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Mounts
 
Mounts
Racial Mount - Dragon Turtle
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Racial Mount - Snap Dragon
   
 
Colors for Level 40 Mounts - Dark Green,Dark Blue, Red
 
Colors for Level 40 Mounts - Dark Green,Dark Blue, Red
 
 
Colors for Epic Mounts -Brown,Silver,Red,Dark Green,DarkBlue.Their Armor is added to the top of their head and back,it looks like the Night Elf variety.
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Colors for Epic Mounts -Brown,Silver,DarkBlue.Their Armor is added to the top of their head and back,it looks like the Night Elf variety.
   
 
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Revision as of 00:47, 22 June 2007

Questionmark-medium
This article or section includes speculation, observations or opinions possibly supported by lore or by Blizzard officials. It should not be taken as representing official lore.
Roleplaying
This article is fan fiction.
The contents herein are entirely player made and in no way represent official Warcraft lore or history. The characters and events listed are of an independent nature and are applied for roleplaying purposes only.
File:Southseas.JPG

The South Seas and belonging areas.


All effort and thanks to Masslen, who posted this post (not including the class ideas) on the world of warcraft forum site, Clayskeleton for the Classes and Naga Lore, Iocane from Malygos deserves credit for ships.

Terror of the Tides

The Great Sea makes up the deep waters between the continents of Azeroth. This stretch of ocean is so vast you will die of fatigue before you can swim any significant distance in it. Some say that somewhere in the Great Sea lost islands still to be explored and such mysterious places such as the Maelstrom, the Broken Isles and the Undermine await travelers, as well as Pandaria, the fabled home of the Pandaren...

Increased level cap Level cap increased to 80, with 10 more talent points and expanded talent trees.

Two New Playable Races

Pandaren

A faction of panda-like humanoids who live in Pandaria in the South Seas. Will join the Alliance. Capital is Pandar City. Their racial mount is a giant preying mantis.

Playable Classes

Classes available: Warrior, Druid, Shaman, Runemaster, Hunter, Mage

Pandaren Lore

The pandaren hail from Pandaria, and have always been living in peace there. It seemed like the perfect place, as all beings, whether they were beasts, sentient beings, or elementals, lived there in natural harmony. The pandaren, lovers of nature and peace, only hunted and fought when needed. They prospered, with the help their kobold allies, who lived in the mountain region of Pandaria.

The reason for no race ever finding Pandaria was a magical shrine that gave off an aura of safety and passiveness. Any being sentient to come near the island would dismiss it as too primitive or small to deal with, and would sail off. So even though they were close to Theramore, the pandarens did not fear being attacked by vicious races and beings. The Pandaren had built the shrine long ago, and they respected it greatly, naming it the Safekeeper of Pandaria.

Still, several pandaren decided to venture out and explore the world, after taken solemn vows to never reveil where Pandaria was. Upon visiting the Alliance and Horde territories, the pandaren were as fascinated with these new races as the two factions were fascinated with them. The pandarens liked most of the races, but were extremely fond of the Ironforge Dwarves. The titan-created race and the bear beings loved to share stories, have a good mug of ale, and discover secrets of the past together. Still, the pandarens were careful as to not say where Pandaria was, nor get drawn into joining the political Alliance.

Suddenly, tragedy struck the pandaren. Blood elves, sensing the power of the Safekeeper of Pandaria, managed to locate the island by their uncurable lust for magic and the arcane. Sneaking onto Pandaria, they approached the shrine and siphoned the magic from it until the shrine turned black as coal.

Several of the pandaren witnessed this, unable to do anything before their beloved shrine was depleted of magic. Next, a massive force of elementals invaded Pandaria, bringing destruction down on the peaceful island. Fire burned the forests, water flooded the fields, hurricanes battered the coasts, and earthquakes shook the land.

Many pandarens died that day, a day the pandarens now call ‘The Shattering of Peace.’ The pure magical and elemental force of the battles corrupted the wildlife, the kobolds and gnolls, and even Pandaren. Still the pandarens fought back with the strength and agility they were known for, and prevented the loss of Pandaria in total. A good deal of pandarens survived, several parts of the land remained uncorrupted, and a tribe of the mountain kobolds (who had helped the pandarens) were safe.

The Shattering of Peace is named not only because of the elementals, but because of how they joined the war between the Alliance and the Horde. When the elemental armies fell on Pandaria,the traveling brewmasters implored the races of the outer world to help them. The Ironforge Dwarves came, and many fought in the name of friendship. The humans, night elves, and gnomes also came, because the friend of their friend was a friend.

But when asking the Horde, they seemed unsympathetic. Thrall and Cairne, the main leaders of the Horde, did sent orc, troll and tauren troops to help Pandaria. But the Forsaken and the blood elf leaders of Silvermoon, refused to send any help, and even implored the other Horde leaders to not waste troops on such "meaningless" creatures.

Shocked and hurt by this, the pandaren informed Silvermoon that blood elves had destroyed the Safekeeper. The blood elves denied it, saying that they could not be found guilty for the actions of few. Although the pandarens did not make any demands for the magic-starved elves to help them, they were upset by the cold, uncaring answer they received.

When Pandaria was stable again, the pandaren realized that the elementals, and toher forces, would probably come back, even though they did not know why they came in the first place. Did the blood elves summon them, unintentionally or purposefully? Were those blood elves from Silvermoon or from the Dark Portal? And why did the elementals come with such a force after the Safekeeper was ruined?

The pandarens realized they couldn’t do this alone, and now the other races knew where Pandaria was. So they knew a treaty with either faction was in order. They knew right then that the Horde was out of the question, so they went to the Alliance for help. Magni Bronzebeard, leader of the Ironforge dwarves, welcomed the pandaren and the other leaders agreed to allow Pandaria’s beings into the Alliance.

But the treaty was a shaky one at best. Pandarens were used to non-political, peaceful manners of life, while the Alliance was full of the opposite. Cultures clashed, and the pandarens found themselves surrounded by beings who seemed to love to squabble amongst one another, to create weapons of death, and to fight against the Horde with fiery passion. Although the pandarens agreed to help the Alliance in the war, they did not enjoy such battles; they would keep an eye out on these beings, even their friends of Ironforge.

It wasn’t like the Alliance was too friendly towards the pandarens either. The humans believed the pandarens to be drunken bears, and remembered how one of their brewmasters, a hero of Pandaria, helped defeat Admiral Proudmoore. The gnomes sympathized for the pandaren in almost losing their home, but the halfling race could not understand why the ursine race disliked using engineered weapons. The majority of night elves and dwarves were passive towards the pandarens, even though several pandarens joined the Silver Hand and the Cenarion Circle. The races basically wanted the pandarens to prove themselves as capable warriors and allies, not drunken bears.

As a proud representative of Pandaria, the world of Azeroth, its seas and mysteries within Outland are yours to explore. Discover the cause for the attack on Pandaria, and bring justice and peace to the beings of the world.

Pandaren Racials Abilities, misc info and mounts

Pandaren Racial Abilities Warm Body - Frost resistance increased by 10. Polearm Proficiency - Polearm and Staff skills increased by 5 each. Drunken Panda Secret - Ability. When activated, gives the Pandaren an increased chance to dodge and score physical critical hits. Last 8 seconds, 5 minute cooldown. The boost for dodging and critical attacks is 1%/2%/3%/4% if the pandaren is sober/tipsy/drunk/smashed. Brewing Expert - Alchemy profession increased by 15.

Race, Faction and Reputation Hometown - Pandaria. Located south-east of Tanaris in the South Seas. Reputation with Others - Pandaria and all pandarens start off Friendly with Ironforge, neutral with all other races. Languages - Common and Pandarese.

Mounts Racial Mount - Giant Praying Mantis. Native to Pandaria, the very intelligent insectoid race are easily tamed, strong-hearted in battle, and great running speed. Colors for Level 40 Mounts - Green, Aqua, Cyan. Colors for Epic Mounts - Emerald, Coal Black, Deep Blue (the manti are armored with dark armor that looks like samuari amor).

Male Pandaren Personalities

Character Creation Tips - Fur Color (different combos of white and black), Face (different facial looks), Hip Flasks (different kinds of small kegs, canteens and/or doodads on the pandaren’s hips), Facial Features (hair-styled fur and/or battle scars on cheeks or ear), and Claws (length and color of claws, some are chipped).

/silly jokes "Ale is my bear neccesity." "It’s against the law to kill me!" "Am I black with white fur or white with black fur? Doesn’t matter, I’m beautiful either way." "No bamboo? Shoot!" "I brought a keg! Where can I fill it up?" "I’m sorry I keep telling the same jokes repeatedly, I just cannot think of more!"

/flirt pick-ups "Can I buy you a drink? Or just let you have the keg?" "You look ticklish." "Don’t you look huggable." "You and me ain’t nothing but mammals, so let’s do it like they do in the Discovery League." "I’m just glad you and I are not in captivity."

/charge warcries "FOR PANDARIA!" "I bring pandemonium!" "Now YOU’RE endangered!"

/attacktarget commands "This one is next, comrades!" "Put this one on my tab!"

/flee retreats "Let's get the HELL out of here!" "I think I hear my mother calling..." "Save yourself, my friends!"

/openfire "Blast them!" "Give them a shot!"

/dance routine Ballet. Does twirls and leaps and classic ballet movements.

Female Pandaren Personalities

Character Creation Tips - Fur Color (different combos of white and black), Face (different facial looks), Hip Flasks (different kinds of small kegs, canteens and/or doodads on the pandaren’s hips), Fur Style (hair styles with long or short hair, similar to how tauren females have hair styles), and Claws (length and color of claws, some are chipped).

/silly jokes "Did you ever notice the gnomes have no pinkie? THEY HAVE NO PINKIE." "I can take or leave a drink. Take the drink, or leave with the drink." "A guy walks into a bar. Ouch." "If only the mail was run by pandaren. Then it would be pandaren express mail!" "I eat shoots and leaves. And sometimes I eat, shoot, and leave."

/flirt pick-ups "You’re my bear necessity." "My love for you will go o-oooooooon and o-oooooooon!" "I’d kiss you, but I’ve got puke breath." "Let’s have some noodles. I’ll take one end of the strand, you take the other, and when we get to the middle..." "You remind me of pandaren sauce. Hot, spicy and I want to coat myself in you."

/charge warcries "FOR PANDARIA!" "This will be grizzly!" "Prepare to get TRASHED!"

attacktarget commands "Haha, let's pick on this one!" "Get that one in the dress!"

/flee retreats "Oh shoot, run!" "Run away! Run awaaaaaaay!" "Ohcrapthatdidn'tgowell RUN!"

/openfire "Fill 'em full of holes!" "Pull the trigger and let fly the arrow!"

/dance routine Dance Dance Revolution. Does jumping and fast-foot movement as if on Heavy level.

Graphic Details

Gloves do not cover pandaren claws, but does cover the rest of their hands and wrists. Helmets allow the pandaren’s fuzzy ears to poke through like the night elves’. Pandarens do not wear boots over their feet, they wear them like trolls wear boots. Belts, chest armor and leggings do not cover up the hip flasks, they appear over the armor. Pandaren are almost as big and tall as the tauren. The pandaren attack with grace and style, like samurai.

Naga

A faction of former night elves that join the Horde. Their capital is MalaZar. Their racial mount is the Snap Dragon.

Lore

10,000 years ago, during the reign of Night Elf Queen Azshara, there was an elite magic-using sect known as the Highborne, who dabbled in magics that many other elves considered heretical by drawing upon the power of the Well of Eternity. When the Well of Eternity imploded at the conclusion of the War of the Ancients, sundering the world, the Highborne inhabitants of Zin-Azshari were trapped in the blast. At the last second, Azshara struck a deal with the Old Gods for her survival. Azshara and her followers were dragged down beneath the raging sea... but they did not die. Twisted by the Old Gods, invigorated by the Well's energies, they took on new shapes, new powers and became the hateful, serpentine Naga.

Naga only marginally resemble the noble race they once were. Their proud Kaldorei visages are warped and twisted. The naga are part night elf, part serpent, and some have evolved bizzare oceanic mutations. In this way, the race has developed an array of genetic variations and defenses, such as ink jets, tentacles, razor fins, venomous fangs, hardened barnacle carapaces and spined fists. The Sea Witches even sport venomous serpents instead of hair.

Naga served their dark empress Azshara without question. Naga society is matriarchal, and the sexes have diverged radically, both mentally and physically, in the millennia of their estrangement. Women are dominant and often train as spellcasters, while men form the brute labor force and serve their women as physical warriors.

When the Naga awakened, they set about building a new life for themselves on the ocean depths, within the abyssal sea trench beneath the swirling waters of the Maelstrom they built their new city, MalaZar. Azshara herself expanded with hate and rage, becoming a massive monstrosity, reflecting the wickedness and malice that had always hidden within her core.

There in the depths of the ocean for ten thousand years the Naga plotted their revenge against the Night Elves. Most Naga are still content to wait. However, a small group led by the Naga Sea Witch, Lady Vashj, answered a summons from Illidan Stormrage to aid him in his quest to destroy the Frozen Throne. They made new allies in the form of their Highborne kin the Blood Elves as well as enemies of the Night Elves and the Alliance. They aided Illidan in the recovery of the Eye of Sargeras, and fought alongside the Blood Elves to take Outland as well as at the Icecrown Glacier against the Scourge. After suffering defeat at the hands of Arthas this group retreated back to Outland with Illidan.

General Salvazius, a great leader of the Naga, has played an important part in current Naga history. For ten thousand years, he has been in regret of a choice he made long ago, and followed a woman whose ideals he came to realize were insanely dangerous. During his life as a Night Elf, he was a practitioner of Druidic magic, and maintaining secrecy as best he could, he also practiced the forbidden arts that the Highborne cherished. It was in due time that he had to make a choice. In the end, it was a choice he regretted, and one that transformed his appearance forever. Knowing that he may as well deal with what he had, Salvazius served Azshara, while in secret tried to maintain his link with nature.

Surprisingly, over the many years, Salvazius found followers: Some who were intrigued mostly by power, and others who were merely curious of other magics, and others who wished to spit in the face of the night elves with a taste of their own medicine, perhaps twisted to their needs.

Salvazius had a fair amount of followers under his wing within a few thousand years. With them, he fled to the surface, where he would fortify a city in which he and his followers could hopefully escape the hatred of all other races that he feels endangers them so.

In his sleep, Salvazius sometimes saw visions of Cenarius, and surprisingly, he looked with pity, hoping that Salvazius could rescue and restore his people to help preserve nature, starting with purifying the corruption beneath the sea. With the help of the Horde and allies in the Blood Elves, Salvazius believes there is hope.

As one of these ancient beings, you must scour the world and seas of Azeroth, bringing power and glory to the Naga.

Naga Racials Abilities, Misc Info and Mounts

Naga Racial Abilities Frost Resistance- Frost resistance increased by 10.

Wrath of the Deep - Ability. Summons a ring of frost around the player to damage enemies. Lasts 20 seconds.

Ancient Magic - Enchanting profession increased by 15.

Aquatic Gills- Eternal underwater breathing.

Race, Faction and Reputation Hometown - Gal'Zhaer. Located on the Broken Isles. Reputation with Others - Naga start of Friendly with Blood Elves and nuetral with all other Horde races. Languages - Common and Nazja.

Mounts Racial Mount - Snap Dragon

Colors for Level 40 Mounts - Dark Green,Dark Blue, Red

Colors for Epic Mounts -Brown,Silver,DarkBlue.Their Armor is added to the top of their head and back,it looks like the Night Elf variety.

Playable Classes

Classes: Warrior, Druid, Warlock, Mage, Hunter, Runemaster

Naga Male Personalities

Naga Personalities Character Creation Tips - Scale color (different color combos. Among the colors are aqua, cyan, emerald, light blue, etc.), Face (different facial looks), Fins (Different fins designs, like torn fins, arm and shoulder fins, etc.), Facial Features (Facial tendrils, fins, eyes, scars), and Claws (length and color of claws, some are chipped).

/silly jokes "I can't smell..I bit my tongue." "Ack… going… into… tor… por… (snores)" "COBRAAAA!"

/flirt pick-ups "I come to you now at the turn of the tides" "I love it when a plan comes together." "I've been alone for ten thousand years, want to keep me company?."

/charge warcries "FORSALVAZIUS!!" "Our blood shall mingle on the battlefield." "Come, face the wrath of the deep!"

/attacktarget commands "Kill them all."

/flee retreats "Back to the sea!" "Run, now!"

/openfire "Flame and arrow!"

/dance routine Robot. Does dance moves like the robot dance.

Naga Female Personalities

Character Creation Tips - Scale color (different color combos. Among the colors are aqua, cyan, emerald, light blue, etc.), Face (different facial looks), Fins (Different fins designs, like torn fins, arm and shoulder fins, etc.), Facial Features (fins, eyes, etc.), and Claws (length and color of claws, some are chipped).

/silly jokes "Would you like to feel the ocean spray in your face? (spitting noise)" "This world will be mine, and I'll start with the swimming pools." "i hate sushi. It could be my brother!" "It's far too bright in this surface world, and this.. *sniff* fresh air is irritating my eyes!"

/flirt pick-ups "Do you find me a-lure-ing?" "Hey, sailor!" "Don't be so shallow" "How about a seaside rendezvous?"

/charge warcries "Face my wrath!" "Taste my sting" "For Mal’Zhaer!"

/attacktarget commands "Our will shall be done" "In Salvazius’ name"

/flee retreats "We will be back!" "Lose them in the ocean!"

/openfire "Let arcane arrows fly." "This is for you, chum!"

/dance routine Belly dance (tries to belly dance)

Graphic Details Gloves do not cover the Naga hand, but the fingers stick out of them. Boots and pants wrap around the lower body. Link to a picture: http://www.wowguru.com/gallery/files/naga-in-dreadnaught-id1567/

New Zones

Pandaren Starting Zones in Pandaria

Northern Pandaria- Level 1-10 ((Northern Pandaria resembles Muglore, but with a lot less cliffs.))


The green, plains of Northern Pandaria are home to the peaceful Pandaren, as well as friendly mountain kobolds, and even a tribe of Furbolgs. Great trees dot the landscape, and the peaceful Maesana River flows into Lake Maesana at the center of this land. In the northeast, the mountain kobolds make their home. To the east, along the northern coast, is the capital, Pandar City. Peaceful gardens dot the city, and recently a human tower has been constructed here also. Panjun Village is located in the foothills of the mountians, and in a peaceful valley where the mountain kobolds live, the ideal setting of Mountainback Refuge is where many young and hopeful Pandaren come to gain knowledge.

But Northern Pandaria has it's problems, as well. Many of the kobold tribes have gone mad from the recent invasion. The eastern coastline is corrupted, and demons now ravage the plains. Naga have taken up residence at the delta of the Maesana River. The gnolls of the southern mountains have become increasingly violent as well.

Subzones Mountainback Refuge Misty Vale Onetooth Cliff Panjun Village Cloven Ridge Lake Maesana Maesana River Scarred Beach Sharpfin Isle Northarrow Isle Darkale Retreat Freshbrew Fields Twin Paths Fel Cove


Southern Pandaria - Level 10-20 ((Now looks oddly like Westfall with more corruption.))

In Southern Pandaria, the land once resembled the north. But after the Safekeeper was corrupted, this land became dry as a bone, with no more green, fresh life. The taint is here, and most of the land is covered in their blight. The kobolds and gnolls have gone insane, leaving anything in their way dead. The blood elves that drained the Safekeeper are here, patrolling the area surrounding the ruined shrine in search of more magic. The demons of all kinds roam free, attracted by the loose magic. Fasun Village is a port in the south, with boats leaving Pandaria for the Wetlands and Darkshore.


Subzones Twin Paths Sharpclaw Ridge Scavanged Beach Fallow Cliffs Shrine of the Safekeeper Noxious Fields Rocksnout Ridge Seabreeze Isle Reedwine Retreat Sweetbarrow Ruins

Naga Starting Zones

Broken Isles - Level 1-10 ((resembles Stranglethorn))

The Broken Isles are a mysterious chain of islands, raised up from the seafloor by Gul'dan, located south of the raging Maelstrom. Many ancient ruins can be found on these islands, including the once-mighty Night Elf city of Suramar, which has been converted into the city of Ma'Zhaer. Amazingly, the long-lost Tomb of Sargeras is also located on one of the islands. However, since Illidan Stormrage stole the Eye of Sargeras from the tomb, the demonic forces surrounding the island have dissipated, leaving a few rebel demons in the wake. Human explorers, Naga, and vicious elementals roam the islands. The Deep Covenant trains its forces at the Stormreaver Wreckage, and then they proceed to Slitherblade Village, which is near Mal'Zhaer.

Subzones Stormreaver Wreckage Slitherblade Village Explorer's Point Ruins of Suramur Tomb of Sargeras (Instance) Izal'shurai Arauk'nashal Coautl Cliffs Mal’Zhaer

Gellin Beach- 10-20 (resembles Feralas, located in the space by the Stonetalon Mountains.))

Gellin Beach was an unpopulated area of Kalimdor, until the Deep Covenant surfaced. They placed settlements here in order to strike at the Alliance and Nazjatar.

Subzones Wrathscale Point Makkal Coast Dallah Cove Seravas Ruins Krellian Shore Mur'gul Caverns Spawning Pools Jarod Ridge Thunderhorn Isle

Great Sea - an entirely new area, reachable by boat

Great Sea - an entirely new area, reachable by boat

Level 40-50 The nation-state of Gilneas is located on the peninsula directly south of Silverpine Forest. The nation never fully supported the Alliance. Greymane, attempting to forever remove his nation from what he considered "other people's troubles", barricaded the nation behind the Greymane Wall bordering Silverpine, and does not allow anyone in, even other humans. Even during the Scourge's invasion of Lordaeron, while human refugees came begging to be allowed in, the gates remained shut.

The land looks like an uncorrupted Silverpine Forest, but it too, has problems. The Worgen found their way in, and now in the deep places of Gilneas, they attack travelers, slowly corrupting the land. The Naga are on the shores, and Zul'Dare is now home to water elementals and some of Arguals sons and troops have got over the wall too.

Subzones Greymane Wall Scorched Orchard Zul'Dare Westridge Tower Palemoon Woods Nightcry Village Long Road Prestor Manor Gilneas Anchorage


Kul Tiras - Level 65-75

(looks like Hillsbrad Foothills)

Over one-thousand years ago, the city-state of Kul Tiras was founded upon a large island west of Khaz Modan and in between Stormwind and Lordaeron. Kul Tiras developed a thriving economy based on fishing and exports. Over the years mighty fleets of merchant vessels were built and they sailed throughout the seas in search of exotic goods to trade and sell.

In the absence of his father Admiral Tandred Proudmoore is now the acting Grand Admiral of Kul Tiras. In the four years since Daelin Proudmoore’s departure Tandred has built the Kul Tiras fleet back up but it compares not to the once grand fleets of years past. With help from his lady friend Captain Misham Waycrest they do their best to destroy the Murlocs, Naga, and pirates that threaten the coasts and vessels of Kul Tiras. A group of Red Dragons from nearby Grim Batol have also made their home here.

Subzones Boralus Murblood Beach Crestfall Orchard Road Bruiseweed Fields Kaleth Farmstead Boralus Fields Dragon Ridge Firewing Hill Silverleaf Foothills

Plunder Isle - Level 70-75

(looks like Stranglethorn)

The island where Bloodsail Buccaneers main base is located. Their ruler Duke Falrevere presides over the court of their fortress the Bloodsail Hold. Murlocs, and basilisks also make the island home. Many of the basilisks make the Den of the Cold Eye their home, and the stone statues of unfortunate adventures can be found there. Zandalar Trolls live on the small island of Hiji off the southern coast, and attempt to keep their ancient ruins for themselves.

Subzones

Hiji Blooodsail Hold Plunder Bay Den of the Cold Eye Alexton Farmstead Mirefin Beach Treasure Hills Tiras Tower

Zandalar - Level 70-80

Island homeland of the Zandalar Tribe, and all other tribes of Azeroth, located south of the Maelstrom. It is the center of Troll civilization in the world currently. It is a solid center with its satellite stronghold of Zul'Gurub (in Stranglethorn Vale), and Zul'Aman (in northeast Lordaeron), the trolls aim to retake their former lands and recreate their ancient empire. Ice Trolls live atop the snowy peak of Mount Mugamba. Zandalar was one of the first if not the first permanent troll strongholds in the world. A summit between all Troll tribes is held on the island ever 6 years where they discuss information and plot, under the guidance of King Rastakhan. Now, the Troll named Zalazane has come from the Echo Isles to take the very heart of Troll civilization. Rumor has it, he has summoned a great and terrible power, one that has been an enemy of the Trolls for centuries...

(can you guess who he summoned?)

Subzones

Zandalar Lake Mizau Mizau Valley I'lalai Ruins Mount Mugamba Spirit Cliffs Tel'rahal North Cleft Shattered Coast Miz'lal Ruins Abor'jal Ruins Slitherblade Shore

Kezan - Level 72-75

The tropical island homeland of the Goblins. Once inhabited by the Trolls. Undermine, capital of the Goblins, is located beneath the island. Other notable locations include, Mount Kajaro - an active volcano in the southern part of the island, Bilgewater Port on the north-west coast, Edj on the north-east coast, and Voodress Village, inhabited by Trolls.

Subzones Resort Beach Savage Beach Black Beach Naga Coast Voodress Village Edj River Mount Kajaro Bilgewater Port Swiftboat River Lake Kajaro Undermine

Tel Abim - Level 67-70

Home of the popular Tel'Abim Banana, this island is inhabited by Darkspear Trolls, Night Elves, and humans from nearby Theramore. Some murlocs and water elementals have begun entering this area, attacking travelers.

Subzones Abim Tower Abimaar Forrest's Orchard Sunset Coast Goldenvein Mines Great Ridge Borus' Ridge Pal'zin Village

Cities

Undermine

Undermine, the capital of the Goblins, has recently been opened to all races as a place of refuge, relaxation, and of course, trade. Undermine is a large series of tunnels underneath the Isle of Kezan in the South Seas. It features to Hall of the Trade Princes, as well as extensive tunnels, slave pens, a lift to the upper world, and a bay for the golbin's zepplins.

Areas

Great Lift- the large mechanical lift leading to the surface of the island of Kezan. Connected to the Common City.

Common City- The central area of Undermine and an area of trade where it has overflowed from the Merchant's Hall. Features an underground pool of cool water, as well as a waterfall flowing from the top of the cavern into the pool. Connected to the Alchemist Caverns, Crystal Caves, Zeppelin Bay, Merchant's Hall, and Great Lift.

Merchant's Hall- An area above the Common City that houses the greatest neutral market in the world. Contains an inn, a mailbox, the auction house, as well as numerous trading booths and buildings. Connected to the Crystal Caves, Hall of the Princes, and the Common City.

Alchemist Caverns- An area full of violet smoke from the hundreds of potions brewing here. Contains an inn and a mailbox. Connected to the Common City.

Crystal Caverns- An area of bright crystals that are being mined by the goblins and their slaves. Connects to the Merchant's Hall and the Common City.

Hall of the Princes- Where the Trade Princes command their armies, as well as trade and hold court. Connected to the Merchant's Hall.

Zeppelin Bay- Where the goblins have Zeppelins going to Booty Bay and Ratchet. Connects to the Common City.





Pandar City

The capital of the Pandaren, located in the north-eastern area of Northern Pandaria.

(For design, I was thinking something like Japanese, but with a lot of brick.)

Areas

Gate Town- The area of Pandar City located right in front of the massive gates of Pandaria. Contains an auction house, an inn, and a mailbox. Connects to City Gardens, Arcane Ridge, and Stormstout Ridge.

City Gardens- Central area of Pandar City, it is a large lake, with a few islands in the middle connected by bridges to the shore. Connects to Tower Ridge, Stormstout Ridge, Gate Town, and Arcane Ridge.

Tower Ridge- The eastern area of Pandar City, this place is an odd mix of Pandaren buildings and huamn buildings. It has a massive tower in the center, where <Insert Cool Name Here>, the leader of the humans here resides. Connects to Stormstout Ridge, City Gardens, and Gate Town.

Arcane Ridge- Area where the mages of Pandar City reside, training the next generation. Contains Mage, Druid, Shaman, and Runemaster trainers, as well as Mojo Stormstout. Connects to Stormstout Ridge, City Gardens, and Gate Town.

Stormstout Ridge- Northern Area of Pandar City, contains the racial leader, Shodo-pan Chodo Stormstout, leader of the Pandaren and brother of Chen and Mojo Stormstout. Connects to Tower Ridge, Arcane Ridge, and City Gardens. Contains Warrior and Hunter trainers.


Mal'Zhaer

Mal'Zhaer is the new Naga city, built over the ruins of Suramar on the western island of the Broken Isles.

Areas

Ruins of Suramar- The large, first area of the city. Contains trainers, and inn, and some mailboxes. Connects to the Mystic Edge and the Spawning Grounds.

Spawning Grounds- the Spawning Grounds are where the Naga keep their slaves and train various animals and such. Contain Hunter, Druid, and Runemaster trainers. Connects to the Temple of the Tides, and the Ruins of Suramar.

Mystic Edge- The Mystic Edge is a beachy area of Mal'Zhaer, full of kaldorei ruins the Naga have taken control of. Contains Mage and Warlock trainers, as well as mailboxes and an inn. Connects to the Temples of the Tides and Ruins of Suramar.

Temple of the Tides- The area where General Salvazius looks over his new city. Contains Warrior trainer and mailboxes.

Instances

Tomb of Sargeras (73-80)

The term Tomb of Sargeras refers to the remnants of the Temple of Elune in the ancient Kaldorei city of Suramar (coincidentally, the same city in which Tyrande, Malfurion, and Illidan grew up) that was used by the Guardian Aegwynn to contain the body of Sargeras after she supposedly defeated the Dark Titan in mortal combat. The Tomb was sent to the bottom of the Great Sea by the Aspects, but was much later raised by Gul'dan, who believed that the body of Sargeras contained the power to make him a god (it was in fact the promise of the Tomb of Sargeras that led Gul'dan to first open the Dark Portal). The warlock led his entire army, about a third of the Horde's entire standing forces, to the islands. This action ultimately led to the Horde's defeat in Lordaeron.

Many years later, the tomb was visited by Illidan who was searching for the Eye of Sargeras to destroy Northrend on Kil'jaeden's orders. Maiev Shadowsong tried to stop him from claiming the Eye, and Illidan collapsed the chamber on top of her, setting off a chain reaction that collapsed the entire building. The tomb's ruins are located on an eastern island in the Broken Isles to the east of the Maelstrom.

Now, as the world stands on the brink of another great war, the tomb has been reopened. Adventurers from the Horde and the Alliance have come to seek what Gul'dan and later Illidan tried to control. It is the hardest instance in the Great Sea expansion.

There are three wings to the Tomb of Sargeras (TS). They are Ruins of Suramar, Shadowed Depths, and the Courtyard of the Eye.

Ruins of Suramar (73-75)

Bosses: Overlord Krasith- A Dreadlord that has recently inhabited the Ruins of Suramar. Somand Wayfinder- A Naga Sea Witch left behind by Lady Vashj. Odell the Everblind- The ghost of a demon hunter. Brutillus- A Pitlord that rules the ruins.

Shadowed Depths (75-78)

Bosses: Deeplord Azith- 1st Boss, a Naga who served Vashj. Charib'dishal - A Sea Witch commanding a giant dragon turtle, Gur'zin Gur'zin- A giant Dragon Turtle. Ghost of Naisha- Ghost of Naisha the Huntress, controlled by Sargeras' ghost.


Courtyard of the Eye (80) ((Raid))

Bosses: Doomlord Zenedar- A Doom Guard in the Courtyard of the Eye. Slavekeeper Heartvoid- a Succubus who summons Felhounds. Mullioch- A Dreadlord, who fights with his brother, Maldibion. Maldibion- A Drealord who fights with his brother, Mullioch. Gul'dan- a resurrected Gul'dan controlled by Sargeras' ghost. Ghost of Sargeras- the ghost of the great betrayer Titan.


Tol Barad (70-75)

Tol Barad is an island off the coast of Khaz Modan. Before the Second War, Tol Barad was a thriving province of the nation of Stromgarde. The island was also the site of a fierce battle between the Horde and Alliance. The Horde, having already conquered most of the Dwarven lands was preparing to strike out into the Northern Kingdom of Lordaeron. At the time, the island was being used as a staging point to strike back at Orc raiders. In response, Orgrim Doomhammer launched an invasion of the island. So savage was the attack that the island was rendered lifeless. Not a single tree, bush, or living thing remained, and the original fortress was razed to the ground. Tol Barad became a frightening symbol of the Horde's merciless tenacity and barbarity.

Years later, after the second war, the island nation of Kul Tiras claimed the former stronghold and established a prison over the ruins of the old fortress. It is currently used by magi from both the former nation of Dalaran and Stormwind to house dangerous renegade spellcasters.

Somewhat like the Stockades.

Bosses: Jailkeeper Sharpshield- The jailer of Tol Barad. Derek Nightblade- A dangerous warlock imprisoned in Tol Barad. Forence Ruinedstaff- A former Kirin Tor member imprisoned in Tol Barad. Zacharias the Eternal- A powerful necromancer in Tol Barad. Gogonnash - A Pit Lord kept in the Vault.

Bloodsail Hold (35-45)

The home of the Bloodsail Buccaneers on Plunder Isle and is where their ruler, Duke Falrevere holds court.

Bosses: Captain Joseph Mistsail- A Bloodsail Captain in Bloodsail Hold. Foz'jan- An ogre employed by the Bloodsail Buccaneers. Battlemaster Ravenskin- A Tauren that is one of the Bloodsail Buccaneers. Duke Falrevere- The ruler of the Bloodsail Buccaneers.

The Vault (50-60)

The Vault is a prison in Stormwind, designed to contain extremely dangerous entities: demons, rogue mages, necromancers, and anyone or anything else that could not be held by manacles or iron bars. Similar in many ways to Tol Barad, the Vault is kept secret from the public.

The Vault is located opposite to the Stockade, and mirrors that other prison in most ways.

Bosses: Kelen the Seeker- A corrupt mage in the Vault. Tenn Deathkeeper- A necromaner in the Vault. Lord Maldazzar- A voidwalker lord imprisoned in the Vault. Ragereaver- A powerful Lich in the Vault, and the final boss.

Ruins of Zul'Tharez (70-74)

The ruins of an ancient troll city on Zandalar. Now, the betrayer Zalazane has come here, in hopes of taking Zuldazar with an army he is trying to create. In order to help him, Zalazane used ancient voodoo magic he had learned, as well as the fabled Stone of the Tides, inside the great ziggurat of Zul'Tharez in order to summon an entity powerful enought to destroy Zudazar and King Rastakhan.

When he did, it tore apart the city of Zul'Tharez and the surrounding area creating a large marsh, and summoned the elemental lord Neptulon the Tidehunter. Now trapped in the same situation as Thaurissan, Zalazane serves Neptulon totally. The summoning weakened Neptulon, so he slwoly regains his power deep in the ziggurat of Zul'Tharez.

Bosses: Witch Doctor Calahaz- A troll wich doctor. General Gradizal- a troll serving Zalazane. Deeplord Jazrill- A naga serving Neptulon in the Ruins of Zul'Tharez. Hydra Lord Buzoba- A water elemental. Vadizim- A troll mage serving Zalazane. Zalazane- A witch doctor using dark magic to rob several other trolls of their free will, forcing them to obey him. Now serves Neptulon.

Ziggurat of the Ancients (80+)

The ziggurat in Zul'Tharez that Neptulon has taken over. From it he gains power and control over the area around Zul'Tharez.

Bosses: Lady Scythescale- A naga sea witch serving Neptulon. Deeplord Azarth- A naga serving Neptulon. Hydra Lord Saltariz- A water elemental serving Neptulon. Earthshaper Gorgann- A powerful sea giant forced to serve Neptulon. Krakken- a powerful sea monster. Princess Avaha- A daughter of Neptulon. Neptulon- The water elemental lieutenant, and lord of the Abyssal Maw in the Elemental Plane.


PvP

Great Sea: A PvP Utopia

The Great Sea is a giant ocean, between Kalimdor and the Eastern Kingdoms. It contains numerous islands, as well mysterious secrets to explore.

Now, the Great Sea is filled with pirates, as well as enemies from the Horde or Alliance to fight.

This causes conflict constantly on the high seas. The point of having the cannons and other battle-like equipment on your ship is to be ready for battle.

You would have to be flagged to get into conflict, like normal PvP on PvE or RPservers, which would flag your ship. Guilds ships cannot be attacked for obvious reasons.

The ship would act somewhat like a mount, but with combat abilites. If the ship is destroyed, you would all go into the ocean, and if you are not near land, you would die a fatigue eventually. The ships would not be destroyed for good, and you could summon it like a mount.

You must be level 40 or higher to get anything besides a rowboat. You can buy the rowboat at level 1 if you have enough money (40 gold). You cannot reach the bottom of the sea by submarine because animals of myth are down there to sink any curious adventurer, watch out for sharks, giant squid, the kraken or even maybe the best of them all, Nessy!

Ship Upgrades - Instead of buying different kinds of boats you get one basic boat, and you can add different things to it weapons, armor, sails, a mast, engines, oars, beds (allows rested EXP to be gained on board), trade stations (allows you to turn the ship into a portable shop linked to the ocean wide auction house that is also linked to the Steamwheede auction houses, and repair your weapons/armor [not your ship]), emergency boats, repair stations.

• Mast Scout (sailboat, and battleship). Allows your ship to detect humanoids, beasts, and other ship. This also allows the placement of a Flag (like a tabard but for a ship instead). Some flag types can give very minor bonuses I.E. mageweave flag +5 spirit bonus (this affects the ship and its crew) and can be enchanted. It also adds a crow’s nest, which a player can get in by action clicking the main mast. • Fasten Sails/Engine Blast (requires sail boat or better). Gives the Boat a short 20-second burst of speed allowing the boat to go 2x as fast as the boat’s normal sailing rate. • Cannon Blast (requires a juggernaught/naval battleship or better). A weak area of effect blast increase from the forward cannons of the ship. • Call to Arms (requires battle ship better). A macro that would play a text and voice message saying something along the lines of: “All hands on deck!” “Man the cannons!” or “Enemy ship Ahoy!” This message would usher people to the siege cannons located on the floor beneath the deck. • Harpoon (available to all boats except rowboat) A snare ability that when fired deals moderate damage (nothing spectacular) but if the boat is bigger than yours, it pulls your boat right to them and stuns their ship for a few seconds, if its size is more then it will slow down by x% and you will move x% faster until you catch up with them. This ability must be learned from a boat designer. And nothing happens except they cannot turn invisible or dive if the size is the same.

• Weapon upgrades - allows your cannons to deal more damage, attack faster, adds an larger area of effect or just more powerful of one. • Metal Plating - increases the armor value of your ship by x, the hp by y, and durability of the hull in general by z, different levels increase it higher. • Oars - very handy but useless unless you have a friend who won't mind just sitting under your ship. Increases speed by number of oars you have x 5% I.E. if you have 2 oars and a friend willing to sit under while you and your crew kill other ships, you get a 10% speed increase. One person can only use 2 oars at a time. • Crew – hire a crew of pirates or royal guards that are made of NPCs and will guard your ship while under attack and patrol your ship. Upgrade your crew’s armor and weapons and give one out of three a bow. (Cannot board other ships, or use cannons.) Each time you buy this upgrade it trains five men, only five upgrades. You can also upgrade them from normal mobs to rare spawn, to elite guards. • Repair Kit - if used on your ship allows +x% hp regeneration and plus 1/2x% hp regeneration while in combat and restores y durability over z seconds. Higher levels allow better x's y's and z's some even allow temporary buffs to be placed on your ship. Only engineers can make and use these kits. • Beds – only for juggernaughts and navy battle ships. Puts beds in both lounges. Gives a rested bonus as if you were in an inn.

To summon your boat you must approach or be in a body of water your boat is capable of being in and use the summon boat item (similar to a mount). All boats can be summoned near shallow water except for the battle ships.


All boats (excluding the row boat) follow a similar control system. To get on your boat you would have to move your mouse over the boat and right click when the action symbol appears. For passengers to board, the owner/captain of the boat must agree through a pop-up window. The captain will be able to kick anyone he pleases out of the boat at any time. For a passenger to exit the boat you can simply just jump off the edge or right click your portrait and select exit boat (by doing this you will be dropped into the water near the boat as if you jumped or sent to where there hearthstone is set). Passengers will be free to move around the deck of the boat as they please.


When a passenger enters a boat you enter a crew very similar to the party and raid systems. You can be in a crew and in a party at the same time. When passengers enter the boat a miniature portrait of the player (about 1/5 size of normal) would appear on the top of your screen for everyone else on the boat. The portrait would enlarge and show the players name and info when you move the cursor over the portrait. By right clicking the characters portrait you will be given some options. The options would be: • Promote to mate (if the passenger is already a mate then it would say: Demote). Mates would be allowed to steer the boat when the captain is not. • Kick off ship Kicks the passenger off the boat and into the water, or makes them hearth. • Whisper, invite, duel etc.

Steering the boat would be fairly simple. If the captain or mate goes up to the steering wheel and action clicks it. The action casters view would change from his/her character to the boat. Seeing how boats are large, your view will be noticeably zoomed out (you can zoom in if you like).

---Durability--- Your ship has a set amount of durability, if it reaches 0 it sinks and you can’t summon it until it is repaired. If you have a repair kit and you own the ship it self, it will repair itself in time, until it gets to 100% durability.

---Equipping your ship--- When your ship is summoned select it then right click its portrait. One of the options would be: Equipment. Select equipment. This will bring up a screen similar to the character equip screen with a picture of your ship, armor, strength, etc. It would also have slots along the sides where the characters helmet, legs, chest, feet, slots, etc. would be. In these slots there would be a slot for cannons (sub slot for ammo), armor, sail, etc.


---Crew--- Crews are like a second guild. They have a name, do instances, and have many players, ECT. Usually the ranks would start out: Captain, then 1st Mate, then 2nd mate, then Mate, then Swashbuckler. You can also rename these ranks, exactly like a guild. The only difference between this and a guild is that in battle ships, you must be in the same crew as the owner of the ship to man the cannons, or use the steering wheel. If you are not in the crew however, it does not take up a spot in the max holding capacity. In transport ships it still does though because if you go to player vs. player, you will have your boat sunken nearly instantly. When your ship is summoned select it then right click its portrait. One of the options would be: Crew. Select crew. This will bring up a screen similar to the guild data screen with the same data showing. Also there is another tab on that that shows the people on your ship that is in your crew, exactly like a raid group screen but it is double the width because some ships can hold 80 people from that crew, not 40.

Repair stations - Allows you to use various buyable resources to patch up your ship, yourself (possible secondary profession) and if supplies permit your crew may repair it too.


PvP on the great sea is very similar to PvP on land. On a PvP server you and your ship and all of the crew will be automatically flagged by entering the great sea. On a PvE server you will have a choice to flag your ship. When you and your ship engage in PvP combat with an enemy factions ship, it wouldn’t be wise at all to try and take on the ship with your equipped combat weapons (unless it is a transport boat or a submarine). Ships would have the armor of raid bosses, (such as Ragnaros) making your weapons almost worthless against them. Instead it would be advised to use cannons.

New merchants would appear in most major cities that would vendor boats supplies necessary for ocean exploration. Nautical needs in Booty bay for example, (its an empty shop right now) and they would be seen in other towns and cities on islands around in the seas.

There could also be boat designer NPCs that you could pay to upgrade your ship/boat (similar to class trainers). Example: Cannon Blast rank 2, (upgrades forward cannon area of effect radius and damage) Dark iron cannons, (cannon durability) etc.

As I have explained before to use a cannon action-click it. As soon as you have done this you would view a first person view from your cannon, making a limited firing area and adding more challenge. From here you would click where you want the cannon ball to strike. The cannon balls do a fair amount of AoE damage, but it does take a 2 seconds for it to shoot the cannon, then another few seconds depending on how far away the target is, giving the target time to evade the attack.

By destroying an enemy’s ship you and your crew would be rewarded with a ton of honor, making your efforts worth it in the end. When a ship is destroyed everyone on board is stuck on the ship while it sinks, you may try to swim out of harm, but most likely you would die of fatigue unless you have the escape ships upgrade.

By leaving your crew while in PvP you would receive an honor penalty, and you would die of fatigue eventually.


Bloodsail Buccaneers- The Bloodsail Buccaneers often patrol the seas, they are highly aggressive and will often try to board a ship. They are found in the sea from Kalimdor to the Eastern Kingdoms. The vessels of the Theramore Marines and Steamwheedle Cartel Battle Ships will attack Bloodsail Pirate vessels.

Theramore Marines- The Theramore Marines patrol the waters as well, they will automatically attack any Pirate vessel, and however to players they are neutral and will only attack if attacked first. They are located only near Kalimdor in First and second level seas.

Northwatch Hold-

The Marines here attack pirate and Horde vessels. They are loacted in the barrens often attacking Racthet.

Steamwheel Carte- The Steemwheel, not wanting to be left out is in this as well. Boats from Ratchet, Gadzten, Booty Bay etc. All are in the Seas, their aggressiveness level deepens on the captain, if, for example the captain is at War with Ratchet, the Steamwheel Boats will attack him, if the Captain is neutral, they will not do anything to you, if you are friendly they will assist you if you. Steamwheel boats are found in all levels of water near both the Eastern Kingdoms and Kalimdor. Steamwheedle Port boat goes to Undermine.

Alliance- the Night Elves, Humans, Dwarves and Gnomes all are in the waters of World of Warcraft. The Night Elves patrol in Northern Kalimdor, the Dwarf and Gnome ships all patrol near Khaz Modan and the Humans can be seen between the seas near Elwwyn to Duskwood. The Draenei have boats in Western Kalimdor, and the Pandaren in the Great Sea. Alliance boats assist Alliance Player-controlled boats and assault Horde player-controlled boats.

Horde- the Orcs, Trolls, Undead and Tauren are in the seas as well. The Tauren, Orcs and Trolls patrol the waters of Central and some of Southern Kalimdor. The Blood Elves have boats patrolling around Quel’Thalas, the Naga in the Great Sea. The Forsaken boats patrol Lordaron with some other Orc boats and like the Alliance they will assist boats controlled by their own Faction, and assault boats of the Alliance.

New Factions

Pandaria

The Pandaren joining the Alliance.

Mal'Zhaer

The capital of the rebel Naga called the Deep Covenant joining the Horde.

Kul Tiras

An Alliance faction, has bases on the Dragon Isles, Plunder Isle and Kul Tiras. Most quests involve the Bloodsail Buccaneers, dragonmaw clan, and other things.

Dragonmaw Clan

A Horde faction, has bases on the Dragon Isles, and Wetlands. Most quests involve fighting dragons.

Brood of Alexstrasza

The red dragonflight. Has bases in Wetlands, Kul Tiras, Dragon Isles, and Redridge Mountains. Most quests involve fighting the balck dragonflight and the Dragonmaw clan.

Undermine

Capital of the goblins. Most quests involve trade.

Mak'aru

The Makrura capital under the Maelstrom in the Undersea Hills. most quests involve fighting the Naga.

Updated

Bloodsail Buccaneers

Quests involving the goblin cartels, Undermine, and Kul Tiras.

Steamweedle Cartel, Booty Bay, and Venture Co.

More quests involving Bloodsail Buccaneers.

New Classes !

All Classes concepts are writen by Clayskeleton from Shadowsong. All info is copied from him, no changes made.

Rune Master

Taurenrunemaster

Well, as said, I will tempt my hand at the Runemaster. I don’t honestly know how well this will go, considering the role it could play I don’t honestly see too useful beyond competing with rogues, but here I go. I don’t expect it to be half as good as what I call my worst (Necrologist), but ya know what? I’m gonna try anyway, because I have buttloads of time and I get bored off my anus quite easily. Let’s tally. This would make four, and pretty much the last of classes that would fit: Death Knights (Befallen), Spellbreaker(Breaker), Necromancer(Necrologist), an now the Runemaster. I think the circle is complete.


Lore: Runemastery is an ancient art believed to be founded by or relating to the Titans in some way. This ‘magic’ relied on the energies of markings and ‘runes’ sealed within the symbols etched on that which they are to empower. Because of its heritage linked to the Titans, it is no surprise that their creation, the Dwarves, take to this way of life with ease.

It also came to pass, that the Tauren have discovered runic magic as well. Though Dwarves and Tauren are at ends, they are eager to learn about the titans and their teachings. Henceforth...

Races: Dwarf, Tauren

No need for a list this time. It’s all in the lore.

Armor: Cloth

Runemasters wear light clothing that they can reach under or pull up to quickly inscribe runes on their bodies.

Weapons: Unarmed, Fist Weapons, Staff (through training), polearms (20), dual wield (10, allows you to strike with both fists if unarmed)

The runemaster for the most part relies on his fists, but part of the theme here is to entail a monkish theme. Though no maces or daggers, they can use polearms for some strange reason. What hope is there for the Runemaster skinner without Finkles Skinner or the Zulian Slicer? Time alone will tell, but likely I’ll throw in swords. In the ranged slot, the Runemaster can equip glyphs, which much like Librams and Totems, are relics usable only by Runemasters.

Bars: Health/Mana

Yes, I said that this is runic magic, so there should be mana. There technically is... it’s in the runes, and since the runes aren’t a pet or summoned item, there is no mana. Runemasters are energetic, much like monks, honing their bodies to deflect and parry with great success with the feel of kung fu grip that most players %*#***#@*e about. Beyond etching runes in the ground,on their bodies, or wherever, the Runemaster’s skills don’t rely too much on anything magical. Its punches and kicks(or tail strikes) for the most part.


Main Stats: Agility and stamina for survival reasons mostly. Strength is to pack a punch, though agi adds crit. Spirit does help reduce the damage taken from etching a rune on yourself. Int raises mana, which helps, but most spells at end rank aren't very expensive at all.

Class Role: You may know me to emphasize this greatly. After all, why make a ranger when a hunter does about the same but has a pet too? Why have a sorcerer when we have a mage? Why have knights or templars that sound like the bastard child of the current plate classes but still make no sense. Finally, in this case, we wonder why a monk is needed when it sounds like a rogue with some Oriental Fighting style under its belt? In the case of the Runemaster, you’re fighting in CLOTH, at MELEE RANGE.

Fortunately, Runemasters generate little aggro, and through runes, can reduce damage in many different ways. It does have a few ranged fist shooting projectiles, but they have cooldowns. There is also Mending Fist. It immediately punches an ally, healing them. It is only usable in combat though, and doesn’t require retargetting.

The target chosen is the enemy mob’s current target, making it a decent way to instantly heal the tank for a small amount. Problems? You need to stand close to him, and on bosses that cleave, that will hurt! Still, it’s not quite a rogue, or so I hope very much so. It has a few viable debuffs that it can apply through the use of its etchings, mainly fist runes. For instance: Bat’s Edge Rune on the fists increases damage dealt by melee attacks slightly, and causes a small percentage of melee damage dealt by the Runemaster to heal his party.

Skill Trees - The Runemaster, like all classes, has three trees which their skills and talents go under. In this case, the three are Martial Combat, Runic and Survival

Before we get into the skills themselves though, let me explain a bit on runes, etchings and what they do, mainly in the case of self inscribed runes.

There are three slots at first where you can inscribe runes. They are arms, hands, and legs. Whether head, foot and chest should be added, I’m not sure, though maybe head is easiest.

In any case, lets assume its only three. What you get when you learn how to inscribe a body rune are three skills: Inscribe hand, Inscribe leg, Inscribe arm. It is the same rune, but it has different abilities and you can choose any rune you want for as many slots as you want, but only one rune per slot at a time. Etching a body rune deals about 1-2% of the Runemaster’s base healthbar.

Example: Etching “Sun Rune” provides a fire damage proc on your physical attacks if placed on hands, a boost to fire resistance and fire damage reduction on chest, and on the legs, it Increases resistance to ice based slowing effects, and provides slight fire damage added to your kicks. You can have all three on, but say you want to etch a new rune, let’s say “Black Lunar Symbol” which would be great on your legs reduce fall damage and add a small bolt of shadow or nature damage to your legs. It will replace the old rune. You can still have Sun Rune on your other slots if you so desire, but on your legs, you now have Black Lunar Symbol.

The runes provide an assortment of abilities, and mixing and matching properly is part of the Runemaster’s game. The aim is for a lot of them.

So, besides versatile self alterations, what else is there. Well, as I touched at very briefly, there are foot strikes(kick is taken by the rogue). Obviously, they strike with the foot and often have side effects. For instance, knee bash strikes with the knee, and may daze the opponent. Kicks often receive a benefit from leg runes and markings, but kicks cost mana to use. If a race that has no true feet or humanoid limbs, then I guess Kick’s name can be changed, though function would not.


Advantages:

Can attack well while unarmed. Repair bills are slightly cheaper.

Elementally versatile.

Monk coolness factor. I don’t see the charm, but some people want monks like the way I want many celebrities to DIAF.

Low mana costs on attacks means quick and effective attacks, some of which include support, though not too much. Don't go too crazy or you'll be OOM before you know it.

Naturally high defenses. Less of an advantage to offset CLOTH.

Low Aggro generation. Seriously, this is not as much an advantage as it sounds.

Disadvantages

CLOTH! Nevermind the lack of melee cloth, the fact of melee in cloth is risky. AoE cleaves and pounds and sweeps kill fast if you don’t defend.

Weak Healing. Yes, it CAN heal by attacking an ally so to speak.

Must melee. There are no ranged weapons it has, other than a few wave fist moves that are not unlike a 2D fighter game style fireball that are actually punches focused into projectile energy.

Lack of swords or daggers. Pray for a skinning weapon that is fist, or armor, or even staff or spear. Just pray!

Parrying requires a weapon to be equipped main hand at least. On the subject of unarmed combat, unarmed damage is difficult to scale, and will fall behind actual weapons. Perhaps a good factor for balance, yes?

Runic - The Runic tree focuses on those runes we’ve been discussing all along. You may think this a bit one sided, but not all runes, etchings and marks go on the caster. Some actually are placed on the ground or as a small buff. All rune effects on the legs have the hand effects when kick abilities are used. Anyway, this trees is buff and debuff heavy. Runes are also inexpensive on mana bars. The reason put is that you may want to change runes during combat, even though it takes 5 seconds to etch a new rune and you have to stand still. Fortunately, attacks and being hit do not effect the etching in any way, but you cannot parry, dodge or anything good while etching. The amount of skills in the Runic tree is big, very big, though most serve a similar buffing/debuffing purpose.


Black Lunar Symbol - Places a symbol of the moon, colored black to represent the darkness of night on a body part. When on the back of the hand, it grants a shadow damage proc, which blinds the enemy with midnight, reducing their chance to hit temporarily. On the chest, it raises arcane and shadow resistance of the Runemaster, for in this game, moon magic is arcane, and darkness is shadow. On the feet, it causes the gravitational grace of the moon, and pads your falls slightly.

Sun Run - Places the burning light of the sun on your hand, representing that which is pure and that which burns. On the hands, it adds massive fire damage bursts, but these bursts generate a fair amount of threat. On the chest, it reduces fire and holy damage taken by the Runemaster, and on the feet, it reduces the chance to be slowed or snared by ice based effects and magic, including frost shock, ice traps, and frost nova. All have their uses, though the hand one sounds strangest. Its best application is on those fights where aggro drops like a hat and the healers need someone to hold it till the tank gets it back.

Bat’s Edge Rune - Etches a rune of a bat with sharp, almost sword-like wings. On the hands, this rune causes a slight physical damage boost and causes a small percent of the RM’s (which I’m going to use to abbreviate the Runemaster for now on) damage to heal his party very slightly. On the arms, it increases his chance to parry attacks, and on the legs, it increases resistance to noise inflicted effects, such as Psychic scream, demo shout, and Howl of Terror.

Exploding Surprise - Places a rune on the ground. This rune works much like a hunter trap, except that it is visible to all. Though able to be set instantly in combat, runes can be destroyed. Whether destroyed or stepped on, runes still have effects, but their range is usually not big, so sniping the rune may make it useless. Ground Runes cost no mana though, even if they have cooldowns. Anyway, Exploding Surprise places a red, pulsing rune on the ground. When destroyed, it explodes, dealing AoE fire damage. This rune has a 2 minute cooldown. Runes can be set up to 20 yards away through the use of throwing, and activate instantly. The further thrown though, the more likely a rune will activate/detonate too soon. This rune is based on the Warcraft 2 rune used by the Ogre magi.

Grounding Spike - Places a rune on the ground. The grounding spike, when activated, throws spikes out of the ground, dealing physical damage, and knocking an enemy into the air, which may add additional damage on the way down from falling (which wont be too much for balance sake.) When they land, they will be stunned for 1 second. Until then, they can still do things like instant cast, or intercept if they are close enough to their target, altitude-wise. This rune has a 5 minute cooldown.

Etchings of Bravado - Etches a rune that represents bravado, the art of intimidation. On the hands, every attack has a chance to debuff the enemy with intimidation, slightly reducing attack damage. The effect stacks 4 times. On the chest, it causes all nearby enemies to be slightly more susceptible to fear, while increasing resistance of allied targets. On the feet, it causes fear effects to last slightly less time for the RM, and makes him not want to run far away from where he was feared.

Blood Scarring - Instant strikes the enemy, drawing a runic scar on them to deal boosted damage. The rune placed causes the target to take more damage from white damage style melee and ranged auto attacks unboosted by abilities. Scarring moves deal more damage and hit more often when wielding a polearm to reach the enemy with.

Mind Scarring - Instant strikes the enemy, drawing a runic scar on their head, reducing intelligence and spell damage they output slightly for a short duration.

Martial Combat - Yes, this name is the same as the Breaker’s talent tree focused on throwing weapons and tanking. It’s not quite the same thing here. For the RM, the theme is DPS, whether by punch or weapon. DPS for the RM is fairly strong, and fortunately generates little threat. In the case of some kick moves, there are alternative names for races that don’t get feet and must rely on a tail instead if ever such a race were to get this class, which is doubtful. Most skills don’t cost gobs of mana, and are spammable, but when done in continuation, you can deal good damage and feel like you’re doing some 50 hit combo in a 2d fighter. In fact, a combo point system where martial arts combos would be unleashed based on the moves used was in consideration. Including the likes of a knee to punch to uppercut. This idea was tossed away fast. Some skills are weapon based. Here are some of the skills in the Martial Combat line.

Ham Fist - Strikes with power... like an ox! Well, okay, maybe a super boar. Causes your next attack to deal bonus damage, much like other ‘on next hit’ moves. Every time its used, it will cooldown for 4 seconds, and then for 30 seconds, its mana cost goes up by 5 and attack power bonus goes up by 3%. If not used in 30 seconds, it will revert to regular cost. This can happen up to ten times, meaning +50 mana. After the tenth time, the next time you choose Ham Fist, it will be an instant attack that always crits. After that, the spell reverts back to original price and power. Useful for long battles.

Axe Kick/Axing Tail - Strikes the enemy with your foot, causing damage at 30% of your weapon damage reduction. On the bright side, it is instant, has a 65% crit chance naturally, and is effected by leg runes. 4 second cooldown.

Scissor Kick/Tail Lashing - Instantly strikes the enemy twice with a kick followed by another kick. These kicks have nothing special to them, which makes it a great move. Problem? 30 second cooldown.

Tripstrike - Strikes with your staff or polearm, tripping the enemy, stunning them for half a second, and causing daze for 4 seconds after that ends. Deals minor damage. 5 second cooldown.

Vacuum Fist - 1.5 second casting time. Launches a punch at the enemy from up to 25 yards away. This attack deals your unarmed damage, regardless of what you have equipped. Has a 2 second cooldown. This damage is dealt as arcane. Very useful as it is one of the RM’s only sources of ranged attack.

Surge Fist - Instant cast fist launch. Much like Vacuum fist, this one is instant attack, but has a 7 second cooldown. It also deals slightly less damage. Fire damage is dealt. Costs more mana than most skills due to its magical nature.

Jump Kick/Tail Lunge - Leaps at the enemy, dealing fair damage. It quickly travels up to 30 yards away to reach and strike an enemy. Like all kicks, it benefits from leg runes. 1 minute cooldown.

Head Bang - Instant attack that deals surprisingly good damage. The RM strikes with his hardened head, dealing good instant damage, and interrupting spell damage. Be careful, you might get a red card for this one. 8 second cooldown. It’s useful, no?


Survival - This tree shares a name with the hunter’s. Fortunately, beyond name and function of ‘surviving’, they are different. Survival is that off tree that’s just there. Don’t discount it. If needbe, a Survival specced RM CAN dodge/parry tank, but I wouldn’t recommend it if you’re sane enough as crushing blows and crits cannot be stopped. It still has potential for DPS in here too. Remember, these lists of skills are not full yet. They are only a sample of what can be found.

Mending Fist - Instant attack. Targets your target’s target and punches them, healing them decently. Will not work on enemies, and cannot heal yourself. 5 second cooldown.

Rune Block - Causes you to ‘block’ the next attack you receive from an enemy, reducing damage fairly well, provided of course they are standing in front of you. Its mechanics are a bit complicated. Lasts 10 seconds or one attack. Useful, very much so because it’s so inexpensive and helps reduce damage that your piss poor armor cannot so well. 8 second cooldown.

Imperfector - Deals strong melee damage instantly and generates fair threat as an unfortunate side effect. Even more unfortunate, this skill can only be used if the enemy has 85% of its health or more. 3.5 second cooldown. Strong, but only at the start of a battle.

Inwards Block - Causes you to parry an enemy attack and instantly strike with a punch in return. This works while unarmed in that it is the only way to parry weaponless.

Mark of Absorbency - Creates a rune around the RM that absorbs the enemy spell that deals direct damage. The spell is reflected, dealing no damage to the RM and 45% of its damage to the caster. Useful if timed right. A mage eating his pyroblast... but the cooldown sucks. 20 second cooldown.


Anything else? Eh, for now, not much. I honestly expect this to bom


Necrologist, A new Necromancer

We’re moving on up to the East Side Now let’s head North... now let’s bring your focus back to the attention of yet ANOTHER class by me So far, you’ve had a hybrid that doesn’t heal very well, a support based caster fighter, and now, you’re in for the most interesting, and most complicated yet, a healer with pets... and these pets have equipment slots You are about to read my longest, most complicated class yet, and most of its complexity is from the pets and their oddness. It is... the Necrologist.


Lore: When most think of death and working with them, most shudder in fear, for it is the blight and taint of the Scourge, and the mindless undead that serve the Lich King. A very valid fear, that, but not the only form of necromancy in the world. Amongst sentient races, there is a science of sorts, its workings are complicated and its study is not corrupted. They seek to understand the dead, and through a bond of trust and friendship, the Necrologists of Azeroth share bonds with the skeletons and undead they raise, and for the most part, an undead is not a servant... it’s more like a friend who has once passed on.

Suffice to say, the Necrologist is not all about his pet, though his pet is an important part of his or her survival, Necrologists seek to prevent death when possible, and though nature does not feel defiled by the workings of the Necrologists, the Necrologists have found a swift pain numbing method in frost magical healing. While very effective, this magic does have some temporary downsides, such as magical weakness, especially to fire, and a slight amount of slowing. Regardless, not all forms of Necrologist healing has this problem.


Races: Orc, Tauren, Gnome, Draenei, Undead, Dwarves

Race Logic: I’m gonna need to make this sound good.

First, we deal with those who have

Orcs have a history with necromancy and know well the dangers that skeletal minions can provide in battle. As such, they feel that with Necrology, they can cling on to old methods of undead summoning, even though their cause is not corrupt. Don’t like that explanation? Fine! Let’s just say that it’s because they have that nifty pet bonus, okay? So bossy you all are! Actually, Necrology is believed to be a precursor to Necromancy. When dark magics corrupted the Horde decades ago, it is believed that Necrologists were warped by power, which necromancy indeed has. (Do you smell a potential DIFFERENT class as necromancer here?)

Tauren have the most lore supporting reason. Through druidic magic, Tauren have sought to cure the Forsaken of their undeath, but to no avail. Now, brave cows seek new methods, and through the Earth Mother approved Necrology, they work to help the Horde and grow closer to the Forsaken. The Forsaken despise this practice though. (More on this in a bit)

Gnomes have had the most recent of losses, and many gnomes know that their brethren and relatives are not quite ready for their endless sleep. As such, taking up the necrologist way, they seek to fight to free their home land, and their skeletal relatives wish to fight alongside their families once again and gladly will protect in their cause. Actually, gnomish engineers were known to sometimes have Necrology in their veins. Their dead friends helped them with their great inventions, being tireless and all, and most gnomes were greatful for the help. It also gives gnomes a healer class. If you want gnome healers, then vote yes on Necrologist.

Draenei are the most out of place, obviously, but their reason is simple enough. The Draenei are lost, and though making friends with the dead may seem strange, by befriending the fallen of different races, they can learn lots about their new neighbors on Azeroth.

Dwarves are new to the list. Dwarves are studious creatures always delving the past and their heritage. By delving to those ancient dead and befriending them, they feel they can learn a lot and use their help to study and dig deep. Archeology and Necrology go hand in hand here.

Undead are the corrupted ones here. They see Necrology as an art to control the dead in a way different to Necromancy and use a taste of the Lich King's medicine against him without hearing his voice command them. Most envy their pets, fortunate to have truly embraced death, and yet they find it odd that these dead would be willing assistants. Most are confused, but most wish to learn.

And those who don’t.

Blood Elves - They do not want to deal with the fears and pangs of the dead. Much like their Forsaken kin, they are disgusted, but in this case, because they fear the undead may take over their homeland again. Honestly a pending choice, but I scrapped it.

Night Elves - Those paranoid purples(TM)... always fearin’ somethin’. Ayup!

Trolls - Deep attunement with the Loa and the spirits has lead the trolls to believe that Necrology may not be as kinshipped as it is made out to be. These dead suggest they may not WANT to live.

Conuinuted Weapons: Daggers, 1h swords, 2h swords, 1h maces, 2h axes, Polearms(20), Dual Wield (20)

Armor: Cloth, Leather (40)

Bars: Health/Mana

Important Stats: Intelligence and Spirit are a healer’s friend as always. Stamina is good, but not important, and strangely enough, Strength is important as well. Strength boosts some of the Necrologist’s physical based spells that work with armor and attack rating.


Advantages: Can heal sufficiently all while having a pet that can support with other means.

Can buff Agility. Rogues, Hunters, and Warriors <3 you long time.

Decent magical abilities that use, shadow, ice, and nature, as well as physical based damage.

Versatility through pets can provide up to three different skeletons: Warmonger (warrior/tank), Wizard (mage-like, burst dps), and marksman (hunter with consistent DPS). Of course, only one pet at a time, and pets get one trinket slot less than player characters.

Pets require no food, love, or reagents. Any ammo equipped on your pet is simply there to determine how strong their shot is, and in no way does this ammo get used up. Of course, you need a full stack of bullets or arrows for the bullet to be effective, so if you get your blue quality arrows or bullets from instances, you may need to make a second trip.

Pets are fear immune. Great to have, but watch out for shackle... and avoid paladins They’ll fear your pet and *#*! it with Exorcism, then they’ll outlast your weak armor.

Pets have talent trees that allow you to specialize them in certain ways and improve certain aspects of themselves.

After running an instance many times, you’ll find repeats of many items. In such a case, you might want to gear up your pet. This is probably going to be the most preferred time to gear it up, rather than to gyp a player.

Resurrection spell, a strange one at that, but it brings back deal people. Not as effective as a Priest’s or the faction hybrid, but still, worthy of Soulstone possession if you have a warlock.

Dual Wielding to get two caster daggers can be helpful. Let’s say... Lorespinner and Gift of the Elven Magi? A nice combo of caster weapons that can be (lol) used for melee if you’re nuts enough.


Disadvantages: If pets die or take damage, they will need repairs just like a regular player. This can in the end be a bigger hassle than food or shards.

Heavily pet dependant. Unlike Warlocks and hunters, you’ll want a pet out at all times. Most pets can fortunately fit in raid settings, mainly the wizard and marksman.

Pets, though their equipment does not take up slots, may sometimes have different armor sets for different battle settings. In this way, your pet needs lots of gear.

Your heal spells are less effective on your own pet.

Item priority of Need rolls is not designed for pets to get first dibs on items. Fortunately, seeing advantages, pets are good candidates for excess gear. Furthermore, keep an eye on your DKP. Your leader likely isn’t going to let your pets have their own DKP bars and the pet will likely run your DKP dry if you prioritize. In this way, pets will likely be a tier behind fellow players.

Heal spells that are very efficient have disadvantages attached to them, and a few seconds of debuff to make up for their benefits.

The Necrologist, gearwise... well, lets face it, it makes little sense! They are casters, healing casters, yet they get no staves, get fist weapons, PARRY, and DUAL WIELD. They also get two handed swords and axes, yet can’t get 1 handed axes, or 2h maces. It is a very strange combo, and though dual wielding two caster daggers/swords can be very effective as Shamans will soon display in the X-pac, you might find offhand items as a want. Still, Fist Weapons, Two handed swords, and polearms... this is of course intentional. After all, I’m telling you straight up that its quirky. It’s MEANT to be screwed up though. Axes are harvest weapons as are spears. Swords are just swords.

No ranged weapon slot filler. Yup, no wands Instead, Necrologists get relics, and their relics are Skulls. Though some are good, they cant compare to wands. (Lets face it, after 2 class concepts in a row with wands, its time for a damn break from em )

Ice damage spells do not have frost slowing effects the way most frost spells do. Though a good thing for PvE, it is disastrous for PvP. The skeletal wizard pet however does have slow on its ice spells, but that’s different, and as of yet, don’t quote me on this because the pets are going to be a LONG painful process of talent builds and skill designs. Yes, pets have talent tress (small ones but still) because they are more than drones.

Management Nightmare Let’s face it, you have a pet to control, and a party to heal. You have your work cut out for you if you still use click commands instead of hotkeys, and even with hotkeys, you might wanna use clicking just for the pet to have it a bit easier.

DKP? No, you’ll be out of Points by the end of your first ZG run, even sooner if you use points in UBRS. Your pets need gear. They’re strong with it, but really, it gets TEDIOUS!


Class Role: In a party, the necrologist will have an obvious role HEALING In this regard, they are good at it, even with negative side effects on certain heals. For the most part, its not about what the Necro should do, but more about what his pet’s function shall be. In this case, the answer is VERY complicated.

Warmonger - You might want to give it a protective specialization, mostly to keep your inventory clear of excess items that warriors already face. You think druids suffer from full inentory? Hah! If you try to diversify your pets... you’ll have twice as much gear, nevermind your OWN gear. A nice two hander is always nice for a quick switch if needbe, but for the most part, use it to tank. By gear, they can use up to mail, and plate armor at 40 with training, in all eight slots, all types of melee weapons, whether main hand, offhand, or two hand, equip a cloak, one trinket, a necklace, two rings, and can use shields. They can also wear tabards... freaky! They can begin dual wielding at 16. They are quested for at level 1.

Wizard - Probably the one you want for PvP. Their spells have stuns, slowing effects, and lots of damage and little control over threat generation. In some PvE settings, they are good, since as mages, they can transform things into creatures. By equipment, they can wear cloth in all 8 slots, a cloak, get one trinket slot, a wand, two rings, a necklace, and strangely enough, a tabard. They cannot wield melee weapons.

Marksman - This is probably the pve Instance pet of choice most often. By being consistent on DPS, and having minimum aggro, this pet is like a free Dot that you always cast so long as it lives and you can still heal to your heart’s content. By gear, it can wear up to leather in all eight slots, wield a bow or crossbow, and equip it with a quiver of arrows, wear one trinket, get two ring slots, a necklace, cloak, tabard and all melee weapons, dual wielding starting level 20. When equipped with a stack of arrows, the arrows will never run out. The arrows need to be a full stack however, so make sure you run LBRS enough times to get enough blue quality arrows. If a stack of arrows is not full, the arrow’s damage output will be greatly decreased, and go down fast per arrow missing. It would probably be best to gear them like ranged rogues.


So back to class role. What else CAN the Necro himself do besides summon pets to do his bidding? Well, he has some damage spells of his own, not too strong, but their magic school coverage is wide, including frost, nature, shadow and physical. Physical basically is a physical attack in a mana costed, ranged package. Magic immune enemies (such as skeletal aberrations in Scholo) can be hit by it, while magic immune enemies (such as the Scholomance Occultists in their shade form) will be immune to it. Other than that, and armor/strength factors, it functions like magical spells do, it can be resisted and such like any other magic, even if it has no stat which this type of magic is resisted by... no biggie, Holy has no real resistance either, right?

Skill trees: Like all classes, the Necrologist has three trees of his own to utilize. In this case, they are Necromancy which focuses on pet power, Preservation which focuses on healing and survival, and Heresy is the strangely named tree that focuses on physical and magical nuke power.


Necromancy - This tree focuses upon skills that work with the undead, and summon your pets, buff and heal your pets, and have other abilities that just scream necromancy yet not scourge necromancy. Here are a few sample skills from this tree.


Summon Skeletal Warmonger - This spell is a quest you get at level 4 from your trainer. This spell has an obvious function: summon your warrior pet. It, as well as every other pet spell besides the gargoyle costs 5% of your base mana and has a 3 second casting time, but requires 66.66% more time if used during combat.

Mend Bones - A bandage of sorts. This lets you repair your pet over 6 through 9 seconds, taking longer yet healing far more at higher ranks. This item requires the bone wraps reagent that does not get used up when you use this ability. It requires no mana, but everything about it functions like a normal bandage would, so if either the Necrologist or his pet is struck, the ability is cancelled.

Blood Letting - This 2 second casting damage spell Deals physical damage to its target and then lets the target bleed over a period of time. The bleeding effect will not work on bloodless targets, but the initial damage still will.

Dirt-Rising Phalange - Roots the target enemy in place with a skeletal hand that reaches up from the ground. This spell deals no damage, and unlike m most spells that root, this one is a bit more tolerant to damage before being broken prematurely, but not by much, and its duration isn’t too long either. It has a 1.5 second casting time. Deals an initial small amount of shadow damage.

Flexibate - This buff skill raises the target’s agility for 30 minutes. A group buffing version of this spell, called Flexibility, buffs an entire part for an hour. It costs a reagent, like most all party buffs.

Staunch Bones - Instantly buffs your pet, raising its stats by 5% for 30 seconds, and attack and casting speeds increase by 5% as well. This ability has a 3 minute cooldown.

Reanimate Dead - A resurrection spell that works in a very peculiar way. Though able to be used in combat, this spell is a delicate channeling spell. First off, you cast for two seconds on the dead ally of your choice. Following that, the ally resurrects at 14% of its health and mana (1/7, this value can be changed with talents.) For six seconds, 14% of the target’s life and mana will be sent to the target until he is fully restored. During this time after resurrecting, a dark yellow beam is channeled to the rezzed target. If any damage befalls the rezzer, or the target, or if the target moves more than 5 yards away from the Necrologist, they will die again. Though this death, regardless of how it occurs, causes no durability loss, it does add up to your rez timer if you die often. This spell uses 85% of the Necro’s base mana, and has a 45 second cooldown.

Preservation - This tree is the healer’s focus, where you can find skills relating to the role PvEers will want your pigeonhole to remain as. Still, it’s not quite as closed to healing as that, as ice based spells, which lack a chill effect, can be found in this tree.

Soothe - The soothing spells are your basic heal spells, and like a Priest’s Heal spells, the name evolves with level, though they’re exactly the same thing. The four names are, in order of weakest to strongest are Frosting, Icy, Coolant, and Chilling. This heal spell, which happens to be frost based, is basically your safest heal spell, simply because it has no drawbacks the way other heal spells do. It also take long to cast and is a bit mana inefficient. Still, it will not leave your target a debuff. This spell has a 2 second casting time at first, and as it gets stronger, it goes up to a 3.5 casting time, which means that +healing will take full effect.

Life Icing - This is the basic HoT that Necrologist’s get. It tends to be a bit weak, but its useful in that the recipient has his armor boosted by 5% for the duration of the HoT.

Cold Stoneburst - Deals frost damage to the enemy target, and 4 seconds later, explodes, dealing nature damage to all targets nearby. If the target dies before the four seconds are up, it will explode and deal 25% more damage. This spell has a 15 yard radius of explosion, and has a 2 second casting tme.

Dire Ice Pulse - Remember all that talk of a high reward, great risk adding heal spell? Well, here it is. In spite of its 1 second casting time, it is very mana efficient as far as the damage healed, and gives Sooth a run for its money... BUT it debuffs the healed target... and this cannot be dispelled, and can stack up to three times. First, it lowers the target’s resistances to all schools of magic (including Holy) except ice by a bit, and fire by twice as much, it slows the target’s movement, attack speed and casting speed by 5%, and reduces their chance to dodge, block and parry by 1.25%. Fortunately, it has one benefit in the numbing process, it raises ice resistance very slightly, and increases armor by 5%. Lets just say, this spell will certainly shine in Naxx, but you have to survive MC and BWL with very limited use of this spell, and after three castings, you’re target is slowed by 15%, and has his dodge, parry, and block rate reduced by 3.75%. Ouch Use carefully, and ONLY in emergencies, hence the word ‘Dire’. Is that not degrading enough? How about if I said these effects stack with other movement debuffs, so if you’re Pulsed three times and then hamstrung, you get 15% + 50%, which is a 65% slow. BAD, for anyone, but a necessary evil to prevent abuse. Once in a while, it’s a tolerable drawback in a true emergency, but otherwise, stick to Sooth and Life Icing... both of which also generate less threat.

Refreshing Strike - This disease based debuff causes the target enemy’s ranged and melee attacks to have a 15% chance of healing a small amount of damage, and causes said attack to deal no damage. Lasts a total of 20 strikes or 30 minutes. Has a 10 minute cooldown, and doesn’t heal very much, but damage prevention is always good. Higher ranks heal more.

Frost Stab - Deals physical frost type damage to the enemy. Magic resistance will have less effect, but armor will reduce damage somewhat. Causes no cold effect and has a 2.5 second casting time.

Heresy - The tree of nuke power. You will find your physical casts, your nature damage, and shadow damage here. The most common damage type found is physical amongst spells, and none of them require any kind of melee attack. Going down this talent route, you will find a DPS game instead of a healer’s or pet user’s game. You may think it weak, but that’s like saying Shadow Priests are weak.

Bone Cruncher - This spell with a 2 second casting time causes initial Physical damage initially, then DoTs the target. Also causes a 5% movement speed reduction.

Living Tooth - This physical damage based spell is your basic nuke without no fancy dohickey attached to it. Useful on low armor mobs with high magic resistance. Attack Power and strength help increase damage. Spell damage bonuses do not.

Rapid Rabid - Instant cast damage spell that deals small nature damage. Like druid’s Moonfire, it can be spammed, and also like it, it’s not very efficient. Heck, the spell doesn’t even have a DoT effect attached to it to help it out. It’s just a bolt of nature damage that instant strikes the target. Probably, its best used as a fast finisher.

Dirt Blast - Instant cast nature damage spell that slows the enemy with dirt. 4 second cooldown.

Dark Burst - Simple shadow damage spell with no specialty. 2 second casting time.

Anti-Clean - Instant cast ice damage spell. When it strikes, it will remove either a positive buff from the caster, a negative buff from the caster, a positive buff from the enemy, or a negative buff from the enemy. The damage is good, but the debuff can be tedious. There’s a 15% chance that a negative buff will be removed from the enemy and a 15% that the Necro loses a positive buff. The other effects have a 35% chance each so it looks like this: 15% Good from caster 35% Bad from caster 35% Good from enemy 15% Bad from enemy Talents may work to make numbers more favorable. Has a 3 second cooldown.

Skull Prison - Imprisons the enemy’s skull, stunning them for a few seconds and causing them to be dazed when the stun ends. Higher ranks increase stun and daze. Does not work on certain enemy types, likely machines, slimes, and elemental Stun immune enemies will not be stunned, but if they can be dazed, the daze effect will take place immediately.


This list is cut short for a very good reason. The pets will be a section all their own. I’m thinking of just letting the pets have gear and no talents and leave it at that, saving talent using pets for another class somewhere down the road some day. Eh, much to do. Well, here’s the Necrologist, a non-scourge necromancer that respects life and nature.

THAT'S ALL! For now anyway... I'm sure people are concerned about overpoweredness, but I will explain all if needed.

        • This info is from Voxfulminis ****

The Pets :

Warmonger (I was calling them "Skeletal Knights" in my mind) Armor Skills: Mail, Plate (40), Shields Armor can be equiped in the following slots: -head -shoulders -hands -feet -trinket (and I see no reason against tabards, so we'll give that to them too)

Weapon Skills: All melee weapons, dual wield(20)

Wizard ("Skeletal Mages" In my mind) Armor Skills: Cloth Armor can be equiped in the following slots: -neck -chest -wrist -feet -finger (tabards too, since you insist)

Weapon Skills: Staves, Wands

Marksman (Honestly, hadn't thought of this one) Armor Skills: Leather Armor can be equiped in the following slots: -neck -hands -legs -feet -trinket (and of course, tabards)

Weapon Skills: 1 & 2 handed Swords, 1 & 2 handed Axes, polearms, bows, crossbows, dual wield(20)

Finally, I put a cap on the quality of items a skeleton can equip: Greens (uncommons) and below. Also consider a talent, deep in the 'Necromancy' tree (possibly a 31, or 41 point talent) that allows skeletons to wear blue (rare) quality items. Item quality restrictions apply to weapons for skeletons as well.

The purpose to limiting the armor in this way is basically threefold. 1) Giving each skeleton class different armor slots increases dramatically the visual differences of each skeleton. The Warmonger, with a helm, shoulders, and gloves, is a menacing sight, portraying the look of someone that prefers to wail on things with large weapons. The Wizard, clothed in a robe and bracers, portays the quintessential look of a caster, weak armor, and adept at spells. Marksman is the shirtless hunter running through the woods in gloves and pants, usually bow in hand. This in turn helps party members determine who is and isn't a pet. (a fully garbed skelly would be hard to determine from another party member) Also, party members will be able to tell which skeleton you're using simply by looking at it. 2) to put it plainly: Bag Space. even with full 18 or higher slot bags, the Necro will be hard pressed to carry armor for all his skeletons, and be able to pick up his fair share of loot, (vendor trash, auctionable cloth and other goods, etc) 3) Balance. This applies to the armor quality the skeletons can equip. Imagine if you will the Necro wearing their own full T3 gear, and commanding a skeleton, decked in world drop purples. I'm having a hard time seeing any class, except pallys, stand a chance against this, even in their own T3 set. Limiting the quality of items to Greens, (and blues with a deep talent), is the simplest way to balance the class.

Acuiring your pet: The quest to get each of your pets should require you kill some mobs, and then practice raising skeletons from the corpses. (similar to the hunter "taming" quest line) Once you've mastered "raising" a skeleton you should get the ability "Raise Skeletal Warmonger" The word "Summon" is unfortunately associated with the Warlock class. A class closed minded people are all to quick to mention when any "necro-" class is proposed. Dropping the word "Summon" from the necro's vocabulary is the best thing you can do for it. Also "Raising" your pet should require the corpse of a mob nearby. I do not support putting a time limit on the skeletons, however, if your skeleton does end up "dieing". You will have to loot the armor of it's "corpse" and raise another skeleton, and re-equip the skelly.

Overall I really like the new class idea. It's very well thought out and puts a unique and creative twist on an otherwise cut-and-dry class proposal. Hopefully it gets some more feedback soon...

also, in regards to "raising" the skeleton:

Necrologists, being able to wear leather, will oftentimes choose the leatherworking and sninning professions. When a mob is skinned, it dissappears. So, to be fair, The necro should be able to raise a skelly, and the corpse still be there. That way, the corpse can be skinned afterwards. I know it doesn't make realistic sense: (Shouldn't all the bones tearing up through the animal render the 'skin' useless) However, not doing this would put to great a gimp on necro skinners.

Just wanted to add that in there.

        • Clayskeleton again ****

The reason I chose these three is because these were the three types of skeletons in WC3 and basically, it would therefore give people that necromancer feel. As for ressurections... the problem is finding the bones. See, without a pet, a Necrologist is going to have a hard time soloing or dueling. He has very few 'oh %!#*' escape buttons and slowing effects unlike a mage, no fear like a warlock. Basically, I see Pvp for a Necrologist as a bit of a 'protect yourself while your pet kills, and assist when you can' or 'If they aim for the pet, support its damage.'

I was thinking of giving Skeletal summons a benefit though. If a corpse is near, and you 'use' it to make your pet, then the spell will have less casting time and cost less mana. For PvP, this will make dead pets easy to return to battle.

The thing about the Necrologist's pet though is that it is a friend, not a minion. It's probably a bond closer than that of a Hunter and his pet. Hence the word Necrologist, meaning Death studier, not Death manipulator that way you can define necromancer.

I know this all sounds very different and very odd, I assure you it isn't as odd as it may seem.

Besides, where can a regular person find easy access to a frost wyrm anyway? I think I would find it better saved for a true necromancer, should I ever concept it. I likely won't, but still...

In any case, it is a very odd class. It is, as you could define half-hybrid. That would be new and unique in and of itself. Basically, you have the healer half, and the tank/burst Dps/controlled Dps half you can choose between. Without this other half though, the Necrologist is gimped more than any warlock or hunter is without their pet, make no mistake.


Additional Skills :

More skills! It’s about time, no? No pet skills yet though. They will come at a later date. Just keep me in check to make sure nothing here compromises the role of another class, or that nothing is too overpowered. Some skills that are taught at odd numbered Tiers are included... but not all of them.

Necromancy


Urgent Heat - Emergency heal that heals both the pet and caster fully, removing almost every negative buff. Costs no mana and is instant cast, but has a 30 minute cooldown.

Cure Bones - Heals a target and dispels a negative bleeding and magic effect. This spell is shadow elemental, and therefore has no icebased drawbacks. It does however, have a 8 second cooldown. It is the Necrologists only heal spell that can heal his pet.

Wrap Bones - A pet-only healing skill. Costs no mana therefore. This skill requires an item reagent. The item is the Soothing Wraps. It is a single item that is needed in your inventory for it to work. It’s basically the same as needing a totem item in a shaman’s inventory for him to cast his totems. In this case, this item allows you to ‘bandage’ your pet. It has all a bandaid’s properties in that the pet cannot be bandaged again until the debuff is gone, and any damage to pet or caster will break the process. The advantage here is that there is no cloth needed(other than the cloth for the quest which is needed to make and upgrade the item.) The quality of the bandage item determines how much life is restored. The actual wrap bones skill does not get upgrades.

Fear Swap - Swaps fear effects with your skeletal pet. This spell has a 30 second cooldown and is basically a remove fear with a fancy name since only paladin fear works on undead and undead are immune to other fears so basically it can cure the caster and his pet. There are differences. First off, there may be bosses who have fear spells that effect undead enemies. In this case, fear swap will not be abusive. It can be good, but not abusive. Fear swap can be used at any time, just like a Paladin’s Divine Shield. All swaps share a 30 second cooldown and have a 15% chance of curing each the effect they are swapping from the target they are going to.

Stun Swap - Stun Swap is Fear Swap... but for Stuns. Not as abusable, but still useful and usable at any time. Swaps are instant cast.

Curse Swap - Swaps negative curse effects with your pet. Use carefully or kill accidentally.

Slow Swap - Swaps slowing effects with your pet. Its use varies.

Dead Lashing - Calls forth dead vines to strike the foe. The spell deals nature damage and is channeled. Slows enemy movement speed by 10%. Damage output is strong, but it generates a lot of threat.

Cold Shadow - Casts with 1.5 seconds and deals shadow damage to the target. Causes ice based slowing effects of 25% slowing. This is a Necrologist’s only ‘ice’ effect spell... not surprisingly of the shadow element.

Shared Armor - Tier 7 skill. Reenforces both you and your pet’s body, increasing defense skill by 15 and armor by 10% of each other’s current armor from items. Effect lasts until you or your pet die and cannot be dispelled. 5 minute cooldown.

Soul Swap - Instantly activates when the Necrologist dies. Puts the necrologist in his pet’s body when he dies, giving him full reign control of his skeleton. During this time, armor of pet is decreased by 4% but its casting and attack speed are up by 15%. If the pet survives to leave combat, it will kill itself and the necrologist will pop out of its corpse at 50% life. This ability has a 10 minute cooldown and is the Tier 5 Necromancy skill.

Preservation

Vortex - Whips up an icey storm. Deals ice damage and puts the enemy into the air for a few seconds. When they land, they will take nature damage. While airborne, they are removed from combat, but cannot recover. 1.5 second cast time, 10 second cooldown. Useful for a few seconds of CC, and fair on damage, but mana is another story.

Ice Beam - Simple ice damage spell with average power. It's real glory is its 50 yard range, which will be increasable with talents. 2 second casting time, 10 second cooldown. Costs lots but ranges well.

Reanimate - The Necrologist’s resurrection spell. It’s a bit complicated so take a second to listen up. First, you channel the spell for 1.75 seconds, then it shoots a red colored mind-flay ‘laser’ at the dead target you wish to resurrect. This laser will channel for 1 second and then the target will resurrect. It doesn’t end there though. The Necrologist will continue to channel for 7 more seconds. During this time, natural mana and life regeneration are halted for both the necro and his target. The resurrected target returns to life with 8% of its life and secondary bar. It can move around within a 40 yard range of the Necrologist during these ten seconds, during which time the target will be receiving 11% of its max life and mana every second. If the target walks too far away, they die, if the Necrologist is hit, the resurrected target dies, if the target takes damage, they die, if the Necrologist cancels the spell, the result should be obvious, and finally, the rezzed target going below 2% mana, or energy it will die. Fortunately, this ‘death’ does not cause any durability loss. It’s a good way to resurrect a healer and have him start rezzing the party much sooner, but be careful. This spell has a 30 second cool down and is best used responsibly... its even usable in combat, but it causes VERY heavy threat. It will likely draw aggro away from a tank even if the tank has used sunder armor 80 times and the Necro has done nothing until his first resurrection. PEWPEW!

Quick Up - Emergency, instant cast resurrection spell. Has a 1 minute cooldown. Revives the target instantly with 3% of life and secondary bar, and grants them extra threat. No reagent, but very risky.

Study Vulnerabilities - Debuffs the enemy target, causing all damage to go up by X% and all spells, skills and attacks to hit X% more often. Lasts 20 seconds and costs a fair amount of mana. Use well, especially with other damage increasing debuffs. Mixed with sunder, faerie fire, Improved Shadow Weaving, and so on, let your friends lay the hurt on. Tier 3 Preservation, believe it or not.

Vortex - 1.5 second casting time spell. Places a vortex on the target that deals strong ice damage, and puts the target in the air, not unlike the Druid's Cyclone Spell. When they fall a few seconds later, they will be stunned, taking nature damage when they land. Has a 10 second cooldown.

Ice Beam - 4 second casting time ice spell that deals strong ice damage and has good range of 50 yards. Has a 9 second cooldown though, so it's not too abusive.

Heresy

Dirt Blast - Chucks a mud ball at the enemy, and slows them with eroding dirt. Its basically what you'd want in an ICE spell, but are getting in nature damage.

Dark Burst - Simple shadow damage spell wth 2 second casting time that has no real specialty to it.

Life Tax - Deals typeless magic damage to the target at the cost of a few copper. No mana, .3 second casting time and no cooldown, not to mention next to nothing threat generation. USE RESPONSIBLY, OR GO BROKE BY ACCIDENT! You have been warned. You may think it’s no big deal, but no other spell steals directly from your coin purse for the job of nuking, as no nuke spell uses reagents that you must buy (I could be mistaken, but I think all reagent based abilities are buffs or resurrection moves. Soul Shards don’t cost actual cash.)

Lichen Form - An ultimate act of heresy by embracing temporary Lichhood. You’re not evil though, just misunderstood. In Lich Form, your armor is decreased by 5% and your spell resistances shift. You gain damage reduction to all spells except holy and fire, both of which will instead deal increased damage instead of reduced. In this form, only Ice and Shadow based spells can be cast, and all ice spells have freezing based effects. Ice based heals heal for 15% less. The lich has a natural Ice Armor that mages have, causing slowing effects to melee attackers. Liches move 8% faster than an unmounted player without speed buffs. All spells cost except for heals cost 5% less in this form and resurrection is unavailable. It is Tier 9 Heresy. In the quest to understand the workings of the Scourge, a Necrologist may try to tap into a taste of a lich’s power, but it is still Necrology, and therefore, though shunned, it is accepted as a study in self-control. The Lich is, of course undead, therefore weak to paladin skills and fear immune, but warlocks with fire will deal plenty of damage, and priests can do shackle/smite & holy fire patterns to hurt them too.

Lethal Enerjection - Instant cast nuke that deals nature damage and poisons the target. If a target has energy, it will drain some. The energy will be drained regardless of if the spell hits or not. The poison is a simple DoT and the only uniquity to it is its 75 second duration of ticks over 3 second intervals that hardly hurt. In other words, its like a Top rank of Warrior’s rend over the course of 25 ticks instead of 7, but slightly stronger.

Deep Hurting - Deals typeless magical damage to the target with this simple 2 second casting nuke spell. Has a slightly increased chance to score a critical hit.

Weaken Blood - Increases damage and negative effects to the target from poisons, diseases and bleeeding effects to an enemy target. Lasts 45 seconds and is an instant cast POISON spell.

Shadow Sheet/Shadow Shroud - Self Buff. Increases the chance that enemy spells will be resisted and that melee attacks will miss, and also adds armor. Higher ranks include buffs to Nature resistance Lasts 30 minutes. Shadow Shroud is the same spell but stronger. This spell is basically the Necrologist’s version of mage’s Ice and Frost armor, and Demon Skin/Demon Armor spells, but slightly different.


That's all for now. Pet skills, and talents and quests are all still in production. Sit tight!

Pet Skills

Pet Skills Ahoy! Pets have a fair amount of skills. Your hotbars will be filled with pet abilities so make room for them amongst your macros. All pets have two trees.

Warmonger - This pet is not built to tank naturally. After all, nobody can tank naked. Get it the right ger and plenty of plate and it will tank fine. It can also do dps if you want, but you’ll be sacrificing inventory space then. Warmongers have 100 rage, which of course starts empty. Warmonger is the first pet you can get at a level 2 quest.


Guardian: Skills in the guardian tree are built for tanking. Simple really.

Magic Render - Requires a melee weapon. Causes your pet to instant attack the enemy, dealing no damage and generating heavy threat. What this spell does is somewhat inverse of what Sunder armor does. It increases damage dealt by magic instead of physical attacks. With a Heresy specced Necrologist, this ability is good for soloing. 15 rage.

Skull Tug - Holds an enemy in place for 3 seconds. This is a root instead of a taunt. It’s a good way to get your pet struck, which will help him generate rage. 5 rage, 10 second cooldown.

Overly Angered - Forces an enemy to attack the pet for 5 seconds while causing the target to become mad, raising its attack power briefly, but causing it to be reduced for 20 seconds after the taunt effect ends. 0 rage, 30 second cooldown.

Bone Wall - Forces a small amount of the damage dealt to the Necro to be dealt to the Warmonger for 30 seconds. Costs 10 rage and has 15 second cooldown.

Shield Strike - Attacks with shield, dealing surprisingly strong damage and interrupting spell casting. 5 second cooldown. 10 rage.

Parry’s Edge - When your pet parries successfully or if the enemy parries an attack from your pet, this ability becomes active for 3 seconds. When used, this causes the pet to use an attack that cannot miss or be parried. It can still be dodged or shield blocked. Deals fair damage and causes major threat. 10 rage, 5 second cooldown.


Tactics: Somewhere between dps and utility, this tree has merits as both.

Bone Yank - Causes your pet to yank at your enemy’s leg bone, breaking it for 15 seconds. Deals small damage and reduces speed. 10 rage.

Clatter - A loud clanking bone sound that reduces enemy damage output. It’s demo shout, but weaker and also able to effect spell damage. 10 rage.

Deathstrike - Powerful instant attack usable when an enemy is below 35% life. Not too powerful like Execute, but strong, costs a bit of rage though. 25 rage.

Rib Caging - Stuns the skeleton and an enemy target, making them both unable to fight for 15 seconds. This effect breaks on damage. It’s basically crowd control, though it sacrifices a tank if you don’t have a real tank.

Super Hit - Causes extra threat and damage on your next strike. Warmongers aren’t heroes, so this is their Heroic Strike. 15 rage.

Marrow Bleed - DoTs the target with a bleed effect. This effect can work on targets usually immune to bleeds like skeletal, ghostly, and elemental enemies. 10 rage.

Grave - Two second ‘casting time’. When this ‘casting’ completes, the next attack your pet makes will be strong enough to bury the target under immense power, stunning them for 4 seconds. 20 second cooldown. 5 rage.

Gut Thrust - Instant attack that deals weapon damage plus a random amount of added damage that is either powerful or weak or in between. Basically it’s similar to the Befallen’s Heart Plunger. For more on the Befallen, go find it! It’ll likely be bumped daily.

Wizard - The wizard is obviously about DPS. It is much like a mage, though its magic is different at points, if not by element, then by utility. It of course is inferior to a real mage, warlock and shaman. Let’s see what they got. Wizard pet is the last pet of the three, available as a level 20 quest.


Thermal: Thermal magic works the world of hot and cold, fire and ice, though some other elements show up. Most ice attacks lack a frost effect.

Comet’s Mark - Marks an enemy. While marked, the enemy will de debuffed, able to take 2% more damage from all sources. After 10 seconds, this debuff ends, and a Comet will strike the target, dealing a small amount of randomly chosen holy, nature, fire, or ice damage, and stunning the target for a brief duration. Instant cast.

Freezer Burn - 2 second casting time. Casts a burst of ice at the enemy, dealing good ice damage, and causing the enemy to burn, dealing a DoT effect of fire damage.

Snow Gatling - Channeling attack. Works similarly to Arcane missiles but deals ice damage in 5 ticks over the course of 4 seconds. Instant cast, but interruptible. Rather mana efficient. 4 second cooldown.

Ember Hands - Deals fire damage in a cone shaped area in front of the wizard. Instant cast. 10 second cooldown.

Burnball - Casts a simple fireball at a 2.5 second casting time. Has no secondary effects.

Dry Ice Blast - Deals basic ice damage that has a heightened chance to hit, but causes no frost effects. 2 second casting time.


Twisted: Twisted magic is chaotic, working with damage and side effects. Most of its spells are nature, shadow and arcane based. Their damage is unreliable but potent.

Black Earth - Instant cast spell that deals shadow damage to the target and dazes them for 3 seconds. When the daze ends, they will be hit with nature damage. If broken sooner, the nature damage happens sooner.

Straight Wind - Shoots a gusting wind forward from the caster. Deals decent nature damage to targets in a line in front and extends twenty yards in front of the caster. .5 second casting time and 5 second cooldown. Use carefully as it could break CC.

Dark Shock - Instant cast spell that deals shadow damage. Causes target to stand in place in terror for up to 4 seconds, and damage may reduce or break fear. Think of it like a Shaman shock, expecially because it ha the same range and same 6 second cooldown.

Potent Mana - Causes the Wizard to strike the Necrologist with a blast of arcane damage. This blast will restore some of his mana. Next time used, it will cause the Necrologist to blast the pet with arcane magic instead and restore some of its mana. Has a 30 second cooldown to prevent abuse.

Raging Ember - Causes an AoE area to charge with static, dealing nature damage to those who walk in. Those hit will be DoTed with a spark that will start to burn softly and will then take fire damage for 4 seconds. Instant cast, 10 second cooldown.

Marksman - This archer, who can use bows and crossnbows is the middleground between pure power and tanking power. Basically, it’s controlled DPS that does not have much a chance to draw aggro unless everyone were to just strip naked and dance in the middle of combat. You know though that you can’t de-equip in combat though.

So, what good is there here? Well, for one thing, the Marksman can learn the Hunter’s tranq shot. If you run Magmadar when you’re level 70, your pet can play make%#!! hunter, especially with an undead borne fear immunity.

Pet arrows are strange. You only need to give them one stack and that’s all. No need for multiple stacks. A Necrologist’s bags will be full of pet gear as is! Instead, damage from arrows is a percentage based on the fullness of the stack. If you give your pet a single arrow, even of the best kind, he will deal 0 damage.

Your meant to get the arrows the fair way after all instead of having a hunter trade a single arrow and just calling it a day. I’m thinking of just making arrows work the fair way though, simply for simplicity sake. Other than that, grows from leather to mail. Somewhat flimsy, because it cannot parry like real hunters. Unfortunately, they have the least amount of goodies.


Archery: This tree has your pets damage skills that work on your arrows and your power.


Venom Arrows - Causes your pet’s next arrow to be a poisonous shot that deals decent bonus nature damage and DoT the target, causing slight slowing. Can be set to auto-cast so that every shot has this. Shots empowered by this drain mana. Only boosts white damage shots.

Searing Arrow - Puts fire on the target’s arrow, making it burn and deal extra fire damage. This fire damage is decently strong. Like Venom Arrows, this can be set to be automatically added to your pet’s arrows every shot. Likewise, arrows empowered drain mana, and only white damage shots are effected.

Swift Nock - Instant causes your pet to shoot an arrow without effecting any kind of global cooldown. This arrow deals greater extra damage but can never be a crit. 10 second cooldown.

Ocular Pierce - Strikes an enemy in its eye, dealing damage and blinding, which reduces their chance to hit. 3 second cooldown.

Pillow Shot - Three second ‘casting’ tine. Shoots an enemy target while out of combat and puts them to sleep. Higher ranks last longer. 10 second cooldown. Crowd Control basically, and able to work on a large assortment of enemies as well.

Hand Pierce - Shoots the enemy’s arm, causing damage and disarming them temporarily. 10 second cooldown.


Ranger Ways: Basically things that wouldn’t be considered archery. It contains things to help keep the Marksman at range.


Road Bump - Causes your pet to strike the ground with his weapon, making a small rise that the enemy will trip over, dealing minor nature damage and dazing them. 5 second cooldown.

Swivel Strike - Causes the Marksman to Lunge the foe with its melee weapon on its next attack, dealing extra damage. Causes the enemy to face a different direction and sometimes target someone else. 3 second cooldown.

Point Blank - Shoots an enemy with an arrow from within the deadzone. Always deals critical damage. The purpose of this skill is to discourage an enemy from meleeing your pet, though a 7 second cooldown isn’t TOO scary.

Earth Trigger - Lays down a trap of sorts on the floor. If walked over, an enemy will be rooted by a Dirt Rising Phalange (which is one of the Necrologist’s skills) and thus be unable to move unless a movement impairing remover such as escape artist is used. Can only be done out of combat, but can be placed in any location.

Dark Light - Causes the skeleton to glow, dealing shadow and holy damage to itself, but breaking stealth and invisibility effects within a 10 yard radius. 45 second cooldownn.

Stinging Strike - Instant strike usable after the pet misses a target. Strikes with a poisonous melee attack that does damage with bonus damage and places a slowing poison on the target. 5 second cooldown.

Gain Distance - This ability costs no mana and has no cooldown. What it basically does is forces your pet to make distance so it can shoot with its bow or crossbow. Its smart and tries to run away from any and all hostile forces.

Talents

I know this has been said in the story before, but here a full list of the talents.

Necromancy - Necromancy, obviously focuses on the role of pets and necromatic magic. Healing isn’t here though. A well specced Necromancy Necrologist can be strong and tough to kill, while his pet dishes out damage for him. If your pet dies and you cant afford the time or mana to make another, you will find yourself a bit crippled, but until then, feel strong.


Tier 1

Tingling Skin - Receives +4% more life from healing spells per rank. (5 ranks)

Husky Bones - Increases your armor from items and your pet’s armor from items by 1.6% per rank. (5 ranks)


Tier 2

Gripping Bones - Increases the attack speed of your warmonger and marksman by 2% per rank, and grants them a 20% chance to resist disarm per rank. (5 ranks)

Jointed Ligaments - Requires 5 ranks of Tingling Skin. You and your pet get a +1% to dodge and a 3.333% bonus to agility per rank. (3 ranks)

Opaqueness - Grants a +1% resistance to shadow and holy spells per rank. (5 ranks)


Tier 3

Skull Launcher - Teaches the Necrologist Skull Launcher. Skull Launcher is a spell with a 1.5 second casting time. When casted, it launches your pet in three pieces at the enemy target. Takes 3 ticks of shadow damage over the course of 1 second. When finished, the pet will be standing next to the enemy target, and will have been given extra threat. Has a 25 yard range. (1 rank)

Foot Fancy - Increases resistance to movement imparing effects for you and your pet, higher ranks increase resist chances. (5 ranks)

Improved Flexibate - Increases your agility buff by 2% per rank, and causes your buffs to add +1% dodge rate per rank. (3 ranks)

Dignified Armor - Reduces the death based durability loss of your pet’s gear by 1% per rank. (5 ranks)


Tier 4 (All Tier 4 talents require Skull Launcher)

Skeletal Delvar - Increases the spell damage of your wizard pet by 3% per rank and increases its int by 2% per rank. (5 ranks)

Protect Mongering - Increases the defense of your skeletal warmonger by +4 per rank, and their threat generation by 5% per rank. (5 ranks)

Dead Eye Shooters - Increases the chance to hit and damage of your skeletal Marksman by 1% per rank. (5 ranks)


Tier 5

Nature’s Chill - Increases Nature and ice damage dealt by the Necrologist and his pet by 2% per rank. Only works if pet is out. (3 ranks)

Anti-Freeze - Reduces chance to be slowed, and increases frost resistance. Higher ranks grant higher resistance. (5 ranks)

Half Destruct - Teaches your wizard, warmonger and marksman Half Destruct. When used, the pet ‘explodes’ removing half its remaining lifebar to do massive fire damage to all enemies around it. Using more life causes more damage. Has no bar cost, but a 4 minute cooldown. (1 rank)

Steady Revenge - Increases your damage, attack/casting speed and armor by 4% per rank when your pet gets kill for 15 seconds. (5 ranks)


Tier 6

Improved Half Destruct - Requires Half Destruct. Reduces the cooldown of Half destruct by 30 seconds per rank, and the damage dealt to enemies by 3% per rank. (5 ranks)

Improved Skeletal Summoning - Reduces casting time and mana cost of your skeletal summon spells by .75 seconds per rank and reduces mana cost by 10% per rank. (2 ranks)


Tier 7

Swap Dance - Grants an 8% a random negative effect of any kind will be dispelled when a Swap ability is used. Also reduces the cooldown on swaps by 2 seconds per rank. (5 ranks)

Shared Armor - Teaches Shared Armor. Reenforces both you and your pet’s body, increasing defense skill by 15 and armor by 10% of each other’s current armor from items. Effect lasts until you or your pet die and cannot be dispelled. 5 minute cooldown. (1 rank)

Tier 8 Pain Split - Reduces damage dealt to the Necrologist and his pet by 3.333% per rank, but sends a small amount of damage to the other target. (3 ranks)

Quick Skeleton - Reduces the cooldown of your pet’s abilities by .1 second per rank. (5 ranks)


Tier 9

Soul Swap - Requires 5 ranks of Swap Dance. When killed while your pet lives, you will take over your pet’s body. While in your pet, you can control it freely with a slight boost to survivability and DPS. If you make it out of combat alive and stay that way for 15 seconds, you will return to life, and your pet will die. Effect may only happen once every five minutes, and this number is pending to change. (1 rank)

Preservation - It’s all about longevity and healing here. You can’t overcome the debuffs of your heals, but you can overcome mana inefficiency and get nifty benefits to preserve its life through nonhealing methods as well. Its best affiliated with ice damage and healing. The real flaw of this tree is that the spell book’s Preservation section is going to be emptier than your other trees. As such, there are fewer Improved type talents. If that’s good, I don’t know.


Tier 1

Pleasant Ice - Increases the amount healed by your frost based healing spells, and reduces their mana cost by 1% per rank. (5 ranks)

Ice Specialization - Increases the critical chance of your ice spells (healing and damage) by 1% per rank. (5 ranks)


Tier 2

Efficiency - Increases total mana bar by 2% per rank. (3 ranks)

Improved Life Icing - Slightly increases the amount healed by Life Icing and reduces the negative speed effect. Higher ranks further improve both of these. (5 ranks)

Lingering Frost - When healing too much, 20% of the extra health beyond full will be recovered when the target next takes damage within 15 seconds. Recovers up to a maximum of 8 health/level per rank (40 per level at rank 5). Only effects frost heals that are not HoTs. (5 ranks)


Tier 3

Study Vulnerability - Requires 3 ranks in Efficiency. Teaches Study Vulnerability. When cast on the enemy, they will be debuffed, increasing the chance to hit for all sources for 30 seconds, while slightly reducing threat generated by spells that hit. Has a 90 second cooldown. (1 rank)

Coolant Leeching - 8.333% of the mana of your critical strikes with all damage spells is recovered in both your life bar and mana bar. (3 ranks)

Solvent Chill - (Requires 5 ranks in Lingering Frost)Your healing spells last for 6 extra seconds, healing 1% per rank of the amount it healed every second. (5 ranks)

Wind of Grace - Reduces physical and fire damage taken by 1% per rank. (3 ranks)


Tier 4

Fog Out - Reduces the Necrologist’s threat generation by 3% per rank, and the threat of healing spells by 1% more per rank. (5 ranks)

Thick Footed - Increases resistance to movement impairing effects, knock backs, and slowing effects. Higher ranks increase resistance (3 ranks)

Improved Vortex - Increases the damage and crit chance of your Vortex by 2% per rank. (5 ranks)


Tier 5

Arctic Reach - Increases the range of your ice and preservation spells by 6.666% per rank. (3 ranks)

Cold Feet - Increases resistance to fear and stun effects. (5 ranks)

Sauna Touch - Teaches Sauna Touch. Sauna Touch does ice based healing to the target with extreme mana efficiently, and has no debuffing drawbacks. 15 second cooldown. (1 rank)


Tier 6

Improved Sauna Touch - Requires 1 rank of Sauna Touch. Reduces the cooldown of Sauna Touch by 1 second per rank, and reduces its mana cost by 1% per rank. (5 ranks.)


Embalmer - Your pet healing spells heal more and have reduced cooldowns. Higher ranks improve these effects. (3 ranks)

Improved Ice Beam - Reduces Ice Beam’s casting time by .1 second per rank. (5 ranks)


Tier 7

Blood Wrap - Reduces damage from bleed effects by 4% per rank. (5 ranks)

Sniper Snow - Requires Arctic Reach. Teaches Sniper Snow. Deals moderate ice damage instantly. Has a 70 yard range. 30 second cooldown. (1 rank)


Tier 8

Life Surprise - Grants a 1% chance per second while in combat that you will instantly cast your strongest ice heal on an ally below 30% +5% per rank of remaining life bar (40% at rank 3). This heal costs no mana and causes half threat. (3 ranks)

Rebirth - Reduces the cooldown on your Reanimate Spell by 3 seconds per rank, and reduces threat generation by 6% per rank. (5 ranks)

Earthen Guarding - Your Nature Damage spells, when cast, increase the Necrologist's armor by 2% per rank for 5 seconds. (3 ranks)


Tier 9

Insulation -Teaches Insulation. When cast on a party, will raise fire and ice resistance slightly, and will cast a weak HoT. Targets must be within 15 yard range of the targeted ally. Resistance boost and healing last for 15 seconds. (1 rank)

Heresy - If you want spellpower of a mostly nonice variation and maybe even a bit of physical force (but not very much), then here’s your call. Just remember to pop a few heals every now and then. Heresy has fewer talent points available to spend in skills. Doesn’t mean less skills, but he number of points you can spend in it though is just a tad lower. As for elements, shadow, nature, and physical typeless damage based spells are here.


Tier 1

Angry Dirt - Increases the critical strike chance of your nature spells by 1% per rank.

Improved Dark Burst - Reduces the cooldown of your dark burst spell by .1 second per rank. (5 ranks)


Tier 2

Improved Life Tax - Reduces the monetary expenditure of your life tax spell by 15% per rank. (3 ranks)

Brutal Power - Your physical attacks and physical damage spells do +1% damage per rank. (5 ranks)


Tier 3

Withered Stone - Teaches Withered Stone. 1.5 second casting time ball of earth. Deals moderate nature damage and has spell disrupting properties that prevent spells from the same school from being casted if struck by it. (1 rank)

Dark Tendril - Increases shadow damage and shadow based healing by 2% per rank. (5 ranks)

Antipode - .Requires Brutal Power. Reduces the chance that enemies can resist your spells. Higher ranks are more powerful. (5 ranks)

Burst of Evil - Causes your shadow damage spells to ‘burst’ dealing 3% of their damage per rank over 8 seconds. (3 ranks)


Tier 4

Shuddering Storm - Reduces the casting time of all Nature damage spells by .1 seconds per rank. (2 ranks)

Tearing Magic - Your typeless damage spells will cause the target to be dazed, slowing their movement by 15% + 10% per rank. (3 ranks)

Vile Ether - Ice, Shadow and Nature spells cost 1% less per rank. (5 ranks)


Tier 5

Wisdom Edge - Raises Strength and intelligence by 3.33% per rank. (3 ranks)

Hot Sand - Causes your Nature damage spells to burn the target, making them more vulnerable to both ice and fire damage. Increases damage from these types when Burnt by 1% per rank. (5 ranks)

Enigma Shot - Teaches Enigma Blast. For one point of mana, will cast any spell from your Heresy spell book that deals damage instantly. It will always be of the highest rank. 30 minute cooldown, instant cast. (1 rank)


Tier 6

Sorcerous Pride - All spell Damage from you and your pet goes up for 4% per rank for 20 seconds after either of you deal a critical hit of any sort. (5 ranks)

Earth Shaping - Increases your chance to resist interruption while casting nature spells when taking damage by 13% per rank. (5 ranks)

Lunar Leech - Your spell damage restores 1.333% of the damage dealt as both health and mana per rank. (3 ranks)


Tier 7

Oversurge - Teaches Oversurge. Requires 5 ranks of Sorcerous Pride. When activated, your next spell with a casting time under 10 seconds will cast at 10% regular time, will be critical, and cannot be immunized against. Lasts 20 seconds or until first spell. Has a 10 minute cooldown. Spells casted under this effect cost 20% more mana. (1 rank)

Improved Oversurge - Requires 1 rank in Oversurge. Allows one more spell to be effected per rank, and reduces cooldown by 30 seconds per rank. (2 ranks)

Living Magic - Reduces enemy resistance to your spells by 1% per rank. (5 ranks)


Tier 8

Pride of Life - Increases the amount you restore to yourself from all sources by 3% per rank, include spells, potions and bandages. Effects mana and health restoration those of your pet. (5 ranks)

Empowered Dark Burst - Your Dark Burst will reduces your enemy’s chance to hit by .5% per rank. This effect stacks up to three times. (3 ranks)


Tier 9

Lichen Form - Requires 5 ranks of Pride of Life. When used, the Necrologists takes a risky endeavor to grow a feel for what it is like to be one of the Lich King’s best servants to better understand the twisted ways of his magic and takes on Lich Form. While in Lichen Form, your ice and shadow damage goes up by 15%, and ice based healing is unavailable. Your nature damage goes up 5%, and physical based typeless damage receives a boost to hit chance by 3%. Armor is reduced by 5% and damage taken from holy and fire sources are increased by 10% and the Necrologist is Undead in this form. All other magic schools deal 5% less damage. When activated, the Necrologist can remove movement impairing effects from himself. (1 rank)

I think all info is said, altough not everything in the good order, sorry for that.

Befallen

Soft Info

I bring the Befallen, a Death Knightish class that might just stand alone. Pull up a chair and BEAR WITH THE LENGTH! It'll be worth it.

Once upon a time, there was the Lich King, and you practically know the rest of it already! Well... not exactly. What if the Lich King had waning powers, which, from time to time weakened their hold? During these times, loyal servants can regain control of their thoughts and understand what is going on around them. What if they could break free? Furthermore, what if said freedom were a permanent release? Surely, even Death Knights can regain their brain, and let us pretend for this experiment, they did, or at least a few. Sure, their powers over death have waned greatly, but let us pretend that they have not entirely disappeared. Now, you have some soldier with weak death magic struggling in a land of death... wouldn’t it be time to find some allies amongst old friends? To the humans and the forsaken, lets pretend that, with these two races, their ranks have now been bolstered by those who have escaped the grasp of a Lich. What the heck did you just read? This, my friend, is the story of the Befallen class, a what if story of Death Knights who have fallen back to grace... has BEfallen, a class who’s very existence is wrought with an inner weakness, where both might and magic require great focus to use one or the other to their fullest, and once proud of their mighty plates, are forced to wear less due to weary bones from soul taxation as a struggle between wielding the light and darkness is held together by an arcane glue of sorts. Get ready, I’m about to undertake the most unique class idea I have ever made! What if it’s not so good? Well, then what if? Exactly!

This is the way one death Knight has been. Though his name has been lost with his soul, he refers to himself as the Grey Blight, and

Races: Humans, Undead, Dwarves, Blood Elves, Orcs

Weapons: 1h Swords, 1h axes, 2h swords (with training), 2h axes (with training), daggers, bows(with training), crossbows(with training), polearms (20), wands.

Armor: Cloth, Leather, Mail, Shields (Dual Wield through talents)

Bars: Health/Rage (with the ability to switch to mana and back to rage again)

Main stats: Strength for rage powers, stamina to take hits, and int for mana. Not that that's the order of priority, but still, they're the important ones.

In this short synopsis, I will try to explain the role I feel that the Befallen is meant to play in groups and game play in general. The befallen, basically, may at first seem like a warrior. Why not? It does, after all, wear mail, use shields and big weapons, and hurt things with brute force that costs rage. That’d be true, if not for a few very important factors. First off, the Befallen cannot use plate at forty. Tanking skills go kaput to a large extent. Also, starting at level sixteen, the befallen can quest for his fighting style ‘taint’, which drains all rage and switches the befallen to a mana bar, where they can use their unique brand of magic.

Okay, now you’re thinking they’re druids with swords and evil magic. That’s not an off assumption. When you think of it, it’s a one race per side class that holds roots to the Eastern Continent, and you bet your anus that these fallen Death Knights do have a base somewhat in a similar way to how the druids do. Yes, but again, their spells and skills are different. Where the rage stance, which is called Soldier, doesn’t quite focus as much on tanking as you’d think, it is actually a viable option for DPS, more akin to Fury than protection, but it DOES have tanking skills, but more power than a druid’s bearform, and the caster style, which is called ‘taint,’ hardly has any actual form of healing spells. Technically, they have one direct healing spell... yes, that’s right, ONE, and no, higher ranks don’t count as a better skill. The befallen is not a primary healer, nor can he resurrect allies. Resurrection is simply a skill that requires a strong link with the Lich King in this scenario, and here, my friend, there is no Lich King backing your power.

Okay, you may think they’re an anti-paladin. Well, okay, I’m weighing VERY carefully the idea of having a few dark auras, of which 2 spell types can now finally enjoy having a resistance providing ability (arcane and holy), along with a vampiric life draining aura, but these will likely not be put to fruition due to the lack of uniquity. Regardless, the befallen hardly has the survivability of a paladin.

So, you think taint style is basically a beefy, petless warlock? Well, no. You’d be surprised how only a few skills are shadow elemental, while others are arcane, with a holy thrown in there. Besides that, they have no fear, and DoTs are not a power they possess in high amounts. Also, while the befallen DOES have a pet, you won’t see it do any damage, heck, you won’t even see the enemy befallen’s shade unless you have great stealth detection. Besides that, their wand attack is not auto wand like a cloth caster’s. In fact, it’s a single shot like in the old days. This can be both good and bad, as using wand will not stop you from auto attacking, but now you can’t wand auto attack. Whether its good or not is up to you, seriously.

If you want the class role in a nutshell... you’ll probably hate hearing it, but here it goes: ultimate hybrid. Yes, the Befallen can fill many roles well (with the exception of healing which it sucks at.) Basically, it’s a DPS/tank hybrid that can both do magic and melee dps.


What next? Hmm, that about covers it, I’d say. I’d say we move on to the skills and thrills of the befallen to hopefully make this the most unique class ever, or at least the most unique I’ve ever come up with.

Schools: The Befallen has three schools of skills and spells. They are Slaughter, Honor, and Sorcery. Each bings out the best in an aspect of the Befallen’s skills. Slaughter is, as the name sounds, about killing things with weapons like a rogue or fury warrior. Honor is a more defensive and supportive aspect, bringing out the power in defenses, aggro management, and even helping their only heal spell, as well as a wand talent.

Sorcery is simply a focus on magic. Talents here boost spells, mana, and casting times. There’s even a wand talent, if you like feeling even more wizardly. It also houses the healing stuff, which are weak at the job of it.

Some Skills

Now, let’s take a look at the skills within each. Note, I did not say talents, I said skills. Let’s lookie at a few This isn’t a complete list. I’m only one man here, after all.

Slaughter

Weapon Shadow - This is the Befallen’s sole starting skill. Yes, you can buy another skill at level 1, but like the warrior, this is the only one they begin with. Anyway, for a small amount of rage, the befallen will unleash an instant attack that deals weapon damage, as well as a small percentage of the weapon’s damage capability. This extra damage causes absolutely no threat, so it is safe to use and spam, but the damage is also shadow damage so its likely to be resisted. Higher ranks increase the damage percentage. This skill can be used ever 2.5 seconds, and costs 10 rage if you think it sounds overpowered, so don’t (and you kinda can’t) get too trigger happy about it.

Skin Flay - When used, the target will have their armor lowered, and be under a bleeding DoT. The DoT and duration of the armor loss is a short ten seconds, and it does not have any added effects by applying it ontop of itself. It does however, stack with sunder armor and faerie fire, so remember that. Also remember that targets that don’t bleed will be completely immune to this skill. So, why even bother? What if I told you that the skill only costs 5 rage to use? Seem useful yet? Maybe, just remember that 8 seconds are over before you know it. Higher ranks increase armor reduction and increase the damage power.

Lunging Jump - Requires the caster be out of combat. Jumps towards the enemy target and generates rage. Upon landing at the target's feet, the Befallen will instantly do a weapon swing that has a bonus chance to do a critical hit. It unfortunately does no stun effect, and this instant attack generates no extra rage.

Sacrificial Mark - This skill, which requires a dagger to be wielded, causes a physical shadow type DoT to take effect on the target. This dot is uselessly weak, especially at a cost of 20 rage. However, this is important, for when the mob dies under the effect of the sacrifical mark, they yield a ghost token. These are used to summon the befallen’s only pet, the shade. The shade will be discussed later, since, even if not a major contribution to the Befallen itself, it is a vital pet.

I'll say this much though, the Shade is available for a level 30 quest, along with the sacrificial mark, so be sure to get it. You need to be in taint stance to cast the summoning spell. So, sound like a fun pet? Even if not a very vital one, it has its uses. ON WE GO!

Impaler - When used, this skill will stab at a corpse, and lop the corpse’s head upon the befallen’s weapon. By being skulled, the weapon’s power increased for the duration of the skill and his crit rate increases slightly. Always fun to have a little boost. Keep in mind though, doing this does require 15 rage, and cannot be used during combat, so be sure to save some rage if you want something that screams bad ass skull on a pike.

Life Shaver - Used on your next attack, this skill looks like a heroic strike clone. It has a few differences though. First off, it adds an extra second to your time before you strike, and when you strike, a small percentage of the damage dealt will heal you, draining more at higher ranks. Note, that if critical, the doubling of the critical will not affect your healed amount. This skill costs 15 rage, and is a mainstay of a tanking befallen early on, as it causes extra threat.

Doom Gaze - This rageless ability is basically the befallen’s taunt. It holds the mob for ten seconds, but one the flip side, it LOWERS your aggro with that mob, so you need to work like a madman for the ten seconds you have the monster’s attention, or you could kill your team! In raids, this is an oh !%%% button that basically lets you hold aggro while your warrior builds it up and steals it back. Just be sure to last ten seconds.

Alluring/Putrid Meat Cleaver - Basically, when striking an enemy, a slab of meat will cover the befallen’s weapon. If you use the Alluring version, each attack will generate extra threat, if you use Putrid, each attack will generate less threat. The effect lasts for 3 minutes, the skill is on a two minute timer (both share a timer,) and the skill (both of them,) requires 20 rage to use. If you’re axe happy, then surely you can find use for this skill.

Heart Plunger - An instant attack that costs 10 rage. This ability has a random damage bonus that can be very low, very high, or somewhere in between. At its rank you have at 60, it can add as little as 10 damage to the attack, or as much as 400. This ability has a 2 second cooldown. Even if potentially small, the fact that its an instant attack that deals weapon damage makes it a mainstay of Befallen gameplay.

Unholy Strength - Thirty minute strength buff spell. Its component costing hour long counterpart is Ungodly strength, which uses a Token the way it costs one to summon your pet. Even though it’s in the Slaughter school, it is in the Taint style, so switch over for a power buff every once in a while.

Vampire Thirst - Costs 15 rage. Removes a bleeding effect from an enemy target. Upon removing the bleed effect, the Befallen will restore life and a small amount of mana if his mana bar wasn’t full when used. Works well with warriors. Has a 5 second cooldown.

Blood Plunge - Instant attack that costs no rage but instantly grants the befallen ten rage. Has a 10 second cooldown. Basically, this skill is meant to allow more consitent dps for the Befallen.


Honor - Yes, this tree is interesting. You deal with spells AND rage skills here, so be sure to enjoy the ride. It’s mostly a tanking tree, but that’s only a small portion of it.

Skeletal Suit - Coats the Befallen with bones, increasing his armor by 5%, and increasing his static defense stat by 10%. Found in the taint tree and lasts 1 hour. A mainstay tank skill. Requires a reagent, and uses the same Ghost Tokens your shades and strength buffs use.

Zombify - An important skill. This level 40 quest reward allows, simply put, for the Befallen to become a zombie... and be undead. While undead, there are benefits, mainly an immunity to abilities that effect the living, but a weakness to those that hurt undead (like paladin skills.) In addition, the Befallen gets +25% to his armor, and takes 15% less dame from ice and shadow spells. However, fire and holy spells do 15% more damage, and the Befallen attacks and moves 5% slower. Not to mention, shadow damage dealt by the befallen does 10% more, while holy does 10% less. Takes 5% less healing from spells while zombified.

The way Zombify works is simple really. It lasts until you turn it off. It is cast in Taint style and is allowed while in soldier or taint with no limit on available skills. Basically, the only parameters for Zombify are found above, and that’s all.

Spell Cut - Readies the Befallen to attack. If struck by a spell within the next thirty seconds, he will avoid it and gain an extra attack on his next strike. This ability uis in the Soldier style and costs 15 rage. Has a 6 second cooldown.


Unholy Guard - This spell is a befallen’s buff. Basically, it adds 30, 45, or 60 holy resistance for ten minutes. It’s an instant cast, like all buffs. All in all, useful vs paladins, but be aware, it won’t stack with... Then agin, if holy resistance is never added, just change the numbers to percentages of 7.5, 11.25 and 15% Holy Resistance. A nice buff to have on fights such as Venoxis and other holy using enemies.

Arcane Guard - The Same as Unholy Guard, but adds arcane resistance. This spell finds use vs mages for obvious reasons. Note, that holy and arcane guard cannot ever stack, unless you have two Befallen cast each. Instant cast, yay

Black Parish - This spell lowers the enemy’s shadow and holy resistance. Obviously, you won’t see this one until a fair bit later in the game. It certainly helps priests, that’s for sure, but it has a casting time of .5 seconds.

Sheet Imbibe - Uses a token. Boosts the Befallen’s dodge and parry rate by a small percentage for 30 minutes, and is only self castable, the higher the rank, the higher the dodge rate. This ability is in the Taint Style, and is best used for Tanking. In PvP, warriors will cut you down.

Blood Ball - In your slaughter tree, this is an instant cast spell that calls blood from the caster's bloodstream. It costs 5 rage and is on a 4 second cooldown. This move, causes moderate threat, but if you are under the effect of Alluring Meat Cleaver, its threat rating skyrockets and it taunts that lasts 3 seconds. If under Putrid, it deals zero threat and forces the target off of you for 5 seconds. Takes 11% of base health from the caster, so don't spam it or you'll be dead before you know it. If you are under a bleeding effect, the damage output is increased by 35.

Sorcery - Time for the spells that do true pain Believe it or not, this tree isn’t filled with tons of spells. Remember, they’ve lost much of their death magic, and new recruits suffer from having never had any, but by resisting ind control and learning to understand the power they wield (A.k.a. leveling up), the caster will understand and grasp a small, yet useful amount of magic. Let’s mosey

Death Spell - Can be used on a target below 10% life. Has a 2.5 second casting time and only 15 yards range. Simply put, if they’re below ten percent and you cast this, THEY DIE! If they don’t die because they’re a mob, then the spell does about 1700 typeless magic damage before resistances and spell bonuses at lowest rank. It costs a lot of mana and has a 3 second cooldown so it’s not spammable on bosses.

Mana Swing- Usable in Soldier style. This ability costs 10 rage and causes an instant attack that deals normal damage plus a small bonus. In addition, it drains your mana bar empty to deal additional damage. The more mana you have when you use, the stronger. Good if you have +mana gear and intend to stay in Soldier style. This may sound odd, but think of the bear druid. Druids still regenerate mana even when shifted, so the Befallen can when not in mana stance. If you don’t use too much magic to fight, then this spammable skill is very strong.

Magic Bleed - This spell with a 2 second casting time, causes the enemy target to be under a bleed effect. It is not magic, so its not able to be dispelled. However, the Befallen can blood drink it to heal himself, or to DoT up the target. The effect increases damage taken by all physical sources, and increases their likeliness to be hit by abilities very slightly. The effect lasts 5 ticks over 10 seconds and benefits from +spell damage even if it has no magic type.

Lich Grasp - Summons a giant, skeletal hand and sends it at an enemy target. This hand brings the target to the Befallen and stuns them both for one second. This spell does no damage, but if the target resists, nobody gets stunned. Has a 15 second cooldown and a 25 yard range. A good pulling tool, and can be nasty in PvP... but use it carefully!


Shade (the bulk of this update)

The shade is a pet available at 30. It is the Befallen’s ONLY, ONLY pet, and for the most part, your allies and enemies might not notice it much, though it can be helpful in both PvP and PvE. Basically, the shade is a flimsy, easy and fast to summon pet that is both invisible and always in stealth mode. They are basically waiting to detect both stealthed and invisible units, there to scout, to be a makeshift potion, and to poke for disruptions, such as bandaging/sitting and eating enemies, totems, and putting warriors in combat before they can charge. The shade is undead, of course, so watch out for paladins if they manage to see it. It also uses a huge focus bar that regenerates quickly.

Ghast Poke - This ability causes the shade to deal unresistable shadow damage to a target. It cannot be mitigated, cannot be immunized against, and cannot be resisted. It can be absorbed by say a power word shield, but then again, you can disrupt their bandages. The only catch is that the damage is LOW. In fact, it will always deal 15 damage on its cooldown of 5 seconds... a cooldown that goes down as the pet learns higher ranks of Ghast Poke. As stated before, it breaks totems, stops bandaids, and does little things that just make this instant attack useful. It is the shade’s only way to attack for the most part.

Ghost Eye View - Takes control of your pet, allowing it to move at a speed twice as fast as an epic mount. Of course, the shade is invisible and stealthed, but he cannot use any abilities in this mode. He is only able to scout. If the Befallen takes a spell interrupting ability, the possession stops. This ability lasts up to 30 seconds. All stealth and invisible units can be seen while possessing the shade.

Fog - When the shade casts fog on an enemy, their chance to parry an attack goes down, and the effect lasts 1 minute. Useful, but for half a second, the shade is visible.

Spilled Mind - This passive aura ability causes your shade to boost the secondary bar of your party members by 5%. So thats 5 more MAX energy or rage while your pet is out, and 5% more mana. A very nifty thing to have if used right.

Confusing Haunt - Causes the shade to channel energy at an enemy target, causing the target to walk in a daze. From where the target was dazed, the target will never move more than 4 yards away, making this a potentially useful crowd control method. Higher ranks last longer, but this makes the shade visible, so be wary of a single retaliatory attack killing your shade.


Life Coil - This two second cast spell is the first spell that a Befallen gets upon finishing his taint quest. All in all, it’s an important one. This spell may remind you of holy shock. It should! What it does is deal shadow damage to an enemy and add a very minor DoT. If you target an ally, it will heal them and grant a small HoT. This is the only spell that the Befallen has that can heal allies, and it’s the only healing spell that heals with shadow damage. Freaky, yes Be sure you can micro manage your targeting skills so you know to heal your friends instead of hurt your foes. As a nuke, it’s an average spell, and as a healing spell, it’s in between a fast cast quick heal, and a slow cast big heal. All in all, it’s average and fills neither role too fully, so use it carefully.

Blood Fill - When I said Life Coil was the only heal spell... I LIED! Well, actually, I technically didn’t back a time ago. A strange HoT. It may look like it would be under the Holy School, but its actually Arcane, so if silenced from the Holy School, you can still use this. This HoT only lasts six seconds, and des 2 ticks. That’s right, TWO. It’s job is to be an emergency HoT that gets all its benefit asap. It still gets full benefit from +damage/plus healing but don’t go looking for too much +healing only items. You’re not built to heal after all.

Instant Spiral - An instant cast attack spell that deals holy, or arcane damage (50% chance of each). You heard me! Why? I don’t know, a plothole ate my good reason. It just is! A fair spell, but it’s no shaman shock by far. Is on a 3 second cooldown, but its really interesting in its dual elemental property.

Death Pact - This spell drains some of your pet shade’s life to heal your own. Useful in an emergency, but abuse will kill your shade. It is instant cast, and drains some mana


Dark Ritual - Yea, figure it out. Drains some of your pet’s life, but this time restores mana. Good if you need to remain a good force of magic in the back row, as your spell power doesn’t compare to a shaman’s or druids. Again, don’t kill your pet unless you must. This instant cast spell uses no mana.

Summon Shade - Your level thirty quest reward pet. Very useful, this pet uses a focus bar, though I might make it a mana bar. I am not too sure yet. It takes three seconds to summon your shade, and talents can lower the time if you ish for it. Just keep your shade as hidden as possible

Rasp - Simply put, a damage spell that does arcane damage. Can’t go wrong with that. It’s a faster cast than Life Coil, but its healing potential is nonexistent. It also costs more mana.


That’s all for now. At a later date, more spells will be added to each tree, as my brain can think of more. All in all, a what if story of a quirky class.

Advantages: Versatility. Mage, healer, tank. This class can do them all... sort of.

Strong skills that help control aggro.

Supportive Pet. The Shade has its uses, even if it doesn’t fight much, and grants an edge vs rogues and shamans.

Shields and mail are defensive remember that. Wands also grant a ranged option.

Disadvantages: No plate Ouch By level 40, you won’t go up the ladder. Sure, you can find yourself decked out in Scarlet Monastery set from the get go, but your tanking days are limited.

Iffy magic. Your spells aren’t that strong, healing or DPS wise. Talents really matter. No resurrection, NONE A befallen is not a main healer, PERIOD

Abilities with random powers (Instant Spiral,

Shade is flimsy. Your shade pet will die often, and you will need to resummon it often.

Stances. To be honest, having to switch hurts. Switching empties your rage bar, just so you know, unless you use talents. You can play a bit like a druid however and provide constant DPS if you wish.

Weapon specific moves. You're going to want to carry atleast one dagger so you can make shades and tokens.

No free mount The Lich King doesn’t give supplies to those who don’t follow him. Get your

Talent Trees

FINALLY! Talent tree time! Feast your eyes, and feel free to help me balance if you find it broken.

Befallen Talent trees! OOH!


Slaughter: The Slaughter tree focuses obviously on killing power based on weapon and melee dps in Soldier style. If you want to play a rage bar intensive style, choose Slaughter.


Tier 1

Savagery - Increases your chance to crit with melee weapons by 1% per rank (5 ranks)

Improved Weapon Shadow - Reduces the rage cost of weapon shadow by 1 rage per rank, and increases its power by 3% per rank. (5 ranks)


Tier 2

Improved Soldier Style - Decreases weapon swing time by .2 seconds per rank while in soldier style. (2 ranks)

Bone Crunch - When struck by a critical hit, grants you a 10% chance per rank to score an extra attack, and a 1% chance to score an extra attack when scoring a critical hit. (3 ranks)

Deflection - Increases parry chance by 1%. (5 ranks)

Patient Thirst - Stores 10 rage per rank when switching to Taint Style. (3 ranks)


Tier 3

Dual Wield - Allows the use of weapons in the Offhand. (1 rank)

Improved Heart Plunger - Reduces the cooldown by .1 seconds per rank, and increases the bonus damage maximum by 4% and minimum by 2% per rank. (5 ranks)

Improved Unholy Strength - Your Unholy Might and Ungodly Might spells are 10% more effective. (3 ranks)

Vampiric Overload - 2% of the damage dealt from your critical melee and spell hits per rank restores life and mana to the Befallen per rank. (5 ranks)


Tier 4

Improved Meat Cleavers - Increases the threat bonus generate by your Alluring Meat Cleaver, and the threat reduction of your Putrid Meat Cleaver. Higher ranks are more effective. (3 ranks)

Thick Grip - Increases attack speed by 1% per rank, and increases Disarm resistance by 7% per rank. (5 ranks)


Tier 5

Stolid Dive - Teaches Stolid Dive, 20 yard range. Lunges at the target, dealing a melee attack that deals 85% of your weapon’s damage. If under the effect of fear at the time, it the fear will be removed. Costs 25 rage. (1 rank)

Hilt Specialization - Your sword and dagger attacks have a a 5% chance per rank to instantly strike for 30% more damage. (5 ranks)

Poleaxe Specialization - Your Polearms and Axes get +1% chance to crit. (5 ranks)


Two Handed Weapon Specialization - Your two handed weapons deal +2% damage per rank. (3 ranks)


Tier 6

Improved Lunging Jump - Your Lunging Jump generates +2 rage per rank and has a 50% chance to score an additional landing attack. (2 ranks)

Weapon Finesse - Your weapon skills increase by 3.3 per rank. (3 ranks)

Empowered Heart Plunger - Your Heart Plunger has a +2% chance to crit per rank. (5 ranks)


Tier 7 - Throat Jab Requires Weapon Finesse. Teaches Throat Jab. Deals a set amount of damage and silences the target for 3 seconds. Has a 10 second cooldown, and costs 30 rage. (1 rank)


Empowered Weapon Shadow - Your weapon shadow skill has a 16% chance per rank to deal an extra shadow. (5 ranks)


Tier 8

Field Knowledge - Decreases the rage and mana cost of all abilities by 2% per rank. (5 ranks)


Tier 9

Endless Hunger - Increases your maximum rage by 20 and your rage generation goes up by 20% to reflect this. (1 Rank)


Honor: You could call it the in-between tree built on tanking with a bit of power and a bit of magic. Honor has a few nifty fun modes.


Tier 1

Fervent Multitude - Grants +1% to your stats per rank. (5 ranks)

Shield Specialization - Your block rate goes up by 1% per rank. (5 ranks)


Tier 2

Suave Guard - Increases your chance to dodge by 1%. (5 ranks)

Hardiness - Increases your armor from items by 3% per rank. (5 ranks)

Anticipation - +4 To your defense stat per rank. (5 ranks)


Tier 3

Power Focus - Your chance to resist spell interruption of your Life Coil, Rasp and Vampires are increased by 11% per rank. (5 ranks)

Spell Parry - Your parry ability will work on direct attack spells. (1 rank)

Lingering Blood - Your bleed effects receive one extra tick per rank. (3 ranks)


Tier 4

Improved Doom Gaze - Lowers the cooldown of your Doom Gaze by 3 seconds per rank. (2 ranks)

Efficient Feeding - Using draining abilities and effects recover 2% more life per rank. (5 ranks)

Improved Unholy Frenzy - Increases the attack speed bonus and reduces the Damage dealt to the target of your Unholy Frenzy spell. Higher ranks further work on these. (5 ranks)


Tier 5

Sturdy Hemoglobin - Requires Clotless. Reduces damage from bleed effects. (3 ranks)

Defensive Syringe - Teaches Defensive Syringe. When activated, your parry will increase by 80%, until you’ve parried once. When you parry, you will instantly attack the enemy and cause it to bleed. This bleed effect deals minor damage and generates a lot of threat with the Befallen every tick. The parry effect lasts for 5 seconds before wearing off. Costs 25 rage and has a 10 second cooldown. Bleeding effect lasts 8 seconds and 4 ticks. (1 rank)

One Handed Weapon Specialization - Increases the damage dealt by 1 handed weapons by 3.33% per rank. (3 ranks)


Tier 6

Calm Prominence - Reduces the rage cost of your non-attacks by 1 rage per rank. (3 ranks)

Shine Tapping - Requires Fervent Multitude. Increases your Holy damage and healing from spells by 3% per rank. (5 ranks)


Tier 7

Solar Swipes - Teaches Solar Swipes. Instant attack that deals holy damage and heals the Befallen’s party by 15% of the damage dealt. Has a slight boost to critical hit rate. 50 Rage. (1 rank)

Zombie Fortitude- Your lifebar in zombie form increases by 2% per rank. (5 ranks)

Tier 8

Inaffectionate - Increases charm resistance by 10% per rank. (3 ranks)

Improved Skeletal Suit - Increases base armor boost by 2% per rank and defense skill by 2+ per rank of your Skeletal Suit. (5 ranks)


Tier 9

Unholy Aura - Grants the Befallen's Party an unholy aura, boosting life regeneration and movement speed slightly, as well as reducing spell damage slightly. Further ranks can be learned at the trainer. (1 Rank)

Sorcery: Magical DPS and very small amounts of healing are the name of the game. If you want some magic, this is your path. You’ll find magic more effective than you may give it credit for. At first, you may doubt this tree due to its slow growth, especially because you’ll have 6 talent points by the time you get your first spell. Still, give it a try. You might like it. It also focuses on making your pet a bit more viable, but its actually a somewhat viable tree for non-magical uses.


Tier 1

Wand Specialization - Increases damage of your wand by 6% per rank. (5 ranks)

Combat Thinkers - Increases your maximum strength and mana bar by 2% per rank. (5 ranks)


Tier 2

Improved Life Coil - Increases the damage and healing of your Life Coil spell by 3% per rank. (5 ranks)

Ghost Footed - Increases your resistance to movement impairing effects. (5 ranks)

Brain Muscle - Increases your strength and intelligence by 2% per rank. (3 ranks)


Tier 3

Improved Rasp - Increases the damage and mana drain of your rasp spell. (5 ranks)

Sorcerous Jolt - Teaches Sorcerer’s. An instant cast spell that deals arcane damage, and has a very high chance to land a critical hit. Costs 5% more mana if it scores a critical hit. (1 rank)

Arcane Pierce - Increases your arcane spell damage by 1% per rank. (5 ranks)


Tier 4

Succulent Cells - Allows your Vampire Thirst to drain only half of a full bleed effect’s remaining time while still getting all health back. Rank two reduces the time removal to a quarter of the bleed’s remaining time. (2 ranks)

Improved Spiral - Requires Sorcerous Jolt. Your Spiral spell gets a +10% chance to crit per rank. (5 ranks)

Wizard’s Brain - Increases your mana regeneration by 5% per rank. Half of this remains during casting. (5 ranks)


Tier 5

Frenzied Wizard - Increases your weapon’s attack speed by .1 seconds per rank. (3 ranks)

Triple Blast - Teaches Triple Blast. Has a two second casting time and 35 yards range. Hits the enemy with a tri-elemental blast of arcane, holy, and shadow damage and debuffs them for 15 seconds. If the target dies, then the Befallen gets a Shade Token. Costs 1 Shade Token to use. (1 rank)

Improved Guards - Your Unholy and Arcane Guard spells grant your target +5% armor bonus and 4 + 3 defense stat per rank for its duration. (3 ranks)

Ghost Plating - Increases your shade’s armor by 20% per rank. (3 ranks)


Tier 6

Improved Shade Focus - Reduces the Focus cost of your shade’s spells and abilities by 4% per rank. (5 ranks)

Ghast Bonding - The Befallen and his pet get +3% to their lifebar when the shade is out per rank. (2 ranks)

Improved Lich Grasp - Reduces the mana cost of Lich Grasp by 1% and increases the stun time he enemy has by 1 second. (3 ranks)


Tier 7

Magical Might - Increases all spell damage by 10% of your strength per rank. (3 ranks)

Deathspell - Requires Ghast Bonding. Teaches Deathspell. Deathspell becomes available when a target gets below 10% of their remaining lifebar. Deals massive shadow damage that likely will kill a weakened target and its base damage is over 1.5k. Has a 35 yard range, a 2.5 second casting time, and a 3 second cooldown. (1 rank)

Swirling Focus - Increases the damage of your Spiral and Life Coil spells by 3% per rank. (3 ranks)


Tier 8

Throat Clearance - Grants +15% silence resistance per rank. (3 ranks)

Fallen Magician - Increases your spell power in Zombie Form and Herald Form by 2% per rank. (5 ranks)


Tier 9

Death Herald - Requires Fallen Mage. Teaches the Death Herald transformtion. When used, the Befallen becomes a Death Herald, and will look like a Death Knight from Warcraft II. While in this form, the Befallen is mounted and undead. His movespeed is 60% faster and his armor is reduced by 35% and he cannot parry. His casting time is reduced by 10% and it cannot attack with melee. Using auto-attack causes the Befallen to strike with his wand, which is more powerful. The Befallen will be reverted to human if he lands in water. The Herald deals less damage with Holy Spells anmd more with Shadow Spells, takes more from holy and fire spells, takes less from shadow spells, and cannot bleed. The Befallen cannot be knocked off his horse, and he also cannot cast spells while moving. (1 rank)

That's that for talents. Feed me!


Misc/Edit

okay guys i have discovered a possibility to this expansion there is a hidden shack and dock in World of Warcraft at co-ordinates 70.3, 54.7 it is a small delapidated shack with skeletons inside and crates outside, and a dock infront of it, this is possibly a removed area or what will become part of a great sea quest. this was found by Urabuttstinks (that is eriously my name) and help from the knights of serenity, whisper 2 me for more information.

This was everything I know now. Please edit things if you hear any changes they made on this on the forums and edit them into this post. And authors of these info, please edit the info yourself. Ty and Ty :D

From response in GamingSteve.com (October 31, 2005 Rumor Control: World of Warcraft: The Burning Crusade):

"I do, however, wonder about something. Some time back, in one of his podcasts, Steve said that the expansion was going to contain Naga, and what he said suggested that they were going to be a playable race. Care to explain, Steve?"
Sure! Actually it isn't that interesting of a story.When I was Blizzard a few years ago and fooling around with the WOW alpha test I was talking with some of the devs about future items. One thing they mentioned was that they expected the expansion to take place underwater with the Naga being a playable race (something similar to the Dark Age of Camelot: Trials of Atlantis expansion). However this was a long time ago, way back when there were just six playable races in WOW, so obviously they changed their mind and the direction of the game, and back then WOW and War III were much closer tied together in storyline and mythology. I only learned that this was dropped a few months ago. Shame really, I would have liked to have seen that...
Something else you have to remember with this expansion is that pretty much 98% of the decisions being made have to do with balance and maximizing the sales (and fun) of the expansion. Very little being added is "just for the hell of it". Instead everything is being very carefully calculated and examined. Plus you have to add into the mix that WOW is a worldwide phenomenon which no MMORPG to date has had to address like WOW has had to address. Blizzard can't just add something just because the US market wants it, they have to add content that the world wants. This is unbelievably tricky to do and requires constant testing and retesting of ideas -- which is one of the main reasons that Blizzard is so hesitant on giving out details on their games. They don't like to change their mind unless they have to (anyone remember Warcraft Adventures: Lord of the Clans? They STILL get complaints about canceling that game!). Hence, they might appear to be stingy with their information, they are just being careful. Could you imagine the backlash if they announced that the expansion was going to take place underwater with the Naga and then they totally changed the direction ... which they basically did? People wouldn't stop complaining until the year 2050!



See Also