipline to stay alive.
RangerTwo ranger characters battling some Tengu in PVE.Rangers are unique in their ability to succeed with the help of, or even in spite of, their environment. Nature rituals allow them to manipulate terrain to hinder their enemies, or borrow the very power of creation to heal and aid their allies. They favor long-range combat, the bow being their weapon of choice, and can be especially effective from elevated locations such as bridges and cliffs. They are the only profession with the ability to charm animals, which then accompany them on their travels and assist them in battle, gaining levels and abilities over time. Rangers are also blessed with survival skills that help keep them alive despite their lightweight armor.
WarriorA male and a female warrior characters sitting at the in-game city "Lion's Arch".Warriors rely on stout hearts, brute strength, and melee weapons to subdue their enemies and protect their allies. They generally disdain long-range warfare, preferring instead to charge directly into the fray swinging their weapon of choice. They can take a beating unlike anyone else. The Warrior class in Guild Wars is unconventially complicated in comparison to other MMO's, where combat would require little player input. Warriors are equally comfortable wielding axe, hammer, or sword, though many choose to master one weapon over all others. Many Warrior skills require adrenaline, which builds up during combat to enable those skills, and usually results in major damage. Defensive tactics help the Warrior to avoid damage and protect allies, but strength is the Warrior’s biggest asset, providing the constitution to keep on fighting until the battle is won.
Guild Wars: FactionsGuild Wars: Factions was announced at the Guild Wars website on January 10, 2006.[2]. It is the first announced expansion pack to the Guild Wars franchise. Although Factions will be a stand-alone product, it is still commonly referred to as an expansion pack not to confuse old and new players alike. The expansion pack is named Factions because of the new feature which allows players to join forces with one of the two rivaling factions, Luxon and Kurzick, who fight for total control over the new continent of Cantha. The battles that follow will have an immediate effect on the game world. Players with Guild Wars that purchase the expansion will be able to travel back and forth between Cantha and Tyria with their characters. Players that only purchase Factions will get access to all eight professions - however, they will only have the Factions campaign and the full skillset of the new professions at their disposal, not the core ones. Apart from Cantha and its full length campaign, Factions introduces two new professions - The Assassin and The Ritualist. Factions will also bring new armors, new skills, new gameplay modes and much more into the game. It is expected to be released in spring 2006. AssassinA female assassin gazes into the distance, backed by a majestic boat.Introduced with Guild Wars: Factions, Assassins rely on stealth, trickery, and swift strikes of their two daggers to subdue and confuse their enemies. While physically slim, the assassin's strength lies in using his enemy's weaknesses to his advantage, making the Assassin a very unique character in the world of Guild Wars. Assassins are a kind of hybrid class; though differentiated from the other classes, the Assassin has in himself the elements of a damage dealer and spellcaster. Assassins also have the most complicated attack system; Lead, Off-hand, and Dual attacks must be used in a particular fashion to work, but can be devestating when unleashed in a chain attack by the Assasin's two daggers, one wielded in each hand. Dagger Mastery and Critical Strikes enable them to swiftly penetrate their foe's defences to land damaging blows; Shadow Arts and Deadly Arts give the Assassin a wide array of underhand tactics to confuse and annihilate their enemies.
RitualistA female Ritualist stands ready in front of a large palace.Another new class introduced with Guild Wars: Factions is the Ritualist, a powerful entity on the battlefield, employing huge living spirits that heal allies or spread death and destruction amongst foes, and calling on the powers of long-forgotten ancestors to deal a wide range of effects. The Ritualist bears a strong resemblance to the existing Necromancer, who uses corpses to raise armies of undead minions, but the Ritualist has a much wider range of skill sets, with the ability to summon healing spirits or damaging spirits. The Ritualist also shares with the Necromancer the ability to sacrifice health for some skills, and can sometimes siphon resources from ally spirits, or even enemies, to empower themselves. The Ritualist also has an element of the Elementalist in him, with the power of lightning spells being at his disposal.
LocationsIn the order that the player experiences them while playing through the game's story:
CriticismWhile some Guild Wars players argue that the campaign and its plot are the weakest parts of Guild Wars, others complain that the four character slots that are offered are too few. Many players agree however that the largest issue currently is the process in which a player gains new skills. The gaining of new skillsThis issue has gained much attention due to the fact that it affects both the PvE and the PvP-communities of the game, but also because it contradicts one of NCSoft's and ArenaNet's goals with Guild Wars which was: "Success in Guild Wars is always the result of player skill, not time spent." [3]. As Guild Wars in both PvP and PvE is largely dependant on which skills the player has, the player with the most skills often has an advantage compared to others because of the new possible combinations that opens up for that player. As it is now there are two ways to gain new skills in Guild Wars: the first is by playing through the campaign and doing the quests that follows, the other way is by playing PvP and gaining Faction-points, with which you can unlock skills. Despite being unlocked, skills are still acquired individually for a PvE-character. Although the Faction-points were permanently increased in September 2005 [4], many still think that the procedure to unlock all the skills for a profession is too time-consuming. This process is by some referred to as grind. As a consequence some players ironically call the game "Grind Wars". There have been many proposed solutions to the problem. The most reoccuring proposition is that all skills should be unlocked (commonly referred to as UAS, Unlock All Skills) for both PvE and PvP-use. Another solution is that Faction should be increased once more to improve the rate with which a player can unlock the skills. Common termsOften said phrases are commonly abbreviated in online games for the relative ease with which they're typed. Below are a number of acronyms and abbreviations commonly heard in Guild Wars. EmotesThere are many emotes in Guildwars, here is a list of them. A / has to be typed in front of every emote to activate it. Collector's EditionThe Collector's Edition offers the owner the use of Divine Aura. When their character use any of the emotes in the game, depending on their class which determines which god they worship, a coloured light will surround the character's hands. This page about guild wars includes information from a Wikipedia article. Additional articles about guild wars News stories about guild wars External links for guild wars Videos for guild wars Wikis about guild wars Discussion Groups about guild wars Blogs about guild wars Images of guild wars |
|
There are many emotes in Guildwars, here is a list of them. However, sophisticated criminals could produce convincing fake packaging in the future. Below are a number of acronyms and abbreviations commonly heard in Guild Wars. Roche officials know of only one instance of counterfeit Tamiflu appearing outside of the United States: incorrectly-labeled pills found in Holland, which contained only Vitamin C and lactose. Often said phrases are commonly abbreviated in online games for the relative ease with which they're typed. The packages were labeled Generic Tamiflu. Another solution is that Faction should be increased once more to improve the rate with which a player can unlock the skills. In December 2005, 53 packages of fake Tamiflu pills were intercepted by the US Customs Service in South San Francisco. The most reoccuring proposition is that all skills should be unlocked (commonly referred to as UAS, Unlock All Skills) for both PvE and PvP-use. This is genuinely a potential problem, but, in the face of a shortage, some individuals may be willing to face such a risk. There have been many proposed solutions to the problem. Another argument is that it would be difficult for home users to determine whether illegally-imported Tamiflu is counterfeit. As a consequence some players ironically call the game "Grind Wars". Many stockpilers will only have ten 75 mg pills (the current recommended dosage for oseltamivir), but this may be insufficient for the treatment of H5N1 (de Jong 2005). This process is by some referred to as grind. In the New England Journal of Medicine, Moscona (2005) argues that the use of personal stockpiles of oseltamivir could result in the administration of low dosages, allowing for the development of drug-resistant virus strains. Although the Faction-points were permanently increased in September 2005 [4], many still think that the procedure to unlock all the skills for a profession is too time-consuming. Ethical arguments are sometimes made: Why should affluent people (or nations) have preferred access to antiviral medications? Illegal importation may divert the drug from poorer countries where the risk of avian influenza is actually higher. Despite being unlocked, skills are still acquired individually for a PvE-character. One argument against individual stockpiling is that limited drugs should be kept for more strategic or ethical deployment, that is, to hard-hit areas, to people in critical roles (e.g., healthcare and government workers), to people vulnerable to seasonal flu, or to people who actually have come down with avian influenza. As it is now there are two ways to gain new skills in Guild Wars: the first is by playing through the campaign and doing the quests that follows, the other way is by playing PvP and gaining Faction-points, with which you can unlock skills. Several American states, including Massachusetts and Colorado, have issued advisories strongly discouraging this practice. As Guild Wars in both PvP and PvE is largely dependant on which skills the player has, the player with the most skills often has an advantage compared to others because of the new possible combinations that opens up for that player. The short supply of Tamiflu has prompted some individuals to stockpile the drug. This issue has gained much attention due to the fact that it affects both the PvE and the PvP-communities of the game, but also because it contradicts one of NCSoft's and ArenaNet's goals with Guild Wars which was: "Success in Guild Wars is always the result of player skill, not time spent." [3]. On the other hand, at least one Democratic Senator has criticized Bush for not planning to buy enough anti-viral drugs [21]. Many players agree however that the largest issue currently is the process in which a player gains new skills. Previously, Rumsfeld has been implicated in a racketeering lawsuit involving the FDA approval of the artificial sweetner aspartame [20]. While some Guild Wars players argue that the campaign and its plot are the weakest parts of Guild Wars, others complain that the four character slots that are offered are too few. The rise in Gilead's share prices from $35 to $57 per share will have added between $2.5 million to $15.5 million to Rumsfeld's net worth. In the order that the player experiences them while playing through the game's story:. Rumsfeld is a former chairman of Gilead, and federal disclosure forms indicate that he owns between $5 million and $25 million in Gilead stock (Schwartz 2005 [19]). The Ritualist also has an element of the Elementalist in him, with the power of lightning spells being at his disposal. government's endorsement and planned purchase of oseltamivir, noting Secretary of State Donald Rumsfeld's close ties to Gilead Sciences, rightsholder to the Tamiflu patent. The Ritualist also shares with the Necromancer the ability to sacrifice health for some skills, and can sometimes siphon resources from ally spirits, or even enemies, to empower themselves. Some commentators (e.g., [18]) question the motives of the U.S. The Ritualist bears a strong resemblance to the existing Necromancer, who uses corpses to raise armies of undead minions, but the Ritualist has a much wider range of skill sets, with the ability to summon healing spirits or damaging spirits. Bush's plan included $1.4 billion for government purchases of anti-viral drugs[17]. Another new class introduced with Guild Wars: Factions is the Ritualist, a powerful entity on the battlefield, employing huge living spirits that heal allies or spread death and destruction amongst foes, and calling on the powers of long-forgotten ancestors to deal a wide range of effects. Bush requested Congress to fund $7.1 billion in emergency spending for flu pandemic prepardness (the Senate had already passed an $8.1 billion bill)[16]. Dagger Mastery and Critical Strikes enable them to swiftly penetrate their foe's defences to land damaging blows; Shadow Arts and Deadly Arts give the Assassin a wide array of underhand tactics to confuse and annihilate their enemies. president George W. Assassins also have the most complicated attack system; Lead, Off-hand, and Dual attacks must be used in a particular fashion to work, but can be devestating when unleashed in a chain attack by the Assasin's two daggers, one wielded in each hand. In November, 2005, U.S. Assassins are a kind of hybrid class; though differentiated from the other classes, the Assassin has in himself the elements of a damage dealer and spellcaster. The week before, Thai authorities said they would begin producing oseltamivir by February 2006, claiming that Roche had not patented Tamiflu in Thailand[15]. While physically slim, the assassin's strength lies in using his enemy's weaknesses to his advantage, making the Assassin a very unique character in the world of Guild Wars. On November 9, 2005, Vietnam became the first country to be granted permission by Roche to produce a generic version of oseltamivir[14]. Introduced with Guild Wars: Factions, Assassins rely on stealth, trickery, and swift strikes of their two daggers to subdue and confuse their enemies. Roche said it would instead send all supplies to China's health ministry[13]. It is expected to be released in spring 2006. [10][11][12] Sales were suspended in Hong Kong as well, and on November 8, also in China. Factions will also bring new armors, new skills, new gameplay modes and much more into the game. It said that, when distribution resumes in Canada, the remaining available drug will be saved for use in high-risk settings like long-term care facilities and hospitals. Apart from Cantha and its full length campaign, Factions introduces two new professions - The Assassin and The Ritualist. In late-October 2005, Roche announced that it was suspending shipments to pharmacies in the United States and Canada until the North American seasonal flu outbreak began, to address concerns about private stockpiling and to preserve supplies for seasonal influenza. Players that only purchase Factions will get access to all eight professions - however, they will only have the Factions campaign and the full skillset of the new professions at their disposal, not the core ones. Also in October, it was announced that Roche was in discussions with four generic drug manufacturers about possibly issuing sublicenses to increase production. Players with Guild Wars that purchase the expansion will be able to travel back and forth between Cantha and Tyria with their characters. Cipla argues that it can legally sell oseltamivir to India and 49 other less-developed countries, possibly as early as January 2006. The battles that follow will have an immediate effect on the game world. Most patent laws allow governments to authorize supply from generic companies, subject to remuneration to patent owners to address public health problems, including emergencies, although Roche has annouced its intention to remain the sole supplier of the drug. The expansion pack is named Factions because of the new feature which allows players to join forces with one of the two rivaling factions, Luxon and Kurzick, who fight for total control over the new continent of Cantha. In October 2005, the Indian drug company Cipla announced their plan to begin manufacture of generic oseltamivir without license from Roche. Although Factions will be a stand-alone product, it is still commonly referred to as an expansion pack not to confuse old and new players alike. Though significant, the quantities stockpiled would not have been sufficient to protect the entire population of these countries. It is the first announced expansion pack to the Guild Wars franchise. In response to the epidemic, various governments – including those of the United Kingdom, Canada, United States and Australia – stockpiled quantities of oseltamivir in preparation for a possible pandemic. Guild Wars: Factions was announced at the Guild Wars website on January 10, 2006.[2]. Oseltamivir, otherwise known as Tamiflu, was widely used during the H5N1 avian influenza epidemic in Southeast Asia in 2005. Defensive tactics help the Warrior to avoid damage and protect allies, but strength is the Warrior’s biggest asset, providing the constitution to keep on fighting until the battle is won. Veterinary investigation of its use for canine parvo [8] and canine flu [9]is ongoing, but many shelters and rescue groups have reported great success employing Tamiflu in the early stages of these illnesses. Many Warrior skills require adrenaline, which builds up during combat to enable those skills, and usually results in major damage. Tamiflu appears to be active against canine parvovirus, feline panleukopenia, the canine respiratory complex known as "kennel cough," and the emerging disease dubbed "canine flu", an equine virus that began affecting dogs in 2005. Warriors are equally comfortable wielding axe, hammer, or sword, though many choose to master one weapon over all others. In addition, quinic acid, derived from the bark of the cinchona tree of Zaire, is a potential alternative base material for the production of oseltamivir. The Warrior class in Guild Wars is unconventially complicated in comparison to other MMO's, where combat would require little player input. Other potential sources of shikimic acid include the ginko tree. They can take a beating unlike anyone else. An alternative method for production of the acid involves fermentation of genetically-modified bacteria. They generally disdain long-range warfare, preferring instead to charge directly into the fray swinging their weapon of choice. Some academic experts and other drug companies are disputing the difficulty of producing shikimic acid by means other than star anise extraction. Warriors rely on stout hearts, brute strength, and melee weapons to subdue their enemies and protect their allies. The northern Vietnamese province of Lang Son has 80 km² of star anise.[7]. Rangers are also blessed with survival skills that help keep them alive despite their lightweight armor. Ninety percent of the harvest is already used by Roche in making Tamiflu. They are the only profession with the ability to charm animals, which then accompany them on their travels and assist them in battle, gaining levels and abilities over time. Thirteen grams of star anise make 1.3 grams of shikimic acid, which can be made into 10 Tamiflu capsules. They favor long-range combat, the bow being their weapon of choice, and can be especially effective from elevated locations such as bridges and cliffs. The shikimic acid is extracted from the seeds in a ten-stage manufacturing process. Nature rituals allow them to manipulate terrain to hinder their enemies, or borrow the very power of creation to heal and aid their allies. Star anise is grown in four provinces in China and harvested between March and May. Rangers are unique in their ability to succeed with the help of, or even in spite of, their environment. A shortage of star anise is one of the key reasons why there is a worldwide shortage of Tamiflu (as at 2005). Due to the sacrificial nature of their methods, successful Necromancers practice patience and self-discipline to stay alive. According to Roche, the major bottleneck in oseltamivir production is the availability of shikimic acid, which cannot be economically synthesized and is only effectively isolated from Chinese star anise, an ancient cooking spice; although most autotrophic organisms produce shikimic acid, the isolation yield is low. Curses, which often cost the Necromancer dearly, exact an even greater toll from enemies, who find that their Enchantment Spells and healing skills are rendered useless. (See Pandemic Fears, below). Necromancers have the singular ability to absorb Energy from an enemy’s death, and can raise a fighting force from the corpses of their foes. In early-2005, Roche announced a production shortage. Dead and dying enemies become unwilling allies in their hands. (2004) all appeared within individual children after treatment with oseltamivir - the children did not catch the resistant strains in human-to-human transmission. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. It is worth noting that the oseltamivir-resistant strains detected by Kiso et al. Necromancers are masters of the dark arts, calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. Second, the development of a robust, resistant virus strain appears to be less likely (Ward et al., 2005). What Monks lack in firepower they make up for with their unparalleled gift for keeping their allies alive, making Monks a very sought after class in almost any party. First, these drugs work on a broader spectrum of influenza strains. Smiting prayers, on the other hand, call down divine anger on enemies, exacting holy damage that ignores armor. The lack of variation in neuraminidase gives two advantages to oseltamivir and zanamivir, the drugs that target that enzyme. Monks enjoy Divine Favor, which provides extra protection from harm, while their healing and protection prayers help to keep their allies strong and healthy. This means that there are relatively few variations, and there is also evidence that variations that do occur tend to be less "fit." Thus, mutations that convey resistance to oseltamivir may also tend to cripple the virus by giving it an otherwise less-functional enzyme. Combined with any other profession, Monks can alternate between supporting their team and dealing damage to opponents, either from a distance or in the thick of things. The genetic sequence for the neuraminidase enzyme is highly conserved across virus strains. Monks employ a direct conduit to the powers that be, and the answers to their prayers come in the form of healing and protection for their allies and damage to their enemies. Kiso et al. (2004) suggest that "a higher prevalence of resistant viruses should be expected" during a pandemic. While Mesmers are not known for brute strength, their ability to confuse and distract the enemy more than compensates. Resistance is of concern in the scenario of an influenza pandemic, since resistance is more likely to develop due to the potentially longer duration of infection by novel viruses. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. Moscona (2005) gives a good overview of the resistance issue, and says that personal stockpiles of Tamiflu could lead to under-dosage and thus the emergence of resistant strains of H5N1. Their powers of domination allow them to take control of enemy skills and Energy for their own use, and for the benefit of their allies. They also note that the recommended dosage of oseltamivir does not always completely suppress viral replication, a situation that could favor the emergence of resistant strains. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. They suggest that the emergence of a resistant strain may be associated with a patient's clinical deterioration. Combined with any other profession, their skills provide excellent support, turning the enemy’s skills against them and changing the very fabric of reality to hinder foes and help allies. (2005) describe resistance development in two more Vietnamese patients suffering from H5N1, and compare their cases with six others. Mesmers are masters and mistresses of illusion and control. de Jong et al. The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand just in case. She was being treated with oseltamivir at time of detection (Le et al., 2005; World Health Organization, 2005). Water magic conjures mist and ice to slow enemy movement and attacks, blur vision, protect allies against magic, and inflict cold damage on enemies. High-level resistance has been detected in one girl suffering from H5N1 avian influenza in Vietnam. Fire magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. Third, the dosage regimen in Japan is different from that of other nations, and some children may have been given a suboptimal dosage of oseltamivir. Air magic harnesses the power of tempests to strike foes down with lightning strikes or enables allies to run like the wind. Second, Kiso et al. (2004) claim to have used more rigorous detection techniques than previous studies. Earth magic summons quakes and eruptions, encases enemies in stone, or strengthens allies. First, children typically have a longer infection period, giving a longer time for resistance to develop. Their mastery of the elements gives them a wide range of abilities, most of them deadly, and they can inflict more damage in a single strike than any other profession. Several explanations were proposed by the authors of the studies for the higher-than-expected resistance rate detected. Elementalists summon the powers of earth, air, fire, and water and command them at will. This rate was similar to another study where resistant isolates of H1N1 influenza virus were found in 16.3% of another cohort of Japanese children (Ward et al., 2005). In the upcoming Guild Wars: Factions, which is due in the second quarter of 2006, there will be two new professions: the Assassin and the Ritualist. Mutant H3N2 influenza A virus isolates resistant to oseltamivir were found in 18% of a group of 50 Japanese children treated with oseltamivir (Kiso et al., 2004). The developer, ArenaNet, has confirmed that there will be additional professions introduced with future expansions to the game. Mutations conferring resistance are single amino acid residue substitutions in the neuraminidase enzyme (Ward et al., 2005). There are currently six character professions available, each with their own attributes and unique skill sets, though it is not uncommon to see specific 'builds' centered around a particular arrangement of skills and professions. The resistance rate reported during clinical trials up to July 2004 was 0.33% in adults, 4.0% in children, and 1.26% overall. Also a new ability called "Observer mode" now allows players to view recent battles in the Hall of Heroes and Guild Battles that involve guilds rank 100 or higher. As with other antivirals, resistance to the agent was expected with widespread use of oseltamivir, though the emergence of resistant viruses was expected to be less frequent than with amantadine or rimantadine. These avatars will grant various beneficial effects for a small fee (in combat areas) or provide new quests (in cities and outposts). Roche has other routes to Tamiflu that do not involve the use of (−)-shikimic acid as a chiral pool starting material, such as a Diels-Alder route involving furan and ethyl acrylate or an isophthalic acid route, which involves catalytic hydrogenation and enzymatic desymmetrization. Holding favor also allows players from that region to summon an avatar at the various shrines by kneeling in front of them. It is noted that the synthesis avoids the use of potentially explosive azide reagents and intermediates; however, the synthesis actually used by Roche uses azides. Environment) game areas. The final product is obtained in high purity (99.7%) and an overall yield of 17-22% from (−)-shikimic acid. Holding favor unlocks access to the Fissure of Woe and the Underworld, which are two challenging PvE (Player vs. Finally, deallylation as above, yielded the freebase of oseltamivir, which was converted to the desired oseltamivir phosphate by treatment with phosphoric acid. Wins and losses are displayed in the chat box to declare who has the "Favor" and who is winning. Selective acylation with acetic anhydride (under buffered conditions, the 5-amino group is protonated owing to a considerable difference in pKa, 4.2 vs 7.9, preventing acetylation) yields the desired N-acetylated product in crystalline form upon extractive workup. The regions fight for "The Favor of the Gods" in the arena with their team-mates. Acidic hydrolysis then removed the imine. There is also the World Domination Arena, in which Korea, North America, and Europe fight in a PvP arena called the Hall of Heroes. With the librated methanesulfonic acid, the aziridine opens cleanly to yield a diamine that immediately undergoes a second transimination. This often creates a notable improvement in a team's response time, since players can communicate by voice alone rather than having to stop in the middle of the game to type a message to a teammate. Mesylation, followed by removal of the solid byproduct triethylamine hydrochloride, results in an intermediate that was poised to undergo aziridination upon transimination with another equivalent of allylamine. Some guilds use live Internet voice communication technologies, such as Ventrilo or TeamSpeak, to better coordinate their team. The aminoalcohol was converted directly to the corresponding allyl-diamine in an interesting cascade sequence that commences with the unselective imination of benzaldehyde with azeotropic water removal in methyl tert-butyl ether. These contests of strength, strategy, and teamwork involve either defending or attacking one of seven possible Guild Halls. Reduction on palladium, promoted by ethanolamine, followed by acidic workup yielded the deprotected 1,2-aminoalcohol. Together they can fight other guilds in order to raise their rank on the world-wide ladder system. The water-immiscible solvents methyl tert-butyl ether and acetonitrile are used to simplify the workup procedure, which involved stirring with 1 M aqueous ammonium sulfate. If a player forms a guild (a team of players), then they can buy unique capes for all members, and also a Guild Hall, a private place where only guild members can enter. Using the inexpensive Lewis acid magnesium bromide diethyl etherate (commonly prepared fresh by the addition of magnesium turnings to 1,2-dibromoethane in benzene:diethyl ether), the epoxide is opened with allyl amine to yield the corresponding 1,2-amino alcohol. Guild (GvG) combat, a specific type of PvP, is also available. The corresponding epoxide is formed under basic conditions with potassium bicarbonate. Guild vs. Reductive opening of the ketal under modified Hunter conditions (JOC 1993, 58, 6756) in dichloromethane yields an inseparable mixture of isomeric mesylates. Player combat is balanced and interesting, and enforces rewarding player skill rather than time invested in character. The 3,4-pentylidene acetal mesylate is prepared in three steps: esterification with ethanol and thionyl chloride; ketalization with para-toluenesulfonic acid and 3-pentanone; and mesylation with triethylamine and methanesulfonyl chloride. A low maximum level ensures that the Player vs. The synthesis commences from naturally available (−)-shikimic acid. Though a player will continue to gain skill points after this no attribute points are gained. The reported azide-free Roche synthesis of tamiflu is summarized graphically below:. There is a cap on character level, which is currently placed at level 20. However, it is known that one adverse reaction added to the Japanese list was haemorrhagic Colitis (bloody diarrhoea)[6].. There are penalties associated with the more powerful ones and only runes for the primary profession may be used. The authors of this section have yet to find Japan's actual listing of adverse reactions linked to oseltamivir. Through the use of runes and specific character class items, a given attribute can be increased to as high as 16. They did recommend adding a warning to prescription information regarding possible rashes. These attributes can also be raised using items known as runes, which are applied to armor. The Committee stated that there was insufficient evidence to claim a causal link between oseltamivir use and the deaths of 12 Japanese children (only two from neurological problems). The Mesmer-only attribute Fast Casting has diminishing returns, meaning every additional point has less of an effect than the one before. On November 18, 2005, a previously-scheduled Advisory Committee to the United States Food and Drug Administration (FDA) met to reconsider the pediatric safety of Tamiflu; a six-page report was issued: Pediatric Safety Update for Tamiflu. With each additional point invested in an attribute, a linear gain is produced (usually increased effectiveness to a linked skill). Roche points out that 32 million doses have been prescribed worldwide, most of them in Japan, and emphasizes the drug's safety. These attribute points are earned as a character levels up. The two deaths were reported to the Japanese health ministry by Chugai Pharmaceutical Co., a corporation half-owned by Roche, which distributes Tamiflu in Japan (Japan Times November 13, 2005; Reuters Nov 14, 2005). Attribute Points may be re-allocated only while in a town or outpost. A third teen reportedly attempted to jump from the window of a building. Attributes can be increased from 0 to 12, at an increasing cost of 1 to 20 attribute points. In February 2005, a 14-year-old male died after falling nine stories from his condominium building. However there are multitudes of dyes and other ways to color and differentiate each character from others. In February 2004, a 17-year-old male jumped in front of a truck and died after taking one capsule of Tamiflu. The character's in-game armor crafting choices are likewise limited to the primary profession's selection. According to Japan's Pharmaceuticals and Medical Devices Agency, there were 64 cases of psychological disorders linked to the drug between fiscal years 2000 and 2004. The in-game model reflects only the primary profession's appearance. In May 2004, the safety division of Japan's health ministry ordered changes to the literature accompanying oseltamivir to add neurological and psychological disorders as possible side effects, including: impaired consciousness, abnormal behavior, and hallucinations. The last two methods of acquisition are the only ways to gain access to the elite skills. The number of adverse reaction reports may be a clue, but these number are not reported by Roche in this document. The fourth is to purchase the skills from special vendors using faction points, which are earned through PvP combat (skills earned this way can only be used by PvP characters that the player creates). However, given that forms are voluntary, it may be difficult to determine prevalency rates or whether an actual causal relation exists. The third method is to use a Signet of Capture, which can be bought from certain skill vendors for a skill point and some gold, and used on a boss enemy's corpse that employs a skill that one would like to learn. Postmarketing studies are advantageous because the drug is effectively "tested" on a larger population, and previously missed adverse reactions may be discovered. The second is to purchase the skill from one of the many skill vendors using one of a person's skill points, which are earned at each character level and every story mission, and a cost of gold to the skill vendor. According to Roche, in the postmarketing period, voluntary reports have possibly linked oseltamivir to the following other adverse reactions:. The first method is to earn the skill as a reward from a quest. Other adverse reactions were not reported by Tamiflu-treated patients at a markedly higher rate than those treated with placebo. There are four different methods of earning a skill. In the clinical trials performed by Roche (comparing roughly 2,700 individuals given Tamiflu with 2,650 given placebo), nausea and vomiting were the most frequent adverse reactions reported. Skills can be rotated in and out of the spell bar at any time while in a non-combat area, such as a town or an outpost. The following information (but not its interpretation) comes from Roche's "Complete Product Information" publication for Tamiflu (intended for the United States). Out of the eight skills in the spell-bar, only one elite skill can be equipped at any one time. 2002)[4], but was publicized only in October 2005 by a doctor who had reviewed the data (Butler 2005)[5]. Since the skill set of each character is an integral part of the team's strategy, preparing the right skill set is critical. The evidence for this interaction comes from a 2002 study by Roche (Hill et al. However, characters can only bring 8 skills at a time into any area in which combat is possible, allowing for many different battle styles. Probenecid was used in similar fashion during World War II to extend limited supplies of penicillin. This allows for a possible total of almost 150 skills per character to acquire, choose from, and bring into battle. 500 mg of probenecid given every six hours doubles oseltamivir's maximum blood concentration and also doubles the time that oseltamivir stays in the blood, multiplying a patient's overall exposure to the drug 2.5-fold. Elite skills can be captured from bosses by using the Signet of Capture skill. Probenecid reduces excretion of oseltamivir's active metabolite. Each profession has access to approximately 75 skills, ~60 being common and ~15 being elite. It has been suggested that co-administration of oseltamivir with another drug called probenecid could dramatically extend the world's limited supply of oseltamivir. Each player character in and of itself is composed of one primary profession and one secondary profession, with the six professions allowing for a potential of 30 distinct combinations (one of six primaries and a choice of five secondaries). 2005). This will include the two new professions "Ritualist" and "Assassin" and an expanded storyline. (de Jong et al. A new Guild Wars expansion pack called "Factions" is being released in Spring 2006. Besides allowing the infection to proceed, such incomplete suppression provides opportunities for drug resistance to develop. Unlike many MMORPGs, the launch of Guild Wars went very smoothly. [A]t least in some patients with influenza A (H5N1) virus infection, treatment with the recommended dose of oseltamivir incompletely suppresses viral replication. Guild Wars was released on April 28, 2005 in North America and Europe. Doctors in Vietnam concur, noting that. Designed for large-scale testing, these events were open to those who pre-ordered as well as people who got free one-time passes from various sources such as Friend Passes, magazines, or giveaways from sites like FilePlanet. Peter Hobby (of the World Health Organization) has suggested that Vietnam should investigate and test a higher dosage and longer treatment with Tamiflu for patients with avian influenza[2][3]. Starting in November 2004, ArenaNet held monthly Beta Weekends in addition to the closed Beta. The above treatment regimes are based upon studies of normal human influenza. Long before the game was officially released, a "World Preview Event" occurred on October 29-31 2004, similar to the E3 event, and attracted approximately 400,000 users. According to prescription information by Roche for the United States[1], Tamiflu usage is indicated for both the treatment and prophylaxis of influenza at the following dosages. Expansions will not be required to continue playing, nor will they give a true advantage over non-expansion players. Tamiflu is available from Roche in 75mg capsules and as a powder for aqueous suspension of 12 mg/mL. ArenaNet plans on releasing expansions every six to nine months that will advance the game's story line as well as introduce new features. . Special features in Guild Wars include silent streaming update technology (new content can be easily sent to the user while he or she is playing) and unprecedented player versus player combat that ArenaNet has designed to rely on skill rather than the amount of time spent playing, shunning the design of MMORPGs such as EverQuest where making a high-level character takes anywhere from several months to several years. Production capacity is limited, and governments are stockpiling the drug. Guild Wars was the subject of the "E3 for Everyone" event in May 2004 which, held during the annual E3 expo and conference, attracted over 200,000 gamers from around the world to participate in the 5-day public beta testing. With increasing fears about the potential for a new influenza pandemic, oseltamivir has received substantial media attention. The small player groups, lack of subscription fee, and low number of hours required to play the game are some of the reasons why Guild Wars tends to share more in common with the Diablo series of action RPGs than traditional MMORPGs such as Ultima Online, Runescape and EverQuest. Oseltamivir was developed by Gilead Sciences and is currently marketed by Hoffmann-La Roche (Roche) under the trade name Tamiflu®. PvP involves multiple 4 player or 8 player groups fighting to achieve typically FPS-style gameplay objectives such as deathmatch, king of the hill, or capture the flag. Oseltamivir is a prodrug (usually administered as phosphate); it is hydrolysed hepatically to the active metabolite, the free carboxylate of oseltamivir (GS4071). The cooperative PvE campaign can take "more than 100 hours" to complete with one character, though it can be done much quicker if the player wishes. Oseltamivir was the first orally active neuraminidase inhibitor commercially developed. "Guild Wars is not an MMORPG," said Jeff Strain, producer of the game. Like zanamivir, oseltamivir is a neuraminidase inhibitor, acting as a transition-state analogue inhibitor of influenza neuraminidase and thereby preventing new viruses from emerging from infected cells. Guild Wars does not support hundreds of players in combat, instead having large towns where people form groups of eight or fewer players who then fight in their own unique instance of the game world. Oseltamivir (pronounced ah sell TAH mih veer) is an antiviral drug used in the treatment and prophylaxis of both Influenzavirus A and Influenzavirus B. Player) design of the game, as well as serving to differentiate it from the standard, subscription-fee-based, MMORPG genre. Chimia 2004, 58, 621. This title describes the competitive PvP-oriented (Player vs. Synthesis of Tamiflu. Though often referred to as an MMORPG, ArenaNet coined the term CORPG (Competitive Online Role-Playing Game) to describe Guild Wars. Chem. 2001, 66, 2044-2051. . Org. ArenaNet is now wholly owned by NCSoft, a South Korean game publisher. J. Guild Wars is an online game by ArenaNet, a developer founded by individuals crucial to the development of Blizzard Entertainment's past games and services such as Diablo, Warcraft, Starcraft, and Battle.net. Synthesis of Tamiflu.
Southern Shiverpeaks. WHO inter-country-consultation: influenza A/H5N1 in humans in Asia: Manila, Philippines, 6-7 May 2005. The Crystal Desert. World Health Organization. Southern Kryta. PMID 15709056. Maguuma Jungle. J Antimicrob Chemother 2005;55(Suppl 1): i5-i21. Kryta. Oseltamivir (Tamiflu) and its potential for use in the event of an influenza pandemic. Northern Shiverpeaks. Ward P, Small I, Smith J, Suter P, Dutkowski R. Ascalon. New England Journal of Medicine 2005;353(25):2633-2636. Ash skills: The Ritualist can bring up a wide variety of ashes from long-forgotten ancestors, enabling the Ritualist to perform many tasks, from healing, increasing maximum health, life stealing, to blinding and damaging enemies. Oseltamivir Resistance - Disabling Our Influenza Defenses [Perspective]. Spirits: These formerly-living beings are chained to the Ritualist's will, and perform a wide range of tasks, from damaging, blinding and knocking down enemies, to healing and boosting ally's performance. Moscona, Anne. Unique Skill Sets:
Ritualist skills related to lightning damage and energy become more effective with a higher Channeling Magic rank. PMID 15337401. Channeling Magic: No inherent effect. Lancet 2004;364(9436):759-65. Ritualist skills related to life stealing, self-preservation, healing and defence become more effective with a higher Restoration Magic rank. Resistant influenza A viruses in children treated with oseltamivir: descriptive study. Restoration Magic: No inherent effect. Kiso M, Mitamura K, Sakai-Tagawa Y, Shiraishi K, Kawakami C, Kimura K, et al. Spawning Power also increases the effectiveness of skills related to spawning spirits. (Online at: http://dmd.aspetjournals.org/cgi/content/abstract/30/1/13). Spawning Power (Primary Attribute): For each rank of spawning power, the health of summoned spirits increases by 4%. Drug Metabolism and Disposition 2002;30(1):13-19. Teleportation: This skill set allows the Assassin to teleport on a whim, allowing him to strategically plant himself in enemy territory and deal some damaging blows to unsuspecting quarry. The anti-influenza drug oseltamivir exhibits low potential to induce pharmacokinetic drug interactions via renal secretion--correlation of in vivo and in vitro studies. Therefore, the clever assassin opens the way with a Lead Attack, follows up with an Off-Hand attack, and then a Dual Attack; some combinations of these attacks allow a lengthy attack chain to be formed. Hill G, Cihlar T, Oo C, Ho E S, Prior K, Wiltshire H, Barrett J, Liu B, Ward P. The system goes in the following order; Lead Attack, Off-Hand attack, and Dual Attack. (Online at http://content.nejm.org/cgi/content/full/353/25/2667#F1). Attack system: Many Assassin skills are designed to follow a hit pattern, with certain attacks opening the way for other attacks. New England Journal of Medicine 2005;353(25):2667-2672. Unique Skill Sets:
Assassin skills that harm your enemy become more effective with a higher deadly Arts. de Jong, Menno D.; Thanh, Tran Tan; Khanh, Truong Huu; Hien, Vo Minh; Smith, Gavin J.D.; Chau, Nguyen Vinh; Cam, Bach Van; Qui, Phan Tu; Ha, Do Quang; Guan, Yi; Peiris, J.S. Deadly Arts: No inherent effect. (Accessed on November 2, 2005, at http://www.nature.com/nature/journal/v438/n7064/full/438006a.html). Assassin skills that enable you to move like a shadow and confuse your enemies become more effective with a higher Shadow Arts. Nature 2005;438(7064):6. Shadow Arts: No inherent effect. Wartime tactic doubles power of scarce bird-flu drug [News article]. You gain +2 energy whenever you land a hit in this way. Butler, D. Critical Strikes (Primary attribute): For each rank of Critical Strikes you have, you gain an additional 1% chance to land a Critical Hit. The New York Times (Accessed on November 5, 2005 at http://www.nytimes.com/2005/11/05/business/05tamiflu.html). Shouts: Shouts are beneficial skills that affect both the Warrior and nearby allies, like "Shields Up!", or harm other enemies, like "Fear Me!". Is Bird Flu Drug Really So Vexing? Debating the Difficulty of Tamiflu [News article]. After a prolonged period without taking or dealing damage however, stored adrenaline will disappear. Pollack, Andrew. Adrenal skills: Adrenaline, which is obtained by hitting an opponent or taking physical damage, is required for many of the Warrior's skills, similar to energy. Fortune (Accessed on Nov 28, 2005 at http://money.cnn.com/2005/10/31/news/newsmakers/fortune_rumsfeld/?cnn=yes). Unique Skill Sets:
Hammer skills involve knocking the target down. Metabolic: Aggravation of diabetes. Hammer Mastery: Hammer Mastery improves hammer damage. Neurologic: Seizure, confusion. Sword skills involve inflicting some conditions to the target as well as good amounts of consistent damage. Cardiac: Arrhythmia. Swordsmanship: Swordsmanship improves sword damage. Digestive: Hepatitis, liver function tests abnormal. Axe damage is quite variable from one swing to the next. General: Rash, swelling of face or tongue, toxic epidermal necrolysis. Axe skills involve inflicting many conditions to the target. Safety and efficacy for prophylaxis has not been established for patients under 13 years old. Axe Mastery: Axe Mastery improves axe damage. Standard dosage is 75 mg once daily for patients aged 13 and older, which has been shown to be safe and effective for up to six weeks. With each attribute level you add to strength, Armor penetration goes up by 1%. Tamiflu is indicated for prophylaxis of influenza either during a community outbreak or following close contact with an infected individual. Strength skills increase the Warrior's damage. Dosage for children is by weight. Power Attack). For influenza treatment, the standard dosage for patients 13 years and older is 75 mg twice daily for five days. Strength (Primary Attribute): Strength increases armor penetration of melee skills (ie. Tamiflu is indicated for the treatment of influenza in patients 1 year and older who have had symptoms for no more than two days. Traps: Traps are skills that are triggered if an enemy or ally enters a designated area. Only one preparation can be active at any given time. Preparation: Preparations temporarily add extra damage or effects to a Ranger's attacks. A Ranger can only have one pet at any given time but can always replace it with a new creature he may find by giving their current pet to a tamer. Pets: Pets are creatures that a Ranger has tamed while in the wild. Only one of the same type of Spirit can be up at a time within the area of effect. Nature rituals: Nature rituals are global enchantments that affect every character present within the area of effect. Unique Skill Sets:
They also enable the character to heal and deal extra damage. Wilderness Survival: Wilderness Survival skills provide an advantage to the ranger if used prior to combat. The higher a Ranger's Marksmanship, the more powerful are the Ranger's Attack Skills. Marksmanship: Marksmanship improves the damage a Ranger is able to inflict with Bows. Beast Mastery also has a few Nature Rituals, such as Energizing Wind. Beast Mastery: Beast mastery skills provide bonuses for the Ranger's animal companion, which they can charm and raise in level. Expertise is also vouched for as the best Primary Attribute. Expertise skills increase the Ranger's abilities to stay alive. Expertise (Primary Attribute): Expertise reduces the energy cost for attack skills, preparations, and traps. Wells: Wells are area-effect spells that can affect either friends or foes within range, but must be cast from a corpse. The rate of decay is directly proportional to how long the minions have been alive, making it hard, if not impossible, to keep them alive for an indefinite period of time. However, these undead minions are inherently unstable and will degrade, gradually losing life until they die. Undead Minions: Undead minions are summonable pets from a corpse. Unique Skill Sets:
Blood magic spells also deal damage to the target over time. Blood Magic: Blood magic spells manipulate health into damage or damage into health for the target. Soul Reaping (Primary Attribute): Soul Reaping allows the Necromancer to regain energy whenever a friend, foe, or summoned creature dies near the necromancer. Resurrections: Resurrections are spells that restore life into a dead ally with varying levels of functionality and effectiveness. These are also known as maintained enchantments or upkeep spells. However, maintaining these spells will lower a Monk's energy regeneration rate by one. Blessings: Blessings, or "buffs", benefit the target constantly. Unique Skill Sets:
Smiting Prayers: Smiting spells deal specialized damage that ignores armor and deals double damage against Undead. Protection spells are usually situation based. Protection also removes negative conditions from the target. Protection Prayers: Protection spells provide beneficial enchantments to the target. Healing Prayers: Healing spells restore physical health to the target. Divine Favor spells generally increase the Monk's ability to cast their spells. Divine Favor (Primary Attribute): Divine Favor allows any Monk spell cast on an ally or the monk herself to heal the target for an extra amount. Mantras are generally Stances. Mantras may protect against specific elements, prevent interruption, decrease the recharge times of signets or spells, extend the length of illusion hexes, or replenish the caster's energy. Mantras: Mantras are a set of skills that offer various benefits to the caster. Energy Steals: Energy steals are spells that decrease energy from the target while increasing the caster's energy. Unique Skill Sets:
Inspiration skills also contain two anti-interrupt stances, Mantra of Resolve and Mantra of Concentration. Inspiration: Inspiration spells manipulate the energy or health of either the caster or the target. Illusion skills tend to focus on shutting down melee characters, although spells like Arcane Conundrum and Migraine slow down casting time for casters. Illusion: Illusion spells create effects and manipulate the enemy while not always doing direct damage. Energy Denial seems to be pretty popular at the moment. It is primarily used to shut down casters by disabling their skills, inflicting damage on them when they try to use a skill, and depleting their store of energy. Domination: Domination skills focus on manipulating the energy and skill use of the target. Fast casting, unlike other attributes, does not produce a linear gain and has less of an effect at higher levels. Fast Casting (Primary Attribute): Fast casting increases the rate at which spells are cast. Examples of Wards include Ward Against Elements and Ward Against Melee. Wards: Wards consist of spells that apply some benefits to all allies within its radius for a limited duration. Glyphs: Glyphs consist of spells that alter some component of the next spell cast. Unique Skill Sets:
There are Obsidian Flame "Spike" builds in Tombs of Primeval Kings recently. Earth Magic also offers Obsidian Flame, and Crystal Wave, which ignore armor. Several Earth spells utilize rock and stone for damage, such as an Earthquake attack. The advantage of these is that they cannot be removed by enemies for as long as they last. Wards can be placed on the ground to create an area of protection for team members to run in. Earth Magic: Earth spells center more around the defense of the elementalist and her allies. Fire is the most commonly chosen element for Elementalists, especially for first time Elementalists. Fire Magic: Fire spells center mostly around the application of fire for damage over an area, utilizing area-of-effect spells such as a large Fire Storm attack or a Meteor Shower, which are favored by 'nukers' . Air is the favored type of "spiking" - concentrated damage to a target before the enemy healing can react - for many players. Air also has a handy spell called Windborne Speed, which temporarily increases the running speed of the elementalist or a targeted ally. Air is sometimes known as the more difficult element to master, however the Air element does offer an unprecedented amount of power in the right hands. Air Magic: Air spells center mostly around the application of electricity for damage, such as Lightning Strike, to a single target, often accompanied by a secondary effect that further weakens the target or the ability to knock an opponent down. This trait also increases the effectiveness of several spells involving the restoration of health or energy. This allows for the stockpiling of gargantuan amounts of energy relative to the other classes. Energy Storage (Primary Attribute): Energy storage increases an Elementalist's maximum energy by 3 per level. |