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Guild Wars

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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.

Overview

Though 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 mechanics

This 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.

Professions

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 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.

Elementalist

An 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.

  • Energy Storage (Primary Attribute): Energy storage increases an Elementalist's maximum energy by 3 per level. This allows for the stockpiling of gargantuan amounts of energy relative to the other classes. This trait also increases the effectiveness of several spells involving the restoration of health or energy.
  • 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. 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 also has a handy spell called Windborne Speed, which temporarily increases the running speed of the elementalist or a targeted ally. Air is the favored type of "spiking" - concentrated damage to a target before the enemy healing can react - for many players.
  • 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' . Fire is the most commonly chosen element for Elementalists, especially for first time Elementalists.
  • Earth Magic: Earth spells center more around the defense of the elementalist and her allies. Wards can be placed on the ground to create an area of protection for team members to run in. The advantage of these is that they cannot be removed by enemies for as long as they last. Several Earth spells utilize rock and stone for damage, such as an Earthquake attack. Earth Magic also offers Obsidian Flame, and Crystal Wave, which ignore armor. There are Obsidian Flame "Spike" builds in Tombs of Primeval Kings recently.
  • Water Magic: Water spells center mostly around the application of ice and water for damage and defense. Most damaging attack spells also have a secondary effect, such as slowing and freezing. Many Water spells are defensive in nature, such as Armor of Frost, though not as many as in the Earth line, although Water is known as the Elementalist's "support" line.
  • Unique Skill Sets:
    • Glyphs: Glyphs consist of spells that alter some component of the next spell cast.
    • Wards: Wards consist of spells that apply some benefits to all allies within its radius for a limited duration. Examples of Wards include Ward Against Elements and Ward Against Melee.

Mesmer

A 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.

  • Fast Casting (Primary Attribute): Fast casting increases the rate at which spells are cast. Fast casting, unlike other attributes, does not produce a linear gain and has less of an effect at higher levels.
  • Domination: Domination skills focus on manipulating the energy and skill use of the target. 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. Energy Denial seems to be pretty popular at the moment.
  • Illusion: Illusion spells create effects and manipulate the enemy while not always doing direct damage. Illusion skills tend to focus on shutting down melee characters, although spells like Arcane Conundrum and Migraine slow down casting time for casters.
  • Inspiration: Inspiration spells manipulate the energy or health of either the caster or the target. Inspiration skills also contain two anti-interrupt stances, Mantra of Resolve and Mantra of Concentration.
  • Unique Skill Sets:
    • Energy Steals: Energy steals are spells that decrease energy from the target while increasing the caster's energy.
    • Mantras: Mantras are a set of skills that offer various benefits to the caster. 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 are generally Stances.

Monk

A 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.

  • 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. Divine Favor spells generally increase the Monk's ability to cast their spells.
  • Healing Prayers: Healing spells restore physical health to the target.
  • Protection Prayers: Protection spells provide beneficial enchantments to the target. Protection also removes negative conditions from the target. Protection spells are usually situation based.
  • Smiting Prayers: Smiting spells deal specialized damage that ignores armor and deals double damage against Undead.
  • Unique Skill Sets:
    • Blessings: Blessings, or "buffs", benefit the target constantly. However, maintaining these spells will lower a Monk's energy regeneration rate by one. These are also known as maintained enchantments or upkeep spells.
    • Resurrections: Resurrections are spells that restore life into a dead ally with varying levels of functionality and effectiveness.

Necromancer

Two 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.

  • Soul Reaping (Primary Attribute): Soul Reaping allows the Necromancer to regain energy whenever a friend, foe, or summoned creature dies near the necromancer.
  • Blood Magic: Blood magic spells manipulate health into damage or damage into health for the target. Blood magic spells also deal damage to the target over time.
  • Death Magic: Death magic spells deal mainly with the manipulation of corpses.
  • Curse Magic: Curse magic spells deal with applying negative conditions and hexes, or "debuffing", the target.
  • Unique Skill Sets:
    • Undead Minions: Undead minions are summonable pets from a corpse. However, these undead minions are inherently unstable and will degrade, gradually losing life until they die. 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.
    • Wells: Wells are area-effect spells that can affect either friends or foes within range, but must be cast from a corpse.

Ranger

Two 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.

  • Expertise (Primary Attribute): Expertise reduces the energy cost for attack skills, preparations, and traps. Expertise skills increase the Ranger's abilities to stay alive. Expertise is also vouched for as the best Primary Attribute.
  • Beast Mastery: Beast mastery skills provide bonuses for the Ranger's animal companion, which they can charm and raise in level. Beast Mastery also has a few Nature Rituals, such as Energizing Wind.
  • Marksmanship: Marksmanship improves the damage a Ranger is able to inflict with Bows. The higher a Ranger's Marksmanship, the more powerful are the Ranger's Attack Skills.
  • Wilderness Survival: Wilderness Survival skills provide an advantage to the ranger if used prior to combat. They also enable the character to heal and deal extra damage. Wilderness Survival comes with Nature Rituals, like Greater Conflagration and Winnowing.
  • Unique Skill Sets:
    • Nature rituals: Nature rituals are global enchantments that affect every character present within the area of effect. Only one of the same type of Spirit can be up at a time within the area of effect.
    • Pets: Pets are creatures that a Ranger has tamed while in the wild. 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.
    • Preparation: Preparations temporarily add extra damage or effects to a Ranger's attacks. Only one preparation can be active at any given time.
    • Traps: Traps are skills that are triggered if an enemy or ally enters a designated area.

Warrior

A 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.

  • Strength (Primary Attribute): Strength increases armor penetration of melee skills (ie. Power Attack). Strength skills increase the Warrior's damage. With each attribute level you add to strength, Armor penetration goes up by 1%.
  • Axe Mastery: Axe Mastery improves axe damage. Axe skills involve inflicting many conditions to the target. Axe damage is quite variable from one swing to the next.
  • Swordsmanship: Swordsmanship improves sword damage. Sword skills involve inflicting some conditions to the target as well as good amounts of consistent damage.
  • Hammer Mastery: Hammer Mastery improves hammer damage. Hammer skills involve knocking the target down. Hammers deal high damage but attack at a slower speed then Swords or Axes.
  • Tactics: Tactic skills increase the Warrior's ability to stay alive.
  • Unique Skill Sets:
    • 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. After a prolonged period without taking or dealing damage however, stored adrenaline will disappear.
    • Shouts: Shouts are beneficial skills that affect both the Warrior and nearby allies, like "Shields Up!", or harm other enemies, like "Fear Me!".

Guild Wars: Factions

Guild 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.

Assassin

A 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.

  • Critical Strikes (Primary attribute): For each rank of Critical Strikes you have, you gain an additional 1% chance to land a Critical Hit. You gain +2 energy whenever you land a hit in this way.
  • Shadow Arts: No inherent effect. Assassin skills that enable you to move like a shadow and confuse your enemies become more effective with a higher Shadow Arts.
  • Deadly Arts: No inherent effect. Assassin skills that harm your enemy become more effective with a higher deadly Arts.
  • Dagger Mastery: Dagger Mastery and Dagger Mastery skills gain an additional 2% chance of double-striking per rank of Dagger Mastery.
  • Unique Skill Sets:
    • Attack system: Many Assassin skills are designed to follow a hit pattern, with certain attacks opening the way for other attacks. The system goes in the following order; Lead Attack, Off-Hand attack, and Dual Attack. 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.
    • 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.

Ritualist

A 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.

  • Spawning Power (Primary Attribute): For each rank of spawning power, the health of summoned spirits increases by 4%. Spawning Power also increases the effectiveness of skills related to spawning spirits.
  • Restoration Magic: No inherent effect. Ritualist skills related to life stealing, self-preservation, healing and defence become more effective with a higher Restoration Magic rank.
  • Channeling Magic: No inherent effect. Ritualist skills related to lightning damage and energy become more effective with a higher Channeling Magic rank.
  • Communing: No inherent effect. Ritualist skills related to summoning spirits become more effective with a higher Communing rank.
  • Unique Skill Sets:
    • 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.
    • 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.

Locations

In the order that the player experiences them while playing through the game's story:

  • Ascalon
  • Northern Shiverpeaks
  • Kryta
  • Maguuma Jungle
  • Southern Kryta
  • The Crystal Desert
  • Southern Shiverpeaks
  • Sorrow's Furnace (Could also be before Southern Shiverpeaks)
  • The Ring of Fire Island Chain
  • The Battle Isles (PvP play)

Criticism

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. Many players agree however that the largest issue currently is the process in which a player gains new skills.

The gaining of new skills

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]. 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 terms

Often 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.

Emotes

There 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 Edition

The 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.



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. The crisis caused by Voldemort's return in the end also, in a way, helps to bring the world together. 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. The magical world takes on an international aspect in this book, with the introduction of the World Cup and the Triwizard Tournament, including the two other large European schools of Magic, Beauxbatons and Durmstrang. The Collector's Edition offers the owner the use of Divine Aura. But he also encounters far more unpleasant aspects of adulthood, from unwanted and malicious publicity to the death of a classmate. A / has to be typed in front of every emote to activate it. Harry has certainly left childhood behind – for example, he "discovers" girls in this book.

There are many emotes in Guildwars, here is a list of them. In many ways, this book can be seen as the turning point of Harry's transition into adulthood (which is in fact the topic of this whole series). Below are a number of acronyms and abbreviations commonly heard in Guild Wars. This is particularly exemplified in the fake Moody, but other characters like Bagman, Crouch and Karkaroff are all examples of various degrees of evil, or evil and good mixed in strange and unpredictable ways. Often said phrases are commonly abbreviated in online games for the relative ease with which they're typed. He learns some profound lessons about good and evil, and the difficulty in distinguishing between the two. Another solution is that Faction should be increased once more to improve the rate with which a player can unlock the skills. He goes to places he has never been before (the moor where the World Cup is held, the graveyard), and meets a vast number of people of various nationalities and all types.

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. In this book, Harry's world expands both physically and figuratively. There have been many proposed solutions to the problem. (The first book of the series described Uncle Vernon's encounter with various wizards while the sixth book in the series, published in 2005, contained the next instance of narrative outside Harry's point of view throughout the chapter entitled Spinner's End). As a consequence some players ironically call the game "Grind Wars". However, Harry is in fact aware of the events in the chapter to some degree, as they appear to him in a dream. This process is by some referred to as grind. This book contains what might be considered only the second instance of narrative not delivered through Harry's point of view - the first chapter, in which the murder of Frank Bryce by Voldemort is described.

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. The Minister refuses to believe that Voldemort has risen again on the word of Dumbledore and Harry, which results in Dumbledore being removed from several important posts within the wizard community, and the reputation of Harry Potter (and Dumbledore) being trampled maliciously in the next book. Despite being unlocked, skills are still acquired individually for a PvE-character. has his soul sucked out by a Dementor before he can repeat his story to The Minister of Magic, Cornelius Fudge. 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. Barty Crouch Jr. 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. Snape and the Durmstrang Headmaster are revealed as ex-Death Eaters.

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]. Having learned that Voldemort had risen again, Dumbledore began proceedings to restart the Order of the Phoenix. Many players agree however that the largest issue currently is the process in which a player gains new skills. The real Moody had been kept imprisoned in a magical trunk for the entire year. 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. With the help of Veritaserum, it is revealed that "Moody" was Barty Crouch's son in disguise. In the order that the player experiences them while playing through the game's story:. As Moody is about to attack Harry, Dumbledore, Snape, and McGonagall barge into the room, and stop Moody.

The Ritualist also has an element of the Elementalist in him, with the power of lightning spells being at his disposal. Moody reveals himself as a Death Eater, saying that it was he who put Harry's name into the Goblet, and who ensured that Harry made it through the three rounds of the tournament so that he would be delivered to Voldemort. 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. He is led up to the castle by Professor Moody. 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. On reaching Hogwarts again, Harry lands in the centre of the confusion caused by his disappearance. 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 echoes hold off Voldemort while Harry escapes to the trophy which transports him and Cedric's body back to Hogwarts.

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. However, because Harry's and Voldemort's wands are formed from the same core - a feather from Dumbledore's pet phoenix Fawkes - a freak phenomenon known as Priori Incantatem occurs, in which the wands connect by a golden light and Voldemort's wand begins to produce ghostly echoes of its past victims - including Cedric, Frank Bryce, Bertha Jorkins, and Harry's parents. 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. Voldemort then summons the Death Eaters and attempts to kill Harry, to prove that "the boy who lived" will not be his undoing again. 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. Peter kills Cedric using the Avada Kedavra curse, then uses Harry's blood as part of a macabre ritual which restores Voldemort and grants him a protection from the charm which had prevented him from harming Harry twice in the past. 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. The trophy turns out to be a Portkey, a magical object which transports them to a graveyard - where they find Peter Pettigrew and Lord Voldemort.

Introduced with Guild Wars: Factions, Assassins rely on stealth, trickery, and swift strikes of their two daggers to subdue and confuse their enemies. Harry and Cedric arrive at the cup first, and decide, because of the help they provided to each other during the Tournament, to grab the trophy at the same time, since it will be a Hogwarts victory anyway. It is expected to be released in spring 2006. In the last part of the Tournament, the four competitors must run through a maze filled with dangerous creatures and spells, in which the Tri-Wizard cup is placed somewhere within. Factions will also bring new armors, new skills, new gameplay modes and much more into the game. The mer-people tried to prevent him from taking two people, but Harry threatened them with his wand, escaped to the surface with both and was rewarded for his "moral fiber.". Apart from Cantha and its full length campaign, Factions introduces two new professions - The Assassin and The Ritualist. Harry was left with Fleur Delacour’s small sister and Ron so he tried to rescue both.

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. Although Fleur was eliminated in the task, Harry, Cedric and Victor reached the hostages easily. Players with Guild Wars that purchase the expansion will be able to travel back and forth between Cantha and Tyria with their characters. The people who were stolen were Ron (for Harry), Hermione (for Victor), Cho Chang (for Cedric), and Fleur Delacour’s younger sister, Gabrielle. The battles that follow will have an immediate effect on the game world. At the task the champions were informed that their most valuable things have been stolen from them. 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. Dobby gives Harry some gillyweed which allows him to breathe underwater.

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. Then, with Cedric's help, he learns that he must retrieve something stolen by the merpeople, who live in the Black Lake adjoining Hogwarts. It is the first announced expansion pack to the Guild Wars franchise. Harry is unable to understand the egg's clue at first. Guild Wars: Factions was announced at the Guild Wars website on January 10, 2006.[2]. The golden egg provides the clue to the Second Task, which takes place in February. 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. The task is terrifying for Harry's friends Ron and Hermione, and Harry's friendship with Ron is saved once Ron realises just how perilous the Tournament will be for Harry.

Many Warrior skills require adrenaline, which builds up during combat to enable those skills, and usually results in major damage. Harry, with the aid of his broomstick, outmanouvers the dragon and manages to steal the golden egg with only one injury in his shoulder. Warriors are equally comfortable wielding axe, hammer, or sword, though many choose to master one weapon over all others. Harry is number four, and draws the Hungarian Horntail, supposedly the most dangerous dragon of them all. The Warrior class in Guild Wars is unconventially complicated in comparison to other MMO's, where combat would require little player input. At the start of the First Task, the champions randomly draw a numbered miniature dragon from a silk bag, which indicates which species of dragon they will face and in which order the champions will complete their task. They can take a beating unlike anyone else. He is surprised when, after Diggory walks away, Professor Moody calls Harry into his study and, not only praises him for telling Diggory about the task, but then hints at how Harry can successfully complete the First Task.

They generally disdain long-range warfare, preferring instead to charge directly into the fray swinging their weapon of choice. Harry feels it is unfair that all the other champions are aware of what awaits them in the First Task, and informs Diggory. Warriors rely on stout hearts, brute strength, and melee weapons to subdue their enemies and protect their allies. This leaves Cedric Diggory as the only champion not knowing what awaits him. Rangers are also blessed with survival skills that help keep them alive despite their lightweight armor. Igor Karkaroff, Headmaster of the Durmstrang Institute sees the dragons, although from a hiding place. 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. For the First Task, the champions must battle a dragon in order to retrieve a golden egg from among her own eggs.

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 First Task is an unknown challenge, but Hogwarts gamekeeper Hagrid reveals it to Harry as well as to Madame Maxime, the enormous, elegant Headmistress of Beauxbatons Academy. Nature rituals allow them to manipulate terrain to hinder their enemies, or borrow the very power of creation to heal and aid their allies. Many students are outraged (particularly as their best efforts to put their names in the Goblet failed) and to Harry's intense dismay, his best friend Ron Weasley is suddenly jealous. Rangers are unique in their ability to succeed with the help of, or even in spite of, their environment. Harry is forced to participate although he suspects that he has been deliberately put in grave danger. Due to the sacrificial nature of their methods, successful Necromancers practice patience and self-discipline to stay alive. After choosing famous international Quidditch player and Durmstrang student Viktor Krum, eerily beautiful Beauxbatons student Fleur Delacour, and Hogwarts Hufflepuff Cedric Diggory, the Goblet spits out Harry's name - although he is too young to have added his name to the Goblet and a Hogwarts champion has already been selected.

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. The names of all intending participants will be put into a goblet - known as the Goblet of Fire - which will shoot out one name from each of the three competing wizarding schools (Hogwarts, Beauxbatons, and Durmstrang). 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. What is more, the Triwizard Tournament, a centuries-old interschool competition that was banned for years due to its increasingly dangerous "tasks" is to be restarted, and to be held at Hogwarts. Dead and dying enemies become unwilling allies in their hands. The new Defence Against the Dark Arts teacher is famed Auror (a wizard trained to fight the Dark Arts) Alastor "Mad-Eye" Moody, an old eccentric who manages to simultaneously terrify, awe and amuse the students with his combined paranoia and astonishing knowledge and intelligence. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. There is a surprise in store for Hogwarts students at the start of the new school year.

Necromancers are masters of the dark arts, calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. Crouch's treatment of Winky prompts Hermione to start campaigning for elves' rights. 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. Winky is a house elf that serves Barty Crouch, a respected official at the Ministry of Magic and is fired by her master at once. Smiting prayers, on the other hand, call down divine anger on enemies, exacting holy damage that ignores armor. The sign was determined to have been conjured by Winky using Harry's stolen wand. Monks enjoy Divine Favor, which provides extra protection from harm, while their healing and protection prayers help to keep their allies strong and healthy. During the World Cup, a group of Death Eaters attack a number of Muggle bystanders, but flee when the Dark Mark - Voldemort's sign - mysteriously appears above them.

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. In this book, Harry Potter spends the end of his summer with the Weasleys in anticipation of the Quidditch World Cup. 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. He is captured but a dementor takes his soul before he can be made to repeat his story to Cornelius Fudge, minister of magic, who refuses to believe that Voldemort has returned. While Mesmers are not known for brute strength, their ability to confuse and distract the enemy more than compensates. Crouch had been the one who placed Harry’s name in the goblet. 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. Back at the castle Professor Moody is revealed as an imposter, Barty Crouch Jr., who has imprisoned the real Moody in a trunk.

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. Voldemort summons the Death Eaters and attempts to kill Harry, but Harry escapes and carrying Cedric’s body uses the trophy to return to Hogwarts. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Pettigrew kills Cedric, then uses Harry's blood as part of a macabre ritual to restore Voldemort’s body. 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. The trophy turns out to be a Portkey, a magical object which transports them to a graveyard - where they find Peter Pettigrew and Lord Voldemort. Mesmers are masters and mistresses of illusion and control. In the last part of the Tournament, Harry and Cedric arrive at the trophy first and decide, because of the help they provided to each other, to grab the trophy at the same time.

The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand just in case. Fleur's partner at the ball is Ravenclaw Quidditch Captain Roger Davies. 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 first signs of Ron's feelings for Hermione are evident at the ball. Fire magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. Eventually Ron goes with Parvati's twin Padma, and both boys are shocked - along with the rest of the school - to see Hermione of Viktor Krum's arm. Air magic harnesses the power of tempests to strike foes down with lightning strikes or enables allies to run like the wind. Ron loses his head and asks Fleur Delacour to the Yule Ball, and is traumatised by the dirty look she gives him, much to his sister Ginny's amusement.

Earth magic summons quakes and eruptions, encases enemies in stone, or strengthens allies. Whatever friendliness Harry felt towards Cedric vanishes, and he instead asks his classmate Parvati Patil to go with him. 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. Harry musters the courage - eventually - to ask the attractive Ravenclaw fourth year Cho Chang to the Ball, only to be told she already agreed to go with Cedric Diggory. Elementalists summon the powers of earth, air, fire, and water and command them at will. Harry is terrified when he is told he must find a partner to open the dance with (the Triwizard champion open the dance). 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. A temporary relief from the tension in the novel is provided in the form of the Yule Ball, the Christmas dance hosted by Hogwarts for its students (fourth year and above) and guests.

The developer, ArenaNet, has confirmed that there will be additional professions introduced with future expansions to the game. The task is terrifying for Harry's friends Ron and Hermione, and Harry's friendship with Ron is saved once Ron realises just how dangerous the Tournament will be. 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. Harry feels this is unfair and informs Diggory, but still goes on to win the first task. 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. Igor Karkaroff, Headmaster of the Durmstrang Institute also sees the dragons, leaving only official Hogwarts champion Cedric Diggory who does not know what awaits him. These avatars will grant various beneficial effects for a small fee (in combat areas) or provide new quests (in cities and outposts). The champions must battle a dragon in order to retrieve a golden egg.

Holding favor also allows players from that region to summon an avatar at the various shrines by kneeling in front of them. Hagrid reveals the secret first task to Harry and Madame Maxime, Headmistress of Beauxbatons Academy. Environment) game areas. Harry suspects that he has been deliberately put in grave danger, but Ron refuses to believe Harry did not enter himself. Holding favor unlocks access to the Fissure of Woe and the Underworld, which are two challenging PvE (Player vs. Mysteriously, the Goblet also spits out Harry's name and he is forced to participate. Wins and losses are displayed in the chat box to declare who has the "Favor" and who is winning. The names of all intending participants will be put into a goblet - known as the Goblet of Fire - which will shoot out one name from each of the three competing schools (Hogwarts, Beauxbatons, and Durmstrang).

The regions fight for "The Favor of the Gods" in the arena with their team-mates. The school's Triwizard Tournament is to be restarted, and to be held at Hogwarts. There is also the World Domination Arena, in which Korea, North America, and Europe fight in a PvP arena called the Hall of Heroes. Back at school, the new Defence Against the Dark Arts teacher is retired Auror, "Mad-Eye" Moody. 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. A group of Death Eaters attack a number of Muggle bystanders and Voldemort’s sign, the Dark Mark causes terror amongst wizards when it is seen again. Some guilds use live Internet voice communication technologies, such as Ventrilo or TeamSpeak, to better coordinate their team. Harry spends the end of his summer with the Weasleys before going to the Quidditch World Cup.

These contests of strength, strategy, and teamwork involve either defending or attacking one of seven possible Guild Halls. See Harry Potter in translation for foreign editions. Together they can fight other guilds in order to raise their rank on the world-wide ladder system. . 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. This novel won a Hugo Award in 2001. Guild (GvG) combat, a specific type of PvP, is also available. The publishing of Goblet of Fire caused unprecedented heights of Pottermania to be reached internationally.

Guild vs. This started a stream of rumour and speculation as to who the murdered character would be. Player combat is balanced and interesting, and enforces rewarding player skill rather than time invested in character. Rowling that one of the characters would be murdered in the book. A low maximum level ensures that the Player vs. The book attracted a lot of attention owing to a pre-publication warning from J.K. Though a player will continue to gain skill points after this no attribute points are gained. At 636 pages (hardback British edition) it was fairly large for a children's book.

There is a cap on character level, which is currently placed at level 20. Published in 2000, the release of this book was surrounded by more hype than any other children's book in recent times - outdone only by its successors, Harry Potter and the Order of the Phoenix and Harry Potter and the Half-Blood Prince. There are penalties associated with the more powerful ones and only runes for the primary profession may be used. Rowling. Through the use of runes and specific character class items, a given attribute can be increased to as high as 16. Harry Potter and the Goblet of Fire is the fourth book in the Harry Potter series by J.K. These attributes can also be raised using items known as runes, which are applied to armor. ISBN 0-439-13960-0 Paperback.

The Mesmer-only attribute Fast Casting has diminishing returns, meaning every additional point has less of an effect than the one before. ISBN 0-439-13959-7 Hardcover. With each additional point invested in an attribute, a linear gain is produced (usually increased effectiveness to a linked skill). ISBN 0747570736 Paperback (adult edition). These attribute points are earned as a character levels up. ISBN 0747569401 Hardcover (adult edition). Attribute Points may be re-allocated only while in a town or outpost. ISBN 0747550999 Paperback.

Attributes can be increased from 0 to 12, at an increasing cost of 1 to 20 attribute points. ISBN 074754624X Hardcover. However there are multitudes of dyes and other ways to color and differentiate each character from others. The character's in-game armor crafting choices are likewise limited to the primary profession's selection. The in-game model reflects only the primary profession's appearance.

The last two methods of acquisition are the only ways to gain access to the elite skills. 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 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 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 first method is to earn the skill as a reward from a quest. There are four different methods of earning a skill. 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. Out of the eight skills in the spell-bar, only one elite skill can be equipped at any one time.

Since the skill set of each character is an integral part of the team's strategy, preparing the right skill set is critical. However, characters can only bring 8 skills at a time into any area in which combat is possible, allowing for many different battle styles. This allows for a possible total of almost 150 skills per character to acquire, choose from, and bring into battle. Elite skills can be captured from bosses by using the Signet of Capture skill.

Each profession has access to approximately 75 skills, ~60 being common and ~15 being elite. 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). This will include the two new professions "Ritualist" and "Assassin" and an expanded storyline. A new Guild Wars expansion pack called "Factions" is being released in Spring 2006.

Unlike many MMORPGs, the launch of Guild Wars went very smoothly. Guild Wars was released on April 28, 2005 in North America and Europe. 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. Starting in November 2004, ArenaNet held monthly Beta Weekends in addition to the closed Beta.

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. Expansions will not be required to continue playing, nor will they give a true advantage over non-expansion players. 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.

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. 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. 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 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.

"Guild Wars is not an MMORPG," said Jeff Strain, producer of the game. 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. Player) design of the game, as well as serving to differentiate it from the standard, subscription-fee-based, MMORPG genre. This title describes the competitive PvP-oriented (Player vs.

Though often referred to as an MMORPG, ArenaNet coined the term CORPG (Competitive Online Role-Playing Game) to describe Guild Wars. . ArenaNet is now wholly owned by NCSoft, a South Korean game publisher. 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.


. The Battle Isles (PvP play). The Ring of Fire Island Chain. Sorrow's Furnace (Could also be before Southern Shiverpeaks).

Southern Shiverpeaks. The Crystal Desert. Southern Kryta. Maguuma Jungle.

Kryta. Northern Shiverpeaks. Ascalon. 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.

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. Unique Skill Sets:

    . Ritualist skills related to summoning spirits become more effective with a higher Communing rank. Communing: No inherent effect.

    Ritualist skills related to lightning damage and energy become more effective with a higher Channeling Magic rank. Channeling Magic: No inherent effect. Ritualist skills related to life stealing, self-preservation, healing and defence become more effective with a higher Restoration Magic rank. Restoration Magic: No inherent effect.

    Spawning Power also increases the effectiveness of skills related to spawning spirits. Spawning Power (Primary Attribute): For each rank of spawning power, the health of summoned spirits increases by 4%. 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. 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.

    The system goes in the following order; Lead Attack, Off-Hand attack, and Dual Attack. Attack system: Many Assassin skills are designed to follow a hit pattern, with certain attacks opening the way for other attacks. Unique Skill Sets:

      . Dagger Mastery: Dagger Mastery and Dagger Mastery skills gain an additional 2% chance of double-striking per rank of Dagger Mastery.

      Assassin skills that harm your enemy become more effective with a higher deadly Arts. Deadly Arts: No inherent effect. Assassin skills that enable you to move like a shadow and confuse your enemies become more effective with a higher Shadow Arts. Shadow Arts: No inherent effect.

      You gain +2 energy whenever you land a hit in this way. Critical Strikes (Primary attribute): For each rank of Critical Strikes you have, you gain an additional 1% chance to land a Critical Hit. Shouts: Shouts are beneficial skills that affect both the Warrior and nearby allies, like "Shields Up!", or harm other enemies, like "Fear Me!". After a prolonged period without taking or dealing damage however, stored adrenaline will disappear.

      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. Unique Skill Sets:

        . Tactics: Tactic skills increase the Warrior's ability to stay alive. Hammers deal high damage but attack at a slower speed then Swords or Axes.

        Hammer skills involve knocking the target down. Hammer Mastery: Hammer Mastery improves hammer damage. Sword skills involve inflicting some conditions to the target as well as good amounts of consistent damage. Swordsmanship: Swordsmanship improves sword damage.

        Axe damage is quite variable from one swing to the next. Axe skills involve inflicting many conditions to the target. Axe Mastery: Axe Mastery improves axe damage. With each attribute level you add to strength, Armor penetration goes up by 1%.

        Strength skills increase the Warrior's damage. Power Attack). Strength (Primary Attribute): Strength increases armor penetration of melee skills (ie. 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:

          . Wilderness Survival comes with Nature Rituals, like Greater Conflagration and Winnowing.

          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:

            . Curse Magic: Curse magic spells deal with applying negative conditions and hexes, or "debuffing", the target. Death Magic: Death magic spells deal mainly with the manipulation of corpses.

            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:

                  . Many Water spells are defensive in nature, such as Armor of Frost, though not as many as in the Earth line, although Water is known as the Elementalist's "support" line. Most damaging attack spells also have a secondary effect, such as slowing and freezing. Water Magic: Water spells center mostly around the application of ice and water for damage and defense.

                  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.