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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. Then it became…I mean, you really are treated like royalty." [31]. 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. I was a nobody - I'd done some TV, but I was not one of the elite, not by a long shot - until I did Soap. The Collector's Edition offers the owner the use of Divine Aura. [29] [30] Diana Canova, who experienced Scientology both before and during her period of TV stardom, expressed it in a September 1993 interview: "When I started, I wasn't in television yet. A / has to be typed in front of every emote to activate it. Critics say the attention and care given to celebrity practitioners is vastly different from that of noncelebrity practitioners because the Church of Scientology uses the celebrities for advertisement, and thus, that the two experiences of Scientology are vastly different.

There are many emotes in Guildwars, here is a list of them. One agreed that it is still unknown if drugs can really correct chemical imbalances while the other stated that antidepressants may be over-prescribed. Below are a number of acronyms and abbreviations commonly heard in Guild Wars. Katie Couric later interviewed two psychologists as to the validity of Tom Cruise’s statements. Often said phrases are commonly abbreviated in online games for the relative ease with which they're typed. Despite the public backlash received, Cruise certainly rallied the faithful and exposed Scientology in a way that would have been difficult to attain otherwise. Another solution is that Faction should be increased once more to improve the rate with which a player can unlock the skills. His intent may have backfired as late night comedians and morning radio programs frequently commented about Cruise's passionate frustration at Lauer's perceived lack of knowledge and respect for the topic's severity and mocked him as a radical celebrity.

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. On June 24, 2005, Cruise spoke to Today Show host Matt Lauer on the supposed dangers of psychiatry and antidepressants during a promotional interview for his film War of the Worlds [28]. There have been many proposed solutions to the problem. Cruise became known as an outspoken Scientologist in 2005, publicly criticizing Brooke Shields on national television for her use of anti-depressants in recovering from postpartum depression. As a consequence some players ironically call the game "Grind Wars". Fresh (old school hip hop artist), Tom Cruise, and Cruise's converted fiancée Katie Holmes. This process is by some referred to as grind. Publicity has been generated by Scientologists in the entertainment industry such as John Travolta, Kelly Preston, Kirstie Alley, Beck Hansen, Josh Pettersen, Chick Corea (pianist), Isaac Hayes, Jason Lee, Doug E.

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. While a the Celebrity Center, or simply CC as most Scientologists refer to it, the odds of running into a celebrity are good but it is mostly full of non-famous people. Despite being unlocked, skills are still acquired individually for a PvE-character. They offer Scientology courses to non-celebrites and their courses start at the most basic beginner levels. 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. It should be noted that these sites are not celebrity exclusive. 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. Scientologists give this description:.

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]. They can be found in Hollywood, New York, Nashville, Las Vegas, London, Paris, and Vienna, though Hollywood is the largest and most important. Many players agree however that the largest issue currently is the process in which a player gains new skills. The Church of Scientology has concertedly attempted to convert artists and entertainers — they have special recruitment facilities for public figures designated Celebrity Centres. 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. Although the Church neither confirmed nor denied its involvement with the spam, some investigators claimed that some spam had been traced to Church members. In the order that the player experiences them while playing through the game's story:. Beginning in the middle of 1996 and for several years after, the newsgroup was attacked by anonymous parties using a tactic dubbed "sporgery" by some, in the form of hundreds of thousands of forged spam messages posted on the group.

The Ritualist also has an element of the Elementalist in him, with the power of lightning spells being at his disposal. The even more controversial Digital Millennium Copyright Act was also strongly promoted by the Church and some of its provisions (notably the Online Copyright Infringement Liability Limitation Act) were heavily influenced by Church litigation against US Internet service providers over copyrighted Scientology materials that had been posted or uploaded through their servers. 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 Church supported the controversial Sonny Bono Copyright Term Extension Act. 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 Church also began filing lawsuits against those who posted copies of its copyrighted scriptures on the newsgroup and the World Wide Web, and pressed for tighter restrictions on copyrights in general. 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. However, the issuance of the message led to a great deal of public criticism by free-speech advocates.

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. In practice, this rmgroup message had little effect, since most Usenet servers are configured to disregard such messages when applied to groups that receive substantial traffic, and newgroup messages were quickly issued to recreate the group on those servers that did not do so. Assassins also have the most complicated attack system; Lead, Off-hand, and Dual attacks must be used in a particular fashion to work, but can be devestating when unleashed in a chain attack by the Assasin's two daggers, one wielded in each hand. In January 1995, Church lawyer Helena Kobrin attempted to shut down the Usenet discussion group alt.religion.scientology by sending a control message instructing Usenet servers to delete the group on the grounds that. 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. Critics claim the organization's true motive is an attempt to suppress free speech and legitimate criticism. 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 organization states that it is taking actions to prevent distribution of copyrighted Scientology documents and publications online by people whom it has called "copyright terrorists".

Introduced with Guild Wars: Factions, Assassins rely on stealth, trickery, and swift strikes of their two daggers to subdue and confuse their enemies. Scientology leaders have undertaken extensive operations on the Internet to deal with growing allegations of fraud and exposure of unscrupulousness within Scientology. It is expected to be released in spring 2006. [26]. Factions will also bring new armors, new skills, new gameplay modes and much more into the game. [25] Nevertheless, this position is still defended and promoted by Scientologists. Apart from Cantha and its full length campaign, Factions introduces two new professions - The Assassin and The Ritualist. On top of that there is evidence Scientology adherents destroyed scientific data in a lengthy campaign to discredit research.

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. [24] Their position has attracted considerable criticism from psychiatrists, physicians, and mental health patients and advocates who cite numerous scientific studies showing benefit from psychiatry. Players with Guild Wars that purchase the expansion will be able to travel back and forth between Cantha and Tyria with their characters. Celebrity Scientologists, notably Tom Cruise, have been extremely vocal in attacking the use of psychiatric medication. The battles that follow will have an immediate effect on the game world. In a 1982 bulletin entitled "Pain and Sex", Hubbard declares that "pain and sex were the INVENTED TOOLS of degradation", having been devised eons ago by psychiatrists "who have been on the [time] track a long time and are the sole cause of decline in this universe." (Hubbard, HCO Bulletin of August 26, 1982). 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. He cast them in the role of assisting Xenu's genocide of 75 million years ago.

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. Around the same time, Hubbard decided that psychiatrists were an ancient evil that had been a problem for billions of years. It is the first announced expansion pack to the Guild Wars franchise. In 1966, Hubbard declared war on psychiatry, telling Scientologists "We want at least one bad mark on every psychiatrist in England, a murder, an assault, or a rape or more than one." He committed the Church to eradicating psychiatry in 1969, announcing "Our war has been forced to become 'To take over absolutely the field of mental healing on this planet in all forms.'" [23] Not coincidentally, the Church founded the Citizens Commission on Human Rights that same year as its primary vehicle for attacking psychiatry. Guild Wars: Factions was announced at the Guild Wars website on January 10, 2006.[2]. Because of this critique Hubbard came to believe psychiatrists were behind a worldwide conspiracy to attack Scientology and create a "world government" run by psychiatrists on behalf of Soviet Russia:. 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. Additionally, after Hubbard's book on Dianetics was published, in which he tried to present a new form of psychotherapy, the American Psychological Association advised its members against using Hubbard's techniques with their patients until its effectiveness could be proven.

Many Warrior skills require adrenaline, which builds up during combat to enable those skills, and usually results in major damage. Scientology's opposition to psychiatry has also undoubtedly been influenced by the fact that a number of psychiatrists have strongly spoken out against the Church, resulting in pressure from the media and governments. Warriors are equally comfortable wielding axe, hammer, or sword, though many choose to master one weapon over all others. However, for all these statements, the Church has failed to present any evidence supporting this view of psychiatry. The Warrior class in Guild Wars is unconventially complicated in comparison to other MMO's, where combat would require little player input. Our files are full of evidence on them." [16] The Church claims that psychiatry was responsible for World War I [17], the rise of Hitler and Stalin [18], the decline in education standards in the United States [19], the wars in Bosnia and Kosovo [20], and even the September 11th attacks [21]. They can take a beating unlike anyone else. He was also convinced psychiatrists were themselves deeply unethical individuals, committing "extortion, mayhem and murder.

They generally disdain long-range warfare, preferring instead to charge directly into the fray swinging their weapon of choice. He regarded psychiatrists as denying human spirituality and peddling fake cures. Warriors rely on stout hearts, brute strength, and melee weapons to subdue their enemies and protect their allies. Furthermore, it is evident much of his criticism is based upon old and flawed information regarding psychiatry [15]. Rangers are also blessed with survival skills that help keep them alive despite their lightweight armor. Although there are many questions remaining, the statements by Hubbard deny that psychiatry through the scientific method has shown some psychiatric disorders are related to anatomical and chemical cerebral anomalies. 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. Ron Hubbard was bitterly critical of psychiatry's citation of physical causes for mental disorders, such as chemical imbalances in the brain.

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. L. Nature rituals allow them to manipulate terrain to hinder their enemies, or borrow the very power of creation to heal and aid their allies. From the Church of Scientology FAQ on Psychiatry:. Rangers are unique in their ability to succeed with the help of, or even in spite of, their environment. In Hubbard's Mission Earth series, various characters praise and criticize these methods, and the antagonists in his novel Battlefield Earth are called Psychlos, a similar allusion. Due to the sacrificial nature of their methods, successful Necromancers practice patience and self-discipline to stay alive. This theme appears in some of Hubbard's literary works.

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. Scientology is publicly and vehemently opposed to psychiatry and psychology. 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. Commissioner Of Pay-roll Tax [13]) nevertheless the government of Victoria, due to certain legal technicalities, could not deny the Church the right to operate in Victoria under the legal status of "religion". Dead and dying enemies become unwilling allies in their hands. They claim that in the course of litigation between the Church and the government of Victoria, even though the government of the state found that the Church practiced charlatanism, (Church of the New Faith v. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. In Australia, critics point to a certain passage in a 1982 ruling by the High Court of Australia.

Necromancers are masters of the dark arts, calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. Eleven high-ranking Scientologists, including Hubbard's wife Mary Sue Hubbard, served time in federal prison for their involvement in this infiltration. 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. Another source of controversy was Scientology's infiltration of the United States Internal Revenue Service in what Scientology termed "Operation Snow White". Smiting prayers, on the other hand, call down divine anger on enemies, exacting holy damage that ignores armor. To date, such a suit is not known to have been filed. Monks enjoy Divine Favor, which provides extra protection from harm, while their healing and protection prayers help to keep their allies strong and healthy. Judge Silverman concurred, [12] saying:.

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. On January 29, 2002 the Ninth Circuit Court of Appeals upheld the IRS's opposition. 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. 00-70753, attempted to obtain the same deduction for their payments to a Jewish school. While Mesmers are not known for brute strength, their ability to confuse and distract the enemy more than compensates. COMMISSIONER OF INTERNAL No. 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 Sklars, in the case MICHAEL SKLAR; MARLA SKLAR v.

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. [10] Six levels of indents down in the eventually leaked "closing agreement", [11] the IRS is contractually required to discriminate in their treatment of Scientology to the exclusion of all other groups:. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Many critics assert that, in order to obtain its tax-exempt status in the United States, Scientologists paid private investigators to obtain compromising material on the IRS commissioner and blackmailed the IRS into submission, NYT article costing taxpayers 1-2 billion dollars. 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. [9]. Mesmers are masters and mistresses of illusion and control. The organization cites numerous scholarly sources supporting its position, many of which can be found on a website the Church has established for this purpose.

The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand just in case. The Church pursues an extensive public relations campaign arguing Scientology is a bona fide religion. Water magic conjures mist and ice to slow enemy movement and attacks, blur vision, protect allies against magic, and inflict cold damage on enemies. This last criticism is referenced, among other places, in a May 1980 Reader's Digest article, which quotes Hubbard, "If a man really wants to make a million dollars, the best way would be to start his own religion.". Fire magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. The ongoing controversies involving the Church and its critics include:. Air magic harnesses the power of tempests to strike foes down with lightning strikes or enables allies to run like the wind. The overall attitude in the Scientology community has partially shifted to spreading Scientology through direct application to communities, rather than combating those who attempt to stop or belittle it.

Earth magic summons quakes and eruptions, encases enemies in stone, or strengthens allies. Since that time, many Scientologists have adopted a more relaxed view toward minor criticism. 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. Also, the number of legal battles in which the Church has engaged seems to have peaked in the early-to-mid-1990s, and has been declining since then. Elementalists summon the powers of earth, air, fire, and water and command them at will. However, a notable number of countries around the world have apparently embraced Scientology, including Italy, Spain and Thailand. 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. The many legal battles fought by the Church of Scientology since its inception have given it a reputation as an extremely litigious organization, characterized by forcing litigants to enter into a lengthy and costly legal process using a number of highly trained lawyers, expert at prolonging cases.

The developer, ArenaNet, has confirmed that there will be additional professions introduced with future expansions to the game. [7]. 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. These accusations continue to the present day, bolstered by numerous accounts from Hubbard's fellow science-fiction authors that on various occasions he stated that the way to get rich was to start a religion. 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. Hubbard was accused of adopting a religious façade for Scientology to allow the organization to maintain tax-exempt status and to avoid prosecution for false medical claims. These avatars will grant various beneficial effects for a small fee (in combat areas) or provide new quests (in cities and outposts). The religious bona fides of Scientology have been repeatedly questioned.

Holding favor also allows players from that region to summon an avatar at the various shrines by kneeling in front of them. Scientology has also been the focus of criticism by anti-cult campaigners and has aroused controversy for its high-profile campaigns against psychiatry and psychiatric medication. Environment) game areas. [6]. Holding favor unlocks access to the Fissure of Woe and the Underworld, which are two challenging PvE (Player vs. In Belgium, the minister of justice refused Scientology as a candidate for the status of recognized religion. Wins and losses are displayed in the chat box to declare who has the "Favor" and who is winning. The church has been subjected to considerable pressure from the state in Russia.

The regions fight for "The Favor of the Gods" in the arena with their team-mates. The United Kingdom government does not recognize Scientology as a bona fide religion. 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 case is pending. 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. Scientologists in August of 2005 filed complaints with the Human Rights court of the European Union in an effort to force the German government to put an end to discrimintory practices. Some guilds use live Internet voice communication technologies, such as Ventrilo or TeamSpeak, to better coordinate their team. In several court cases Scientology lost filed complaints against continued surveillance because the court holds the opinion that Scientology still pursues anticonstituitional activities.

These contests of strength, strategy, and teamwork involve either defending or attacking one of seven possible Guild Halls. Two German states and the political party, the CDU (Christian Democratic Union) have passed rules or regulations limiting the particpation of Scientologists in politics, business and public life. Together they can fight other guilds in order to raise their rank on the world-wide ladder system. No criminal or civil charges have been brought as a result of this surveillance. 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. Fifteen of the sixteen German states, positing that Scientology had potentially anti-democratic tendencies, have to a greater or lesser degree and for varying periods subjected Scientology and Scientologists to state surveillance since the early 1970's. Guild (GvG) combat, a specific type of PvP, is also available. In Germany, for instance, Scientology is not considered a religion by the government, but a commercial business.

Guild vs. Other countries, notably in Europe, have regarded Scientology as a potentially dangerous cult and have significantly restricted its activities at various times, or at least have not considered local branches of the Church of Scientology to meet the legal criteria for being considered religion-supporting organizations. Player combat is balanced and interesting, and enforces rewarding player skill rather than time invested in character. Some European governments (including Germany) do not consider the Church to be a bona fide religious organization, but instead a commercial enterprise or totalitarian cult. A low maximum level ensures that the Player vs. Applications for charity status in the UK and Canada were rejected in 1999. Though a player will continue to gain skill points after this no attribute points are gained. In the United States, the church obtained "public charity" status (IRS Code 501(c)(3)) and the associated preferential tax treatment after extended litigation.

There is a cap on character level, which is currently placed at level 20. In Canada the Church of Scientology is legal, but has the unique distinction of being criminally convicted as a corporation on two counts of breach of the public trust (for an organized conspiracy to infiltrate government offices) following a trial by jury. There are penalties associated with the more powerful ones and only runes for the primary profession may be used. Scientology is technically considered a religion in the United States and Australia, and thus enjoys and regularly cites the constitutional protections afforded in both nations to religious practice (First Amendment to the United States Constitution; Australian Constitution, s 116). Through the use of runes and specific character class items, a given attribute can be increased to as high as 16. Different countries have taken markedly different approaches to Scientology. These attributes can also be raised using items known as runes, which are applied to armor. The Church has come into conflict with the governments and police forces of several countries (including the United States, the United Kingdom, and Germany) numerous times over the years, though supporters note that many major world religions have found themselves in conflict with civil government in their early years.

The Mesmer-only attribute Fast Casting has diminishing returns, meaning every additional point has less of an effect than the one before. Of the many new religious movements to appear during the 20th century, Scientology has from its inception been the most controversial. With each additional point invested in an attribute, a linear gain is produced (usually increased effectiveness to a linked skill). Breakaway groups avoid the name "Scientology" so as to keep from being sued, instead referring to themselves collectively as the Free Zone. These attribute points are earned as a character levels up. The Church takes an extremely hard line on breakaway groups, labeling them "apostates" (or "squirrels" in Scientology jargon) and often subjecting them to considerable legal and social pressure. Attribute Points may be re-allocated only while in a town or outpost. Ron Hubbard's principles or otherwise become overly domineering.

Attributes can be increased from 0 to 12, at an increasing cost of 1 to 20 attribute points. Such groups are invariably breakaways from the original Church, and usually argue that it has corrupted L. However there are multitudes of dyes and other ways to color and differentiate each character from others. Although "Scientology" is most often used as shorthand for the Church of Scientology, a number of groups practice Scientology and Dianetics outside of the official Church. The character's in-game armor crafting choices are likewise limited to the primary profession's selection. This includes:. The in-game model reflects only the primary profession's appearance. Ron Hubbard's philosophies in all areas of life.

The last two methods of acquisition are the only ways to gain access to the elite skills. It forms the center of a complex worldwide network of corporations dedicated to the promotion of L. 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). Today's Church of Scientology was established in 1954. 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. A Church of Scientology was first incorporated in Camden, New Jersey as a non-profit organization in 1953. 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. In a lecture given on July 19, 1962 entitled "The E-meter", Hubbard said:.

The first method is to earn the skill as a reward from a quest. The word itself is a pairing of the Latin word scientia ("knowledge", "skill"), which comes from the verb scire ("to know"), and the Greek λογος lógos ("reason" or "inward thought" or "logic"). There are four different methods of earning a skill. However, it is not clear to what extent Hubbard was aware of these earlier uses. 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. [5] Nordenholz's book is a study of consciousness, and its usage of the word is not greatly different from Hubbard's definition, "knowing how to know". Out of the eight skills in the spell-bar, only one elite skill can be equipped at any one time. [4] In 1934, the Argentine-German writer Anastasius Nordenholz published a book using the word positively: Scientologie, Wissenschaft von der Beschaffenheit und der Tauglichkeit des Wissens ("Scientology, Science of the Constitution and Usefulness of Knowledge").

Since the skill set of each character is an integral part of the team's strategy, preparing the right skill set is critical. Although today associated almost exclusively with Hubbard's work, it was originally coined by philologist Allen Upward in 1907 as a synonym for "pseudoscience". However, characters can only bring 8 skills at a time into any area in which combat is possible, allowing for many different battle styles. The word scientology has a history of its own. This allows for a possible total of almost 150 skills per character to acquire, choose from, and bring into battle. [3] Scientology also reflects the influence of the Hindu concept of karma, as well as the less metaphysical theories of Sigmund Freud, Carl Jung and William Sargant. Elite skills can be captured from bosses by using the Signet of Capture skill. An influence that Hubbard did acknowledge is the system of General Semantics developed by Alfred Korzybski in the 1930s.

Each profession has access to approximately 75 skills, ~60 being common and ~15 being elite. Some investigators have noted similarities in Hubbard's writings to the doctrines of Crowley,[2] though the Church of Scientology denies any such connection. 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). Immediately prior to his first Dianetics publications, Hubbard was involved with occultist Jack Parsons in performing rites developed by Aleister Crowley. This will include the two new professions "Ritualist" and "Assassin" and an expanded storyline. Other ideas such as the origins and age of the Earth, the root of evil, and the nature of man make it impossible to hold literal beliefs in most other religions while being a Scientologist. A new Guild Wars expansion pack called "Factions" is being released in Spring 2006. Whether this comes from Hubbards theories as presented in the highest levels of Scientology or is just the belief of some Scientologists to create a way for the religion to better mesh, no proof of the claim has ever been presented.

Unlike many MMORPGs, the launch of Guild Wars went very smoothly. Most notably is the concept of past lives which most western religions reject, although some Scientologists believe that Christianity at one time believed in reincarnation but the idea was taken out by the early Catholic Church. Guild Wars was released on April 28, 2005 in North America and Europe. In addition to the clergy of the religions not getting along beliefs in Scientology as one progresses into higher levels become increasingly contradictory with other religion. 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. (Hubbard, Hymn of Asia, 1952). Starting in November 2004, ArenaNet held monthly Beta Weekends in addition to the closed Beta. Based on an interpretation of Buddhist writings which described, among other things, a man from the west with hair like flames around his head who was said to be due to return some 2,500 years after the first Buddha, the red-haired Hubbard sometimes identified himself with Maitreya, the Buddha of the future.

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. However, those who have done this (Buddhists, Christians, Communists and other fanatics) have dead ended or are dead ending." (Hubbard, HCOPL of January 21, 1965). Expansions will not be required to continue playing, nor will they give a true advantage over non-expansion players. Mainstream religions, in his view, had failed to realize their objectives: "It is all very well to idealize poverty and associate wisdom with begging bowls, or virtue with low estate. ArenaNet plans on releasing expansions every six to nine months that will advance the game's story line as well as introduce new features. Hubbard claimed that Islam was also the result of an extraterrestrial memory implant, called the Emanator, of which the Kaaba is supposedly an artifact. 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. Again, it should be emphasized that even if this teaching is genuine, only a minority of Scientology adherents have learned it.

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. Thus, critics claim, Hubbard makes clear his belief that advanced Scientologists are to identify Jesus and Christianity more as a force of evil than as a force for good. 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. Some critics have claimed that one of the highest levels, OT VIII, tells initiates that Jesus was a pederast (it is decidedly unclear whether the version of OT VIII in the Fishman Affidavit, where this claim originates, is genuine). 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. In some of the teachings Hubbard had intended only for this select group, he claimed that Jesus had never existed, but was implanted in humanity's collective memory by Xenu 75 million years ago, and that Christianity was an "entheta [evil] operation" mounted by beings called Targs (Hubbard, "Electropsychometric Scouting: Battle of the Universes", April 1952). 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. Critics claim that a select group of advanced practitioners eventually discovered that Hubbard had left little doubt in his writings and lectures about the dim view he took towards existing major religions.

"Guild Wars is not an MMORPG," said Jeff Strain, producer of the game. As a sort of a confirmation of the Church's position that it is superior to other religions, in its application for tax exempt status in the United States, the Church of Scientology International states:. 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. Hubbard himself cautioned against the unwise or improper use of powers in his book History of Man. Player) design of the game, as well as serving to differentiate it from the standard, subscription-fee-based, MMORPG genre. Critics maintain that, within Scientology, "spiritual abilities" tends to be synonymous with "mystical powers" rather than with "inner peace". This title describes the competitive PvP-oriented (Player vs. Scientology's claim of religious compatibility to entry-level Scientologists is soon modified by the additional teaching that the various levels of spiritual prowess which can be reached through Scientology are more advanced than those attainable in other religions.

Though often referred to as an MMORPG, ArenaNet coined the term CORPG (Competitive Online Role-Playing Game) to describe Guild Wars. The Church of Scientology has also worked closely with other religious groups on community outreach projects and campaigns against perceived persecution by governments around the world. . Many members of the Roman Catholic Church reject Scientology, because of the CoS's views on Jesus, and believe Scientology to be a form of agnosticism, which many Christians regard as a heresy. ArenaNet is now wholly owned by NCSoft, a South Korean game publisher. However, the Church of Scientology has clashed with other religious groups, including the Church of England, the Russian Orthodox Church and the Lutheran Church, all of which have at times criticized Scientology's activities and doctrines. Guild Wars is an online game by ArenaNet, a developer founded by individuals crucial to the development of Blizzard Entertainment's past games and services such as Diablo, Warcraft, Starcraft, and Battle.net. The Church of Scientology has publicly stated:.


. Scientology teaches that it is fully compatible with all existing major religions. The Battle Isles (PvP play). the Xenu incident). The Ring of Fire Island Chain. On the other hand, Scientology literature does include many references to extraterrestrial past lives, and internal Scientology publications are often illustrated with pictures of spaceships and oblique references to catastrophic events that happened "75 million years ago" (e.g. Sorrow's Furnace (Could also be before Southern Shiverpeaks). Thus accusations and criticisms by critics of ordinary Scientologists based on the above tend to work against the intention of the critics, since it is not published in commonly available materials, and is not part of what the vast majority of ordinary Scientologists believe.

Southern Shiverpeaks. Therefore, while knowledge of Xenu and Body Thetans is said to be crucial to the highest level church teachings, it cannot be regarded as a core belief of rank and file Scientologists. The Crystal Desert. Although reliable statistics are not available, it is fair to say that most Scientologists are not at a sufficiently high level on "the bridge" to learn about Xenu. Southern Kryta. These included memories of being "deceived into a love affair with a robot decked out as a beautiful blond-haired girl", being run over by a Martian bishop driving a steamroller which transformed him into an intergalactic walrus that perished after falling out of a flying saucer, after which he was "a very happy being who strayed to the planet Nostra 23,064,000,000 years ago". Maguuma Jungle. For instance, Hubbard's 1958 book Have You Lived Before This Life documents past lives described by individual Scientologists during auditing sessions.

Kryta. Journalists and critics of Scientology counter that Xenu is part of a much wider Scientology belief in past lives on other planets, some of which has been public knowledge for decades. Northern Shiverpeaks. Scientologists argue that published accounts of the Xenu story and other colorful teachings are presented out of context for the purpose of ridiculing their religion. Ascalon. He is said to be still alive today. 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. Xenu is allegedly imprisoned in a mountain by a force field powered by an eternal battery.

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. He then stacked hundreds of billions of these frozen victims around Earth's volcanoes 75 million years ago before blowing them up with hydrogen bombs and brainwashing them with a "three-D, super colossal motion picture" for 36 days, telling them lies of what they are and what the universe should be like and telling them that they are 3 different things: 'Jesus, God, and The Devil.' The traumatized thetans subsequently clustered around human bodies because they watched the motion picture together, making them think they are all the same thing, in effect acting as invisible spiritual parasites known as "body thetans" that can only be removed using advanced Scientology techniques. Unique Skill Sets:

    . These space planes were said to have been copies of Douglas DC-8s, with the addition of rocket engines. Ritualist skills related to summoning spirits become more effective with a higher Communing rank. Among these advanced teachings, one episode that is revealed to those who reach OT level III has been widely remarked upon in the press: the story of Xenu, the galactic tyrant who first kidnapped certain individuals who were deemed "excess population" and loaded these individuals into space planes for transport to the site of extermination, the planet of Teegeeack (Earth). Communing: No inherent effect. He also explained how to reverse the effects of such traumas.

    Ritualist skills related to lightning damage and energy become more effective with a higher Channeling Magic rank. In the confidential OT levels, Hubbard describes a variety of traumas commonly experienced in past lives. Channeling Magic: No inherent effect. Because Scientology is a mystery religion, the more closely guarded and esoteric teachings imparted at these higher levels may not always be entirely consistent with its entry-level teachings. Ritualist skills related to life stealing, self-preservation, healing and defence become more effective with a higher Restoration Magic rank. The highest level, OT VIII, is only disclosed at sea, on the Scientology cruise ship Freewinds. Restoration Magic: No inherent effect. The most advanced of all are the eight Operating Thetan levels, which require the initiate to be thoroughly prepared.

    Spawning Power also increases the effectiveness of skills related to spawning spirits. They have never been published by the Church, except for use in highly secure areas. Spawning Power (Primary Attribute): For each rank of spawning power, the health of summoned spirits increases by 4%. The contents of these courses are held in strict confidence within Scientology. Teleportation: This skill set allows the Assassin to teleport on a whim, allowing him to strategically plant himself in enemy territory and deal some damaging blows to unsuspecting quarry. The "Hidden Truth" about the nature of the universe is taught to only the most advanced Scientologists, those who have achieved the level "clear", in a series of courses known as the Advanced Levels. 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. Scientology doctrine includes a wide variety of beliefs in extraterrestrial civilizations and alien interventions in Earthly events, collectively described by Hubbard as "space opera".

    The system goes in the following order; Lead Attack, Off-Hand attack, and Dual Attack. According to Hubbard, some of the past traumas may have been deliberately inflicted in the form of "implants" used by extraterrestrial dictatorships to brainwash and control people. Attack system: Many Assassin skills are designed to follow a hit pattern, with certain attacks opening the way for other attacks. (For example, not everyone was a Roman, or Chinese, etc, although each was common enough). Unique Skill Sets:

      . Not all things found have been experienced by all beings. Dagger Mastery: Dagger Mastery and Dagger Mastery skills gain an additional 2% chance of double-striking per rank of Dagger Mastery. Hubbard stated that Scientology materials as described in books, tapes, and research notes include a record of everything that was found in the course of his research.

      Assassin skills that harm your enemy become more effective with a higher deadly Arts. As a result, Hubbard's 30-year development of Scientology focused on streamlining of the process to address only key factors. Deadly Arts: No inherent effect. According to an early lecture of Hubbard's, it is, as a practical matter, both impossible and undesirable to recall each and every such event from such vast stretches of time. Assassin skills that enable you to move like a shadow and confuse your enemies become more effective with a higher Shadow Arts. During that time, Hubbard explains, they have been exposed to a vast number of traumatic incidents, and have made a great many decisions that influence their present state. Shadow Arts: No inherent effect. He extended this view further in Scientology, declaring that thetans have existed for tens of trillions of years.

      You gain +2 energy whenever you land a hit in this way. In Dianetics, Hubbard proposed that the cause of "aberrations" in the human mind was an accumulation of pain and unconscious memories of traumatic incidents, some of which predated the life of the individual. Critical Strikes (Primary attribute): For each rank of Critical Strikes you have, you gain an additional 1% chance to land a Critical Hit. According to Scientology, the lower the person is on the tone scale, the more complex and convoluted his or her day-to-day problems tend to be, and the more care and judgement should be exercised regarding communication and interchange with the individual. Shouts: Shouts are beneficial skills that affect both the Warrior and nearby allies, like "Shields Up!", or harm other enemies, like "Fear Me!". The tone scale is used by Scientologists in everyday life to evaluate people. After a prolonged period without taking or dealing damage however, stored adrenaline will disappear. The scale ranges from -40 or "Total Failure" to +40 or "Serenity of Beingness." Positions on the tone scale are usually designated by an emotion, but Hubbard also described many other things that can be indicated by the tone scale levels, such as aspects of an individual's health, sexual behavior, survival potential, or ability to deal with truth.

      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. The tone scale is a characterization of human mood and behavior by various positions on a scale. Unique Skill Sets:

        . Scientologists utilize ARC as a central organizing principle in their lives, primarily based upon the belief that improving one aspect of the triangle increases the level of the other two. Tactics: Tactic skills increase the Warrior's ability to stay alive. Hubbard called this the "ARC Triangle". Hammers deal high damage but attack at a slower speed then Swords or Axes. Another basic tenet of Scientology is that there are three interrelated (and intrinsically spiritual) components that make up successful "livingness": affinity (emotional responses), reality (an agreement on what is real) and communication (the exchange of ideas).

        Hammer skills involve knocking the target down. While such a claim would be actionable as extortion, blackmail or harassment within most legal jurisdictions, no such claim has to date been legally confirmed against Scientology based upon use or revelation of auditing records. Hammer Mastery: Hammer Mastery improves hammer damage. In some instances, former members have claimed the Church used information obtained in auditing sessions against them. Sword skills involve inflicting some conditions to the target as well as good amounts of consistent damage. Auditing records are referred to within Scientology as "confessional formulary" and stored under lock and key when not being added to during auditing sessions. Swordsmanship: Swordsmanship improves sword damage. The Church maintains that its auditing records are kept confidential, after the manner of confession in Christian churches.

        Axe damage is quite variable from one swing to the next. During the auditing process, the auditor may collect personal information from the person being audited in a manner similar to a psychotherapy session or confessional. Axe skills involve inflicting many conditions to the target. So, according to the Church, the psychotherapist treats mental health and the Church treats the spiritual being. Axe Mastery: Axe Mastery improves axe damage. Licensed psychotherapists have alleged that the Church's auditing sessions amount to mental health treatment without a license, but the Church vehemently disputes these allegations, and claims to have established in courts of law that its practice leads to spiritual relief. With each attribute level you add to strength, Armor penetration goes up by 1%. Indeed, an Australian report stated that auditing involved a kind of command hypnosis that could lead to potentially damaging delusional dissociative states.

        Strength skills increase the Warrior's damage. Scientologists have claimed benefits from auditing including improved IQ, improve memory, alleviated dyslexia and attention deficit problems, and improved relaxation; however, no scientific studies have verified these claims. Power Attack). The E-meter is used to help locate an area of concern. Strength (Primary Attribute): Strength increases armor penetration of melee skills (ie. they are forbidden from suggesting, interpreting, degrading or invalidating the preclear's answers. Traps: Traps are skills that are triggered if an enemy or ally enters a designated area. Per Church policy, auditors are trained not to "evaluate for" their preclears, i.e.

        Only one preparation can be active at any given time. Auditing requires that the preclear be a willing and interested participant who understands the questions, and the process goes more smoothly when he or she understands what is going on. Preparation: Preparations temporarily add extra damage or effects to a Ranger's attacks. The auditor asks the preclear to respond to a list of questions which are designed for specific purposes and given to the preclear in a strictly regulated way. 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. The auditing process is intended to help the practitioner (referred to as a preclear or PC) to unburden himself of specific traumatic incidents, prior ethical transgressions and bad decisions, which are said to collectively restrict the preclear from achieving his goals and lead to the development of a "reactive mind". Pets: Pets are creatures that a Ranger has tamed while in the wild. Most auditing uses an E-meter, a device developed to be easy to set up and to be easily interpreted in a way the user sees fit.

        Only one of the same type of Spirit can be up at a time within the area of effect. The auditor follows an exact procedure toward rehabilitating the human spirit. Nature rituals: Nature rituals are global enchantments that affect every character present within the area of effect. The central practice of Scientology is "auditing" (from the Latin audire,"to listen"), which is one-on-one communication with a trained Scientology counselor or "auditor". Unique Skill Sets:

          . For more information regarding these explanations, see Scientology - Outsider Explanations. Wilderness Survival comes with Nature Rituals, like Greater Conflagration and Winnowing. Many non-Scientologists and Critics have offered explanations of Scientology beliefs and practices.

          They also enable the character to heal and deal extra damage. This freed state is called Operating Thetan, or OT for short. Wilderness Survival: Wilderness Survival skills provide an advantage to the ranger if used prior to combat. According to the church, the ultimate goal is to get the soul (thetan) back to its native state of total freedom, thus gaining control over matter, energy, space, time, thoughts, form, and life. The higher a Ranger's Marksmanship, the more powerful are the Ranger's Attack Skills. Exact methods of spiritual counseling are taught and practiced which are designed to enable this change. Marksmanship: Marksmanship improves the damage a Ranger is able to inflict with Bows. Scientology claims to offer an exact methodology to help a person achieve awareness of their spiritual existence and better effectiveness in the physical world.

          Beast Mastery also has a few Nature Rituals, such as Energizing Wind. Some central beliefs of Scientology:. Beast Mastery: Beast mastery skills provide bonuses for the Ranger's animal companion, which they can charm and raise in level. This is described as a passage along "the Bridge to Total Freedom", or simply "the Bridge," where each step of the Bridge promises a little more personal freedom in the area specified by the Bridge's definition. Expertise is also vouched for as the best Primary Attribute. The steps lead to the more advanced strata of Scientology's more esoteric knowledge. Expertise skills increase the Ranger's abilities to stay alive. For example, the bad effects of drugs should be addressed before other issues can be addressed.

          Expertise (Primary Attribute): Expertise reduces the energy cost for attack skills, preparations, and traps. Scientology practices are structured in a series of levels, because Hubbard believed that rehabilitation takes place on a step by step basis. Wells: Wells are area-effect spells that can affect either friends or foes within range, but must be cast from a corpse. [1] Scientology also covers topics such as ethics and morality, (The Way to Happiness), drug and chemical residues as they relate to spiritual wellbeing, the (Purification Rundown), communication, marriage, raising children, dealing with work-related problems, educational matters (study technology), and the very nature of life (The Dynamics). 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. A chief difference between Dianetics and Scientology is that Dianetics focuses on rehabilitating an individual's mind, giving him full conscious recall of his experiences while Scientology is more concerned with rehabilitating the human spirit. However, these undead minions are inherently unstable and will degrade, gradually losing life until they die. By the mid-1950s, Hubbard had relegated Dianetics to a sub-study of Scientology.

          Undead Minions: Undead minions are summonable pets from a corpse. Scientology followed on the heels of Dianetics, an earlier system of self-improvement techniques laid out by Hubbard in his 1950 book, Dianetics: The Modern Science of Mental Health. Unique Skill Sets:

            . Most of the basic principles of the church were set out during the 1950s and 1960s. Curse Magic: Curse magic spells deal with applying negative conditions and hexes, or "debuffing", the target. Scientology's doctrines were established by Hubbard over a period of about 34 years, beginning in 1952 and continuing until his death in January 1986. Death Magic: Death magic spells deal mainly with the manipulation of corpses. .

            Blood magic spells also deal damage to the target over time. Scientology's principles have been characterized as pseudoscientific by many mainstream medical and psychotherapeutic practitioners, and the Church has frequently been characterized as a cult. Blood Magic: Blood magic spells manipulate health into damage or damage into health for the target. Critics — including government officials of certain countries — have characterized the Church as an unscrupulous commercial organization, and it is accused of harassing critics and exploiting members. Soul Reaping (Primary Attribute): Soul Reaping allows the Necromancer to regain energy whenever a friend, foe, or summoned creature dies near the necromancer. However, the Church of Scientology has attracted much controversy and criticism. Resurrections: Resurrections are spells that restore life into a dead ally with varying levels of functionality and effectiveness. Church spokespeople claim that Hubbard's teachings (called "technology" or "tech" in Scientology terminology) have freed them from addictions, depression, learning disabilities, mental illness and other problems.

            These are also known as maintained enchantments or upkeep spells. The Church presents itself as a religious non-profit organization dedicated to the development of the human spirit and providing counseling and rehabilitation programs. However, maintaining these spells will lower a Monk's energy regeneration rate by one. The term Scientology is a trademark of the Religious Technology Center, which licenses its use and use of the copyrighted works of Hubbard to the Church of Scientology. Blessings: Blessings, or "buffs", benefit the target constantly. In 1954 he established today's Church of Scientology which represents itself as an applied religious philosophy. Unique Skill Sets:

              . He stated, "Scientology" would be "a study of knowledge." He coined the word from "-ology" (study of) and from "Scien" (from Latin scientia - knowledge).

              Smiting Prayers: Smiting spells deal specialized damage that ignores armor and deals double damage against Undead. Ron Hubbard. Protection spells are usually situation based. Scientology is a word first introduced in 1952 by author L. Protection also removes negative conditions from the target. [8]. Protection Prayers: Protection spells provide beneficial enchantments to the target. Ron Hubbard's life, in particular accounts of Hubbard discussing his intent to start a religion for profit.

              Healing Prayers: Healing spells restore physical health to the target. Differing accounts of L. Divine Favor spells generally increase the Monk's ability to cast their spells. Lobbying search engines such as Google and Yahoo to omit any webpages that are critical of Scientology from their search engines (and in Google's case, AdSense), or at least the first few search pages(while Google now features pages that are critical of Scientology, one will find that the front page for a search on "Scientology" in Yahoo yields no websites critical of Scientology). 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. Use of high-pressure sales tactics to obtain money from members. Mantras are generally Stances. Claims of brainwashing and mind control.

              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. Criminal activities by Scientologists, both those committed for personal gain (Reed Slatkin, others) and those committed on behalf of the Church and directed by Church officials (Operation Snow White, Operation Freakout, Fair Game, and others). Mantras: Mantras are a set of skills that offer various benefits to the caster. Scientology's disconnection policy, in which members are encouraged to cut off all contact with friends or family members critical of the Church. Energy Steals: Energy steals are spells that decrease energy from the target while increasing the caster's energy. Unexplained Deaths of Scientologists, most notably Lisa McPherson, allegedly due to mistreatment by other members. Unique Skill Sets:

                . Scientologists claim that government files, such as those from the FBI, are loaded with forgeries and other false documents detrimental to Scientology, but have never substantiated this accusation.

                Inspiration skills also contain two anti-interrupt stances, Mantra of Resolve and Mantra of Concentration. Some critics charge Scientology with being a cult of personality, with much emphasis placed on the alleged accomplishments of its founder. Inspiration: Inspiration spells manipulate the energy or health of either the caster or the target. Scientology's harassment and litigious actions against its critics and enemies. Illusion skills tend to focus on shutting down melee characters, although spells like Arcane Conundrum and Migraine slow down casting time for casters. The Gabriel Williams sexual abuse case. Illusion: Illusion spells create effects and manipulate the enemy while not always doing direct damage. and a campaign directed to world leaders, as well as the general public, to implement the 1948 United Nations document "The Universal Declaration of Human Rights" (with particular emphasis on the religious freedom elements).

                Energy Denial seems to be pretty popular at the moment. a publishing company, e-Republic, which publishes Government Technology and Converge magazines and coordinates the Center for Digital Government;. 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. a consulting firm based on Hubbard's management techniques (Sterling Management Systems);. Domination: Domination skills focus on manipulating the energy and skill use of the target. World Institute of Scientology Enterprises, or WISE, which licenses Hubbard's management techniques for use in businesses;. Fast casting, unlike other attributes, does not produce a linear gain and has less of an effect at higher levels. a "moral values" campaign (The Way to Happiness);.

                Fast Casting (Primary Attribute): Fast casting increases the rate at which spells are cast. projects to implement Hubbard's educational methods in schools (Applied Scholastics);. Examples of Wards include Ward Against Elements and Ward Against Melee. activities to reform the field of mental health (Citizens Commission on Human Rights);. Wards: Wards consist of spells that apply some benefits to all allies within its radius for a limited duration. criminal rehab programs (Criminon);. Glyphs: Glyphs consist of spells that alter some component of the next spell cast. drug treatment centers (Narconon);.

                Unique Skill Sets:

                  . Thus, the tenets of Scientology are expected to be tested and seen to either be true, or not, by Scientology practitioners. 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. No beliefs should be forced as "true" on anyone. Most damaging attack spells also have a secondary effect, such as slowing and freezing. What is true is what is true for you. Water Magic: Water spells center mostly around the application of ice and water for damage and defense. A person is basically good, but becomes "aberrated" by moments of pain and unconsciousness in his life.

                  There are Obsidian Flame "Spike" builds in Tombs of Primeval Kings recently. The thetan has lived through many past lives and will continue to live beyond the death of the body. Earth Magic also offers Obsidian Flame, and Crystal Wave, which ignore armor. A person is an immortal spiritual being (termed a thetan) who possesses a mind and a body. 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.