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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. CBS has run several stories concerning Sudoku, including on the Early Show in Summer 2005, and on the CBS Evening News that autumn, on October 26. 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 stunt was cleverly timed to coincide with a major road expansion, where an imposed 40 mph speed restriction allowed drivers to safely view the puzzle whilst driving. The Collector's Edition offers the owner the use of Divine Aura. The puzzle was carved into a hillside in Chipping Sodbury, near Bristol, England, in view of the M4 motorway. A / has to be typed in front of every emote to activate it. A Sky One publicity stunt to promote the programme with the world's largest Sudoku puzzle went awry when the 275 foot (84 m) square puzzle was found to have 1,905 correct solutions.

There are many emotes in Guildwars, here is a list of them. The audience at home was in a separate interactive competition. Below are a number of acronyms and abbreviations commonly heard in Guild Wars. Conferring was permitted although the lack of acquaintance of the players with each other inhibited an analytical discussion. Often said phrases are commonly abbreviated in online games for the relative ease with which they're typed. Each player had a hand-held device for entering numbers corresponding to answers for four cells. Another solution is that Faction should be increased once more to improve the rate with which a player can unlock the skills. Nine teams of nine players (with one celebrity in each team) representing geographical regions competed to solve a puzzle.

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. It was presented by Carol Vorderman. There have been many proposed solutions to the problem. As a one-off, the world's first live TV Sudoku show, Sudoku Live, was broadcast on 1 July 2005 on Sky One. As a consequence some players ironically call the game "Grind Wars". On 2 August 2005 the BBC's programme guide Radio Times started to feature a weekly Super Sudoku. This process is by some referred to as grind. From July 2005 Channel 4 included a daily Sudoku game in their Teletext service (at page 391).

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. Recognizing the different psychological appeals of easy and difficult puzzles The Times introduced both side by side on 20 June 2005. Despite being unlocked, skills are still acquired individually for a PvE-character. A simpler explanation is that the puzzle attracts and retains readers—Sudoku players report an increasing sense of satisfaction as a puzzle approaches completion. 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. Sudoku became particularly prominent in newspapers soon after the 2005 general election leading some commentators to suggest that it was filling the gaps previously occupied by election coverage. 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 rapid rise of Sudoku from relative obscurity in Britain to a front-page feature in national newspapers attracted commentary in the media (see References below) and parody (such as when The Guardian's G2 section advertised itself as the first newspaper supplement with a Sudoku grid on every page [16]).

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]. Newspapers competed to promote their Sudoku puzzles, with The Times and the Daily Mail each claiming to have been the first to feature Sudoku. Many players agree however that the largest issue currently is the process in which a player gains new skills. As the name Sudoku became well-known in Britain, the Daily Mail adopted it in place of its earlier name "Codenumber". 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. By April and May 2005 the puzzle had become popular in these publications and it was rapidly introduced to several other national British newspapers including The Independent, The Guardian, The Sun (where it was labelled Sun Doku), and The Daily Mirror. In the order that the player experiences them while playing through the game's story:. That newspaper already had plans for taking advantage of their market lead, and a first Sudoku book was already on the stocks before any other national UK papers had realised just how popular Sudoku might be.

The Ritualist also has an element of the Elementalist in him, with the power of lightning spells being at his disposal. Until then the Times had kept very quiet about the huge daily interest that its daily Sudoku competition had aroused. 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 Telegraph continued to splash the puzzle on its front page, realizing that it was gaining sales simply by its presence. 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. There is no doubt that it was not until the British Daily Telegraph introduced the puzzle on a daily basis on 23 February 2005 with the full front-page treatment advertising the fact, that the other UK national newspapers began to take real interest. 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 immense surge in popularity of Sudoku in British newspapers and internationally has led to it being dubbed in the world media in 2005 the "fastest growing puzzle in the world".

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. Nationwide News Pty Ltd began publishing the puzzle in The Daily Telegraph of Sydney on 20 May 2005; five puzzles with solutions were printed that day. 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. The Daily Telegraph introduced its first Sudoku by its puzzle compiler Michael Mepham on 19 January 2005 and other Telegraph Group newspapers took it up very quickly. 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. Three days later The Daily Mail began to publish the puzzle under the name "Codenumber". 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 puzzles by Pappocom, Gould's software house, have been printed daily in the Times ever since.

Introduced with Guild Wars: Factions, Assassins rely on stealth, trickery, and swift strikes of their two daggers to subdue and confuse their enemies. Knowing that British newspapers have a long history of publishing crosswords and other puzzles, he promoted Sudoku to The Times in Britain, which launched it on 12 November 2004 (calling it Su Doku). It is expected to be released in spring 2006. Over 6 years he developed a computer program to produce puzzles quickly. Factions will also bring new armors, new skills, new gameplay modes and much more into the game. In 1997, retired Hong Kong judge Wayne Gould, 59, a New Zealander, saw a partly completed puzzle in a Japanese bookshop. Apart from Cantha and its full length campaign, Factions introduces two new professions - The Assassin and The Ritualist. Sudoku has been called the "Rubik's cube of the 21st century".

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. Within the context of puzzle history, parallels are often cited to Rubik's Cube, another logic puzzle popular in the 1980s. Players with Guild Wars that purchase the expansion will be able to travel back and forth between Cantha and Tyria with their characters. It is also often included in puzzle anthologies, such as The Giant 1001 Puzzle Book (under the title Nine Numbers). The battles that follow will have an immediate effect on the game world. Additionally, Kappa reprints Nikoli Sudoku in GAMES Magazine under the name Squared Away; the New York Post, USA Today, The Boston Globe, Washington Post, and San Francisco Chronicle now also publish the puzzle. 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. Bringing the process full-circle, Dell Magazines, which publishes the original Number Place puzzle, now also publishes two Sudoku magazines: Original Sudoku and Extreme Sudoku.

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. Yoshimitsu Kanai published his computerized puzzle generator under the name Single Number for the Apple Macintosh [13] in 1995 in Japanese and English, for the Palm (PDA) [14] in 1996, and for the Mac OS-X [15] in 2005. It is the first announced expansion pack to the Guild Wars franchise. At least one publisher still uses that title. Guild Wars: Factions was announced at the Guild Wars website on January 10, 2006.[2]. In 1989, Loadstar/Softdisk Publishing published DigitHunt on the Commodore 64, which was apparently the first home computer version of Sudoku. 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. Within Japan, Nikoli still holds the trademark for the name Sudoku; other publications in Japan use alternative names.

Many Warrior skills require adrenaline, which builds up during combat to enable those skills, and usually results in major damage. It is now published in mainstream Japanese periodicals, such as the Asahi Shimbun. Warriors are equally comfortable wielding axe, hammer, or sword, though many choose to master one weapon over all others. In 1986, Nikoli introduced two innovations which guaranteed the popularity of the puzzle: the number of givens was restricted to no more than 32 and puzzles became "symmetrical" (meaning the givens were distributed in rotationally symmetric cells). The Warrior class in Guild Wars is unconventially complicated in comparison to other MMO's, where combat would require little player input. At a later date, the name was abbreviated to Sudoku (数独, pronounced SUE-dough-coo; sū = number, doku = single); it is a common practice in Japanese to take only the first kanji of compound words to form a shorter version. They can take a beating unlike anyone else. The puzzle was named by Kaji Maki (鍜治 真起), the president of Nikoli.

They generally disdain long-range warfare, preferring instead to charge directly into the fray swinging their weapon of choice. The puzzle was introduced in Japan by Nikoli in the paper Monthly Nikolist in April 1984 as Suuji wa dokushin ni kagiru (数字は独身に限る), which can be translated as "the numbers must be single" or "the numbers must occur only once" (独身 literally means "single; celibate; unmarried"). Warriors rely on stout hearts, brute strength, and melee weapons to subdue their enemies and protect their allies. The puzzle was first published in New York by the specialist puzzle publisher Dell Magazines in its magazine Dell Pencil Puzzles and Word Games, under the title Number Place (which we can only assume Garns named it). Rangers are also blessed with survival skills that help keep them alive despite their lightweight armor. Although likely inspired by the Latin square invention of Leonhard Euler, Garns added a third dimension (the regional restriction) to the mathematical construct and (unlike Euler) presented the creation as a puzzle, providing a partially-completed grid and requiring the solver to fill in the rest. 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. The puzzle was designed by Howard Garns, a retired architect and freelance puzzle constructor, and first published in 1979.

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 inverse problem—the fewest givens that render a solution unique—is unsolved, although the lowest number yet found for the standard variation without a symmetry constraint is 17, a number of which have been found by Japanese puzzle enthusiasts [11] [12], and 18 with the givens in rotationally symmetric cells. Nature rituals allow them to manipulate terrain to hinder their enemies, or borrow the very power of creation to heal and aid their allies. Since this applies to Latin squares in general, most variants of Sudoku have the same maximum. Rangers are unique in their ability to succeed with the help of, or even in spite of, their environment. The maximum number of givens that can be provided while still not rendering the solution unique is four short of a full grid; if two instances of two numbers each are missing and the cells they are to occupy form the corners of an orthogonal rectangle, and exactly two of these cells are within one region, there are two ways the numbers can be assigned. Due to the sacrificial nature of their methods, successful Necromancers practice patience and self-discipline to stay alive. The number of valid Sudoku solution grids for the 16×16 derivation is not known.

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. Russell and Jarvis also showed that when symmetries were taken into account, there were 5,472,730,538 solutions [10] (sequence A109741 in OEIS). 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. The derivation of this result was considerably simplified by analysis provided by Frazer Jarvis and the figure has been confirmed independently by Ed Russell. Dead and dying enemies become unwilling allies in their hands. The result was derived through logic and brute force computation. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. This number is equal to 9! × 722 × 27 × 27,704,267,971, the last factor of which is prime.

Necromancers are masters of the dark arts, calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. Nonetheless, the number of valid Sudoku solution grids for the standard 9×9 grid was calculated by Bertram Felgenhauer in 2005 to be 6,670,903,752,021,072,936,960 [9] (sequence A107739 in OEIS). 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. There are significantly fewer valid Sudoku solution grids than Latin squares because Sudoku imposes the additional regional constraint. Smiting prayers, on the other hand, call down divine anger on enemies, exacting holy damage that ignores armor. A valid Sudoku solution grid is also a Latin square. Monks enjoy Divine Favor, which provides extra protection from harm, while their healing and protection prayers help to keep their allies strong and healthy. The puzzle is then completed by assigning an integer between 1 and 9 to each vertex, in such a way that vertices that are joined by an edge do not have the same integer assigned to 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 case, two distinct vertices labelled by and are joined by an edge if and only if:. 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. The vertices can be labelled with the ordered pairs , where x and y are integers between 1 and 9. While Mesmers are not known for brute strength, their ability to confuse and distract the enemy more than compensates. The graph in question has 81 vertices, one vertex for each cell of the grid. 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. The aim of the puzzle in its standard form is to construct a proper 9-colouring of a particular graph, given a partial 9-colouring.

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. Solving Sudoku puzzles (as well as any other NP-hard problem) can be expressed as a graph colouring problem. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. This gives some indication of why Sudoku is difficult to solve, although on boards of finite size the problem is finite and can be solved by a deterministic finite automaton that knows the entire game tree. 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 general problem of solving Sudoku puzzles on n2 x n2 boards of n x n blocks is known to be NP-complete [8]. Mesmers are masters and mistresses of illusion and control. Here are some of the more notable single-instance variations:.

The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand just in case. Top Notch claim this as a feature designed to defeat solving programs. Water magic conjures mist and ice to slow enemy movement and attacks, blur vision, protect allies against magic, and inflict cold damage on enemies. It is debatable whether these are true Sudoku puzzles: although they purportedly have a single linguistically valid solution, they cannot necessarily be solved entirely by logic, requiring the solver to determine the embedded words. Fire magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. The Code Doku [6] devised by Steve Schaefer has an entire sentence embedded into the puzzle; the Super Wordoku [7] from Top Notch embeds two 9-letter words, one on each diagonal. Air magic harnesses the power of tempests to strike foes down with lightning strikes or enables allies to run like the wind. Recent variants have just that, often in the form of a word reading along a main diagonal once solved; determining the word in advance can be viewed as a solving aid.

Earth magic summons quakes and eruptions, encases enemies in stone, or strengthens allies. Alphabetical variations have also emerged; there is no functional difference in the puzzle unless the letters spell something. 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. Sequential grids, as opposed to overlapping, are also published, with values in specific locations in grids needing to be transferred to others. Elementalists summon the powers of earth, air, fire, and water and command them at will. Often, no givens are to be found in overlapping regions. 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. [5] Puzzles with twenty or more overlapping grids are not uncommon in some Japanese publications.

The developer, ArenaNet, has confirmed that there will be additional professions introduced with future expansions to the game. In The Times and The Sydney Morning Herald this form of puzzle is known as Samurai SuDoku. 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. Five 9×9 grids which overlap at the corner regions in the shape of a quincunx is known in Japan as Gattai 5 (five merged) Sudoku. 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. Puzzles constructed from multiple Sudoku grids are common. These avatars will grant various beneficial effects for a small fee (in combat areas) or provide new quests (in cities and outposts). Some such variants forsake standard givens entirely.

Holding favor also allows players from that region to summon an avatar at the various shrines by kneeling in front of them. Other kinds of extra restrictions can be mathematical in nature, such as requiring the numbers in delineated segments of the grid to have specific sums or products (an example of the former being Killer Su Doku in The Times), demarcating all places arithmetically adjacent digits appear orthogonally adjacent in the grid, providing the parity of all cells, requiring the Lo Shu Square to appear in the solution, and so on. Environment) game areas. [3] [4] In this variant, all the numbers must appear in all the concentric rings as well as in all pairs of adjacent wedges. Holding favor unlocks access to the Fissure of Woe and the Underworld, which are two challenging PvE (Player vs. Also found is the Circular Sudoku, also known as Target Sudoku, invented by Essex mathematician Peter Higgins. Wins and losses are displayed in the chat box to declare who has the "Favor" and who is winning. Another dimension in use is digits with the same relative location within their respective regions; such puzzles are usually printed in colour, with each disjoint group sharing one colour for clarity.

The regions fight for "The Favor of the Gods" in the arena with their team-mates. The Daily Mail also features Super Sudoku X in its Weekend magazine: an 8×8 grid in which rows, columns, main diagonals, 2×4 blocks and 4×2 blocks contain each number once. 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 aforementioned Number Place Challenger puzzles are all of this variant, as are the Sudoku X puzzles in the Daily Mail, which use 6×6 grids. 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. Often the restriction takes the form of an extra "dimension"; the most common is for the numbers in the main diagonals of the grid to also be required to be unique. Some guilds use live Internet voice communication technologies, such as Ventrilo or TeamSpeak, to better coordinate their team. Another common variant is for additional restrictions to be enforced on the placement of numbers beyond the usual row, column, and region requirements.

These contests of strength, strategy, and teamwork involve either defending or attacking one of seven possible Guild Halls. Larger grids are also possible, with Daily SuDoku's 12×12-grid Monster SuDoku [2], the Times likewise offers a 12×12-grid Dodeka sudoku with 12 regions each being 4×3, Dell regularly publishing 16×16 Number Place Challenger puzzles (the 16×16 variant often uses 1 through G rather than the 0 through F used in hexadecimal), and Nikoli proffering 25×25 Sudoku the Giant behemoths. Together they can fight other guilds in order to raise their rank on the world-wide ladder system. Puzzle Championship had a Sudoku with parallelogram regions that wrapped around the outer border of the puzzle, as if the grid were toroidal. 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. [1] Even the 9×9 grid is not always standard, with Ebb regularly publishing some of those with nonomino regions (also known as a jigsaw variation); the 2005 U.S. Guild (GvG) combat, a specific type of PvP, is also available. Although the 9×9 grid with 3×3 regions is by far the most common, numerous variations abound: sample puzzles can be 4×4 grids with 2×2 regions; 5×5 grids with pentomino regions have been published under the name Logi-5; the World Puzzle Championship has previously featured a 6×6 grid with 2×3 regions and a 7×7 grid with six heptomino regions and a disjoint region; Daily SuDoku features new 4×4, 6×6, and simpler 9×9 grids every day as Daily SuDoku for Kids.

Guild vs. The challenge to Sudoku programmers is teaching a program how to build clever puzzles, such that they may be indistinguishable from those constructed by humans; Wayne Gould required six years of tweaking his popular program before he believed he achieved that level. Player combat is balanced and interesting, and enforces rewarding player skill rather than time invested in character. The Guardian famously claimed that because they were hand-constructed, their puzzles would contain "imperceptible witticisms" that would be very unlikely in computer-generated Sudoku. A low maximum level ensures that the Player vs. The Sudoku puzzles printed in most UK newspapers are apparently computer-generated but employ symmetrical givens; The Guardian licenses and publishes Nikoli-constructed Sudoku puzzles, though it does not include credits. Though a player will continue to gain skill points after this no attribute points are gained. Dell Number Place Challenger (see Variants below) puzzles also list authors .

There is a cap on character level, which is currently placed at level 20. Nikoli Sudoku are hand-constructed, with the author being credited; the givens are always found in a symmetrical pattern. There are penalties associated with the more powerful ones and only runes for the primary profession may be used. The puzzle generator was written with Visual C++, and although it had options to generate a more Japanese-style puzzle, with symmetry constraints and fewer numbers, Dell opted not to use those features, at least not until their recent publication of Sudoku-only magazines. Through the use of runes and specific character class items, a given attribute can be increased to as high as 16. Wei-Hwa Huang claims that he was commissioned by Dell to write a Number Place puzzle generator in the winter of 2000; prior to that, he was told, the puzzles were hand-made. These attributes can also be raised using items known as runes, which are applied to armor. They also have no authoring credits — that is, the name of the constructor is not printed with any puzzle.

The Mesmer-only attribute Fast Casting has diminishing returns, meaning every additional point has less of an effect than the one before. It is commonly believed that Dell Number Place puzzles are computer-generated; they typically have over 30 givens placed in an apparently random scatter, some of which can possibly be deduced from other givens. With each additional point invested in an attribute, a linear gain is produced (usually increased effectiveness to a linked skill). Building a Sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. These attribute points are earned as a character levels up. (This technique is adaptable to composing puzzles other than Sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Attribute Points may be re-allocated only while in a town or outpost. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle.

Attributes can be increased from 0 to 12, at an increasing cost of 1 to 20 attribute points. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. However there are multitudes of dyes and other ways to color and differentiate each character from others. Building a Sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. The character's in-game armor crafting choices are likewise limited to the primary profession's selection. It is possible to set starting grids with more than one solution and to set grids with no solution, but such are not considered proper Sudoku puzzles; as in most other pure-logic puzzles, a unique solution is expected. The in-game model reflects only the primary profession's appearance. Some online versions offer several difficulty levels.

The last two methods of acquisition are the only ways to gain access to the elite skills. This estimation allows publishers to tailor their Sudoku puzzles to audiences of varied solving experience. 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). Computer solvers can estimate the difficulty for a human to find the solution, based on the complexity of the solving techniques required. 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. It is based on the relevance and the positioning of the numbers rather than the quantity of the numbers. 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. A puzzle with a minimum number of givens may be very easy to solve, and a puzzle with more than the average number of givens can still be extremely difficult to solve.

The first method is to earn the skill as a reward from a quest. Perhaps surprisingly, the number of givens has little or no bearing on a puzzle's difficulty. There are four different methods of earning a skill. Published puzzles often are ranked in terms of difficulty. 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. A very fast solver is usually required for most trial-and-error puzzle-creation algorithms. Out of the eight skills in the spell-bar, only one elite skill can be equipped at any one time. This is the method now preferred by many Sudoku programmers, mainly by virtue of its speed.

Since the skill set of each character is an integral part of the team's strategy, preparing the right skill set is critical. This method can be directly applied to solving Sudoku problems, counting all possible solutions for most puzzles rapidly. However, characters can only bring 8 skills at a time into any area in which combat is possible, allowing for many different battle styles. A highly efficient way of solving such constraint problems is Donald Knuth's Dancing Links Algorithm. This allows for a possible total of almost 150 skills per character to acquire, choose from, and bring into battle. Backtracking may be applied when alternate values cannot otherwise be excluded. Elite skills can be captured from bosses by using the Signet of Capture skill. A constraint program specifies the constraints of the puzzle (the fact that every number in each row, each column, and each 3×3 region must be unique, and the provided "givens"); a finite domain solver applies the constraints successively to narrow down the solution space until a solution is found.

Each profession has access to approximately 75 skills, ~60 being common and ~15 being elite. Another alternative uses finite domain constraint programming. 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). A more efficient program could keep track of potential values for cells, eliminating impossible values until only one value remains for a cell, then filling that cell in and using that information for more eliminations, and so on until the puzzle is solved. This will include the two new professions "Ritualist" and "Assassin" and an expanded storyline. Although far from computationally efficient, this "brute force" method will find a solution, given sufficient computation time (even a fairly naive implementation will typically not take a noticeable amount of time). A new Guild Wars expansion pack called "Factions" is being released in Spring 2006. If a cell cannot be filled, the program backs up one level (from that cell) and tries the next value at the higher level (hence the name backtracking).

Unlike many MMORPGs, the launch of Guild Wars went very smoothly. This continues until a conflict occurs, in which case the next alternative value is used for the last cell changed. Guild Wars was released on April 28, 2005 in North America and Europe. Typically this involves assigning a value (say, 1, or the nearest available number to 1) to the first available cell (say, the top left hand corner) and then moves on to assign the next available value (say, 2) to the next available cell. 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. It is also fairly simple to build a backtracking search. Starting in November 2004, ArenaNet held monthly Beta Weekends in addition to the closed Beta. Given the self-imposed constraints of most Sudoku publishers, this method generally succeeds.

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. These programs emulate the human logic to solve a puzzle without resorting to guesses. Expansions will not be required to continue playing, nor will they give a true advantage over non-expansion players. For most computer programmers, coding the search for cell values based on elimination, contingencies and multiple contingencies (required for harder Sudoku) is relatively straightforward. ArenaNet plans on releasing expansions every six to nine months that will advance the game's story line as well as introduce new features. The proverbial Holy Grail is to find a technique which minimises counting, marking up, and rubbing out. 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. The what-if approach can be confusing unless you are well organised.

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. Writing candidate numbers into empty cells can be time-consuming. 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. The counting of regions, rows, and columns can feel boring. 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. Ideally one needs to find a combination of techniques which avoids some of the drawbacks of the above elements. 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. The two main approaches to analysis are "candidate elimination" and "what-if".

"Guild Wars is not an MMORPG," said Jeff Strain, producer of the game. When using marking, a couple of similar rules applied in a specified order can solve any Sudoku puzzle, without performing any kind of backtracking. 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. For example, if a digit appears only one time in the mark-ups written inside one region, then it is clear that the digit should be there, even if the cell has other digits marked as well. Player) design of the game, as well as serving to differentiate it from the standard, subscription-fee-based, MMORPG genre. When using marking, additional analysis can be performed. This title describes the competitive PvP-oriented (Player vs. When only one marking is missing, that has to be the value of the cell.

Though often referred to as an MMORPG, ArenaNet coined the term CORPG (Competitive Online Role-Playing Game) to describe Guild Wars. Thus a cell will start empty and as more constraints become known it will slowly fill. . An alternative technique that some find easier is to mark up those numbers that a cell cannot be. ArenaNet is now wholly owned by NCSoft, a South Korean game publisher. There are two popular notations: subscripts and dots. 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. Many find it useful to guide this analysis by marking candidate numbers in the blank cells.


. From this point, it is necessary to engage in some logical analysis. The Battle Isles (PvP play). Scanning stops when no further numbers can be discovered. The Ring of Fire Island Chain. Puzzles which can be solved by scanning alone without requiring the detection of contingencies are classified as "easy" puzzles; more difficult puzzles, by definition, cannot be solved by basic scanning alone. Sorrow's Furnace (Could also be before Southern Shiverpeaks). Particularly challenging puzzles may require multiple contingencies to be recognized, perhaps in multiple directions or even intersecting—relegating most solvers to marking up (as described below).

Southern Shiverpeaks. When those cells all lie within the same row (or column) and region, they can be used for elimination purposes during cross-hatching and counting (Contingency example at Puzzle Japan). The Crystal Desert. Advanced solvers look for "contingencies" while scanning—that is, narrowing a number's location within a row, column, or region to two or three cells. Southern Kryta. Scanning consists of two basic techniques:. Maguuma Jungle. Scans may have to be performed several times in between analysis periods.

Kryta. Scanning is performed at the outset and periodically throughout the solution. Northern Shiverpeaks. The strategy for solving a puzzle may be regarded as comprising a combination of three processes: scanning, marking up, and analysing. Ascalon. Each number in the solution therefore occurs only once in each of three "directions" or "scopes", hence the "single numbers" implied by the puzzle's name. 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. The goal is to fill in the empty cells, one number in each, so that each column, row, and region contains the numbers 1–9 exactly once.

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. Some cells already contain numbers, known as "givens" (or sometimes as "clues"). Unique Skill Sets:

    . The puzzle is most frequently a 9×9 grid, made up of 3×3 subgrids called "regions" (other terms include "boxes", "blocks", and the like when referring to the standard variation; even "quadrants" is sometimes used, despite this being an inaccurate term for a 9×9 grid). Ritualist skills related to summoning spirits become more effective with a higher Communing rank. The puzzles are often available free from published sources and also may be custom-generated using software. Communing: No inherent effect. The level of difficulty of the puzzles can be selected to suit the audience.

    Ritualist skills related to lightning damage and energy become more effective with a higher Channeling Magic rank. Sudoku is recommended by some teachers as an exercise in logical reasoning. Channeling Magic: No inherent effect. The attraction of the puzzle is that the completion rules are simple, yet the line of reasoning required to reach the completion may be complex. Ritualist skills related to life stealing, self-preservation, healing and defence become more effective with a higher Restoration Magic rank. Numerals are used throughout this article. Restoration Magic: No inherent effect. Dell Magazines, the puzzle's originator, has been using numerals for Number Place in its magazines since they first published it in 1979.

    Spawning Power also increases the effectiveness of skills related to spawning spirits. Any set of distinct symbols will do; letters, shapes, or colours may be used without altering the rules (Penny Press' Scramblets and Knight Features Syndicate's Sudoku Word both use letters). Spawning Power (Primary Attribute): For each rank of spawning power, the health of summoned spirits increases by 4%. The numerals in Sudoku puzzles are used for convenience; arithmetic relationships between numerals are absolutely irrelevant. 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. In Japanese, the word is pronounced [sɯːdokɯ]; in English, it is usually spoken with an Anglicised pronunciation, [səˈdəʊkuː] (BrE) [səˈdoʊkuː] (AmE) (suh-DOE-koo) or [ˈsuːdəʊku] (BrE) [ˈsuːdoʊku] (AmE) (SOO-doe-koo). 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. title.

    The system goes in the following order; Lead Attack, Off-Hand attack, and Dual Attack. S. Attack system: Many Assassin skills are designed to follow a hit pattern, with certain attacks opening the way for other attacks. Other Japanese publishers refer to the puzzle as Nanpure (Number Place), the original U. Unique Skill Sets:

      . Ltd in Japan. Dagger Mastery: Dagger Mastery and Dagger Mastery skills gain an additional 2% chance of double-striking per rank of Dagger Mastery. The name Sudoku is the Japanese abbreviation of a longer phrase, "suji wa dokushin ni kagiru (数字は独身に限る)," meaning "the digits must remain single"; it is a trademark of puzzle publisher Nikoli Co.

      Assassin skills that harm your enemy become more effective with a higher deadly Arts. . Deadly Arts: No inherent effect. The first world championship will be in Lucca(Italy) from 10 to 12 March 2006. Assassin skills that enable you to move like a shadow and confuse your enemies become more effective with a higher Shadow Arts. puzzle magazine in 1979, Sudoku initially caught on in Japan in 1986 and attained international popularity in 2005. Shadow Arts: No inherent effect. S.

      You gain +2 energy whenever you land a hit in this way. Although first published in a U. Critical Strikes (Primary attribute): For each rank of Critical Strikes you have, you gain an additional 1% chance to land a Critical Hit. Completing the puzzle requires patience and logical ability. Shouts: Shouts are beneficial skills that affect both the Warrior and nearby allies, like "Shields Up!", or harm other enemies, like "Fear Me!". Each row, column, and region must contain only one instance of each numeral. After a prolonged period without taking or dealing damage however, stored adrenaline will disappear. The aim of the canonical puzzle is to enter a numerical digit from 1 through 9 in each cell of a 9×9 grid made up of 3×3 subgrids (called "regions"), starting with various digits given in some cells (the "givens").

      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. Sudoku (Japanese: 数独, sūdoku), sometimes spelled Su Doku, is a logic-based placement puzzle, also known as Number Place in the United States. Unique Skill Sets:

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

        Hammer skills involve knocking the target down. Wei-Hwa Huang created a meta-Sudoku, where the object is to finish drawing the 5×5 grid's pentomino-region borders so as to leave a uniquely solvable puzzle with no identically-shaped regions. Hammer Mastery: Hammer Mastery improves hammer damage. Puzzle Championship includes a variant called Digital Number Place: rather than givens, most cells contain a partial given—a segment of a number, with the numbers drawn as if part of a seven-segment display. Sword skills involve inflicting some conditions to the target as well as good amounts of consistent damage. The 2005 U.S. Swordsmanship: Swordsmanship improves sword damage. A three-dimensional Sudoku puzzle was invented by Dion Church and published in the Daily Telegraph in May 2005.

        Axe damage is quite variable from one swing to the next. This approach may be frowned on by logical purists as trial and error (and most published puzzles are built to ensure that it will never be necessary to resort to this tactic,) but it can arrive at solutions fairly rapidly. Axe skills involve inflicting many conditions to the target. The what-if approach requires a pencil and eraser. Axe Mastery: Axe Mastery improves axe damage. Nishio is a limited form of this approach: for each candidate for a cell, the question is posed: will entering a particular number prevent completion of the other placements of that number? If the answer is yes, then that candidate can be eliminated. With each attribute level you add to strength, Armor penetration goes up by 1%. In logical terms, this is known as reductio ad absurdum.

        Strength skills increase the Warrior's damage. The steps above are repeated unless a duplication is found or a cell is left with no possible candidate, in which case the alternative candidate is the solution. Power Attack). In the what-if approach, a cell with only two candidate numbers is selected, and a guess is made. Strength (Primary Attribute): Strength increases armor penetration of melee skills (ie. For example, if (p,q) can only appear in 2 cells (within a specific row, column, region scope), other candidates in the 2 cells can be eliminated. Traps: Traps are skills that are triggered if an enemy or ally enters a designated area. Other candidates in the matched cells can be eliminated.

        Only one preparation can be active at any given time. A second related principle is also true — if each cell within a set of cells (in a row, column or region scope) contains the same set of candidate numbers, and if the number of cells is equal to the quantity of candidate numbers, the cells and numbers are matched and only those numbers can appear in matched cells. Preparation: Preparations temporarily add extra damage or effects to a Ranger's attacks. The principle is true for all quantities of candidate numbers. 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. This principle also works with candidate number subsets—if three cells have candidates (p,q,r), (p,q), and (q,r) or even just (p,r), (q,r), and (p,q), all of the set (p,q,r) elsewhere in the scope can be deleted. Pets: Pets are creatures that a Ranger has tamed while in the wild. The placement of these numbers anywhere else in the matching scope would make a solution for the matched cells impossible; thus, the candidate numbers (p,q,r) appearing in unmatched cells in the row, column or region scope can be deleted.

        Only one of the same type of Spirit can be up at a time within the area of effect. For example, cells are said to be matched within a particular row, column, or region (scope) if two cells contain the same pair of candidate numbers (p,q) and no others, or if three cells contain the same triplet of candidate numbers (p,q,r) and no others. Nature rituals: Nature rituals are global enchantments that affect every character present within the area of effect. Cells with identical sets of candidate numbers are said to be matched if the quantity of candidate numbers in each is equal to the number of cells containing them; essentially, these are perfectly coincident contingencies. Unique Skill Sets:

          . One of the most common elimination tactics is "unmatched candidate deletion". Wilderness Survival comes with Nature Rituals, like Greater Conflagration and Winnowing. If these patterns can be identified, elimination of candidate possibilities external to the grid framework can sometimes be achieved.

          They also enable the character to heal and deal extra damage. Only certain "closed circuit" or "n×n grid" possibilities exist (which have acquired peculiar names such as "X-wing" and "Swordfish", among others; see List of Sudoku terms and jargon for more information). Wilderness Survival: Wilderness Survival skills provide an advantage to the ranger if used prior to combat. Each set of candidate numbers, 1–9, must ultimately be in an independently self-consistent pattern. This is the basis for advanced analysis techniques that require inspection of the entire set of possibilities for a given candidate number. The higher a Ranger's Marksmanship, the more powerful are the Ranger's Attack Skills. A given set of n cells in any particular block, row, or column can only accommodate n different numbers. This is the basis for the "unmatched candidate deletion" technique, discussed below. Marksmanship: Marksmanship improves the damage a Ranger is able to inflict with Bows. There are a number of elimination tactics, all of which are based on the simple rules given above, which have important and useful corollaries, including:

            .

            Beast Mastery also has a few Nature Rituals, such as Energizing Wind. After each answer has been achieved, another scan may be performed—usually checking to see the effect of the latest number. Beast Mastery: Beast mastery skills provide bonuses for the Ranger's animal companion, which they can charm and raise in level. In elimination, progress is made by successively eliminating candidate numbers from one or more cells to leave just one choice. Expertise is also vouched for as the best Primary Attribute. Using a pencil would then be recommended. Expertise skills increase the Ranger's abilities to stay alive. Dexterity is required in placing the dots, since misplaced dots or inadvertent marks inevitably lead to confusion and may not be easy to erase without adding to the confusion.

            Expertise (Primary Attribute): Expertise reduces the energy cost for attack skills, preparations, and traps. The dot notation has the advantage that it can be used on the original puzzle. Wells: Wells are area-effect spells that can affect either friends or foes within range, but must be cast from a corpse. The second notation is a pattern of dots with a dot in the top left hand corner representing a 1 and a dot in the bottom right hand corner representing a 9. 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. If using the subscript notation, solvers often create a larger copy of the puzzle or employ a sharp or mechanical pencil. However, these undead minions are inherently unstable and will degrade, gradually losing life until they die. The drawback to this is that original puzzles printed in a newspaper usually are too small to accommodate more than a few digits of normal handwriting.

            Undead Minions: Undead minions are summonable pets from a corpse. In the subscript notation the candidate numbers are written in subscript in the cells. Unique Skill Sets:

              . It also can be the case (typically in tougher puzzles) that the easiest way to ascertain the value of an individual cell is by counting in reverse—that is, by scanning the cell's region, row, and column for values it cannot be, in order to see which is left. Curse Magic: Curse magic spells deal with applying negative conditions and hexes, or "debuffing", the target. Counting 1–9 in regions, rows, and columns to identify missing numbers. Counting based upon the last number discovered may speed up the search. Death Magic: Death magic spells deal mainly with the manipulation of corpses. It is important to perform this process systematically, checking all of the digits 1–9.

              Blood magic spells also deal damage to the target over time. For fastest results, the numbers are scanned in order of their frequency. Blood Magic: Blood magic spells manipulate health into damage or damage into health for the target. This process is then repeated with the columns (or rows). Soul Reaping (Primary Attribute): Soul Reaping allows the Necromancer to regain energy whenever a friend, foe, or summoned creature dies near the necromancer. Cross-hatching: the scanning of rows (or columns) to identify which line in a particular region may contain a certain number by a process of elimination. 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.