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News Items (Updated 10/27/04): The Warlock vs. Mage Debate (10/25/04 - 10/26/04) Dusty H. Predicts His Alternate Characters (10/25/04) Steve B. Predicts His Alternate Characters (10/25/04) Profession Planning Revisited (10/25/04) The PvP vs. PvE debate, Part I (10/18/04 - 10/21/04) On Guilds and Teaming Up (10/6/04) For Paladins, are there special mounts and holy weapons in the game? (9/29/04) Race and Class Scouting Report (9/29/04) World of Warcraft Stress Test Second Impressions (9/7/04) World of Warcraft Stress Test First Impressions (9/3/04)
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The Warlock vs. Mage Debate (10/25/04 - 10/26/04): Ryan K. (10/25/04): Dusty, you are really starting to freak me out. I *JUST* opened up my email to send a mail to this group and Steve B suggesting maybe Mage was a better choice than Warlock. The reason I was leaning Warlock was that earlier in the Beta, they got the portal. But this is incorrect, as you pointed out below. The main upside for Warlocks would therefore be the soulstones, and that is a problem we can overcome. The portal/raw damage is far more preferable. Steve B. (10/26/04): A couple things that I like about the warlock are the scouting eye and the water breathing (though I don't know how much time we'd be spending underwater and thus don't know how useful it actually is... :-P ), and I also like the pet (something maybe better suited for a solo character however - and the ability to summon a horse is nice). Am I correct in what I read below in that it will be the mage that has the ability to teleport others or is that still a warlock power? I saw that the mage had teleport but the Ritual of Summoning was still on the warlock list on the classes page... I do like the mage's offensive spell list (I realize that neither list I saw was complete ... or so I assume) and their ability to deal damage. I also like the ability to summon food and water. I think that my main will probably be a mage at this point but I may run a warlock as Alt C or D ... wherever I was at in my list of Alts... :-) Dusty H. Predicts His Alternate Characters (10/25/04): I would first like to point out that I would rather see a mage instead of a warlock in the group. But, ultimately that is not my decision to make. Warlocks get pets, and to be honest we have the tanking all covered, and I would rather see a raw damage dealer caster, plus the ability to open portals is awesome. But I wouldn't want to force anyone into anything. Secondly, Everyone should make their alts the first day, that way you can take full advantage of the rested system. My alts:
I haven't put much though towards professions as of yet. Probably, the mage will be an enchanting/tailoring, the hunter will be an alchemist/herbalist, and the druid will be an engineer (just for fun). Steve B. Predicts His Alternate Characters (10/25/04): Anyway, here are my brief thoughts on my secondaries … and I do mean brief…
Anyway, as I said, there are my brief original thoughts… Back to work… (…and I like the looks and thoughts on the primaries that you have laid out below…) Profession Planning Revisited (10/25/04): I'm even getting excited about the prospects of our alternate characters. If you remember from one of the first emails I sent, Blizzard is trying to prod people to play multiple characters at the same time, rather than power-level only one. This is why the "resting" system was implemented (see my old emails for how that works) and probably had a bit to do with how easy it is to level up in the game. So by all means, I hope everybody feels free to play any and all kinds of characters they want. It's not going to be a race. If we revisit the trade skill distribution, with the loss of Rory we are left with two unused skills. I have just thrown some ideas in for your races. These are mostly arbitrary - the only sure thing is that the paladin is a human. I think just from a variety of quests standpoint we are going to want to be a variety of races. I also think that it would be best if Dusty and I each paired up with Steve or Stephen to help ease everybody into the game. In this scenario, the elves would start off grouping together, and likewise so would the humans. After level 10 or so we'd all meet up and start traveling together. New Proposal - mains:
As you'll notice, all four players have the ability to heal, which is huge. Likewise, each starting duo has a healer and at least one melee character. And both duos have one character with resurrection. I've taken out the redundant Herbalism and added Enchanting (which seems like the kind of thing a Warlock is apt to do). With the way our schedules seem to work out, our "alternates" may play more often than our mains, so I am going to put a little though into mine. A couple I absolutely will have: 1. Ryan K Alt A (Gnome Mage) - Prof: Mining, Engineering, Skills: all This guy will be our gnomish engineer "bot". To get mastery in most/all professions, you have to get to Level 35. I don't imagine that taking too long. This guy will fully fun to play in short doses. Plus, I'm honestly curious to play the quests around Ironforge. 2. Ryan K Alt B (Night Elf Druid) - Prof: Mining, Herbalism, Skills: all I can see myself playing this guy a lot just because he will be so rare in the game. I pick mining again, because I want to have at least one miner in the three starting alliance areas (human, dwarf/gnome, elf) to get the different materials there. 3. Ryan K Alt C (Dwarven Warrior) - Prof: Skinning, Herbalism, Skills: all Purely from a mindless rampaging standpoint, this guy will rule. It will also fill my Dwarf quota (one). I would imagine and encourage you all to play all the classes and races you want. I don't care if you've got eight level-2 guys...have fun. For instance, I have reason to believe that Dusty's Alt A will be a Night Elf Hunter. And I would think Steve B's Alt A will be a Human Paladin. I don't know how important it's going to be to keep characters close to the same level...there's no sidekicking or reverse-sidekicking in this game...so it probably will be important to keep that in mind. I anticipate playing a LOT the first few weeks with my main character until he hits level 25 or so...and then I'll probably start branching out if people want. In all seriousness, you could probably hit level 20 in a day if you know what you are doing and have a teammate. It is WAY faster than CoH. Way faster. That's all for now. How about you guys? What types of characters and races are you curious about/want to play? The PvP vs. PvE debate, Part I (10/18/04 - 10/21/04): Ryan K. (10/21/04): He he he.... My "ganking" stance in this game is going to be to pretty much attack anything that's in OUR territory. But there is also the honor system to worry about. So it will have to be measured. Contested areas...I'm going to try and do our quests, but also defend ourselves. Enemy areas? If I'm going there, I'm looking for trouble. :-) Dusty H. (10/20/04): On the PvE server, enemy NPCs are aggressive.... I learned that the hard way..... But, your conclusion is my preferred conclusion, so I say 'right on'. Teach you much, I will, younglings. Lesson 1: The slaughter of lower level Orcs is not evil. In fact it is implied Divine Doctrine (thus the way of the paladin). The Smiting of evil does not just include major powers, it includes 'all' evil, even the lesser evils. Thus, just because a low level Orc is of no considerable threat to ones so powerful as us, it is in fact still evil at heart, and of considerable threat to our not so powerful allies (gnomes). Therefore, I decree, that the slaying and "devouring in the holy flame of righteousness" (tm) of these 'lesser' evils, is in fact part of the path of Good. On a further note, it is also desirable to smite these lesser evils before they can fester and ripen thus, becoming genuine threats upon ourselves. Furthermore, I commit myself upon this path of slaying the lesser, so we can secure ourselves from the encroaching evils, not yet visible. Always, furthering the path of good, Arioch Ryan K. (10/20/04): It's interesting Dusty...after re-reading this a couple of times, I have come to a different conclusion than you made. There is very little difference, IMO, between PvE and PvP. Ganking could still happen in PvE. Further, if a guy wants to corpse camp me...it's not a big deal. I'll either log off and switch to an alt, or just not come back, etc. I believe it would still be possible to pull most of this crap in the PvE server. Like both you and Steve B said, people are going to find a way to be jerks...period. Even in the PvE-only world of CoH, you had it...griefers, etc. So it cannot be avoided. I don't think I'd go looking for a new game...I'm pretty used to dying in all the games I play. :-) The big difference between this game and CoH in regards to dying is that there is NO penalty for dying in WoW. While this might encourage more aggressive play, it also means you have less to lose. Some people actually don't like this, but I love it. If you think back to the times when Stephen or I have died in CoH...I can't speak for him directly, but it seemed that 90% of the upset feelings were because of the DEBT, and maybe 5% of the anger was from the circumstances leading to the death (lag, server b.s., getting hit three rooms away, etc.), and the other 5% from actually getting defeated. I don't generally get as upset with dying as Stephen (probably because I have more practice!!!). If you opened up CoH right now to PvP, but took away debt? Fun Central. I think one of the biggest factors in my decision FOR PvP is just the implausibility of the PvE game world. I don't like the fact that in PvE I could theoretically walk my Paladin into the middle of Orgrimmar or the Undercity without instant death (if you avoid the guards). That's just not realistic. Now, if you are a level 60 Paladin, and the surrounding horde are level 1-5? Yeah...that makes sense. And that's about the only way it would happen in PvP servers. As the game wears on you get more and more "instanced" missions. These are the same as in CoH...nobody but you and your party in there. So when it comes down to these important missions...you are all alone and gank-free. And that's all I can ask. If I'm going to an area that is named a "contested land"...gosh darnit, I expect to have to walk on my toes. That inkling of fear and apprehension and randomness...that will add to the game, in the long run. As I look back at my time on CoH, it got old not only because of the limited things you could do, but in how limited the ways the enemies fought back. A human player might be a drooling vegetable on the other end, or he could be Lord British incarnate...he could be a "care bear" like me, or a berserker like Dusty...you just never know. If we are playing alliance, to me it will be part of roleplaying for Horde to act like jerks...to a degree. Both Dusty and Steve B have made interesting points on this issue, which is what I hoped to get. I asked my friend Rudy about this, and here was his response:
One other thing that is worth noting is this: PvP servers can be tough if you are soloing. But if you are grouped together...strength in numbers. I would assume that by the time we are high level enough to have quests in contested areas (25+), we would all be together. In fact, I think that might be Guild Policy #1...send no man into battle alone. If you are on, but nobody else is, you can either do some of your old quests which you left behind or play your alt, etc. Do some crafting, do some gathering/mining, etc. I can tell you right now I'm going to have at least TWO alts....a Night Elf Druid, and a Dwarven Warrior. The Druid purely because they are going to be an underused and under-appreciated class...the Warrior because they are tough-as-nails and I want to scout out that area. We will cut out 80% of the PvP mess if we are traveling in a group of four. And at least when we die, we will all die together. It's a team game. I view it as giving up a touchdown in a football game...it's a score, that's all. Not the end of the world. So right now, based on all the information I have, I choose: PvP server. Dusty H (10/19/04): OK. Let me wade in here. First lets establish what exactly the difference is between the servers. PvE (Player vs Environment):
PvP (Player vs Player) {like that needed explaining....}:
Now, the only difference between the two server types is the auto PvP flagging in enemy territory and contested territory. In PvE you aren't, in PvP you are. What this means for people is in PvE, you choose when and if you want to PvP and in the PvP server the choice is made for you (based on where you are). Now, my personal preference would be for PvP. Dying doesn't bother me. Getting 'Ganked' does not bother me, 'Ganking' other people makes me happy. Now, I can't speak much for SteveB, but for Ryan and SteveS I can say with most certainty that my preferences do not parallel theirs. I have a fair amount of experience in PvP in a couple of different games and am 'jaded' to the crappy things that happen. Jaded enough that I don't mind doing some of the crappy things (yes, I have little to no conscience...well...at least to someone over the internet that I don't know...I don't care if I ruin their day, and they don't care if they ruin mine). For Rhine, I would say he would have a fairly good time, pvping and all, even dying in a few PvP fights wouldn't bother him much, as long as it was a relatively fair fight and all. But. The instant he got 'ganked' he would not be a happy camper. Then, once someone decides to start corpse camping him, he would be royally pissed. The game would instantly not be fun anymore. We would be looking for a new game. (sorry, got to tell it like I see it playing out) Now, for Stephen, it would be even more hard for him to swallow. First off, I think he is being a little dragged into WoW, and the whole idea of PvP. I would think after the first few times we got attacked in a contested zone he would be frustrated with the game. I remember when we played on Synergy together. I engaged in a little PvP a couple of times, Steve never did. He only jokingly once mentioned doing it one time (I assume jokingly...) After he stopped playing I engaged in PvP big time( Basically, I and a small group of elite basically decimated everyone we could, It was a secret alliance, I had a 'front' for the majority of my PvP, but eventually those who followed my clan found out my sinister nature and tasted the steel of my blade....) Basically, what I'm saying, is that PvP in the PvP server would leave a bitter taste in Steve S and Rhine's mouth and might even ruin the fun for them. So without further ado, here is my proposed pvp plan for us. We play on one of the PvE servers. In the PvE server we can pick and choose when and if we want to engage in PvP activities. In this way, we can get a taste of PvP that would be best case scenario for if and when we decide to switch over to PvP server. If and when Steve and Rhine wanted to move to the PvP server we could. Simple as that. On a side note. Hero classes. They aren't implemented yet, nor will they be at retail. But, I will guarantee you wont hit hero status without PvPing. In warcraft they have an 'honor' and 'faction standing' system they are implementing. With the faction standing system you simply have to do quests in a races lands, etc. to get on the races good side to receive a good standing with them. And with the 'Honor' system you gain honor by killing enemy NPCs and Equal or Higher lvl Players, and you loss honor for killing lower lvl Players. It is my assumption that to attain hero status you have to have a very good standing with your fellow allied races AND have a good amount of Honor. This PvP activity is going to be necessary to become that demi-lich, demon hunter, archmage, etc. In the PvE server we will be able to surgically pick when and how we attain that honor, thus, it will be easier for us. In the PvP server we are just as likely to get dishonor as we are to gain honor in the chaos that is all out PvP, thus it will be more difficult for us. To sum up, PvE will be easier and more planned out to attain hero status than in the PvP server. PvE to start off with, PvP later, if we choose to. My thoughts. Steve B. (10/18/04): No matter what the system or what the game, there will be people who will look for the loopholes and the cheats and exploit where exploiting can be done. These bushwackers are to be expected. In all honesty, it’s a good tactic for the horde and their evil ways. Is it annoying? Yes. Would it suck to get killed after fighting a big mob? Yes. But it is a valid tactic and in all honesty a smart one. Who wouldn’t allow their opponent to be weakened before moving in for the kill, especially if those doing the “weakening” were nothing more than grunts or nobodies to which you owed no allegiance. I think that as Paladins, we should be punished if we implore bushwhacking tactics as it is not “right and just” but for other classes or at least for the horde, what better way to get ahead than to let someone else do the grunt work and then step in and take credit. It seems suitably evil. I’m not sure that I like the way it will affect the honor rankings but it is a valid tactic. Honestly, there are some flaws with the honor system that need fixed. The biggest that I can think of after reading the message boards is the fact that if you’re attacked by a lower level and you defend yourself, your honor is damaged by killing a lower level… Anyway, just my quick thoughts on the subject… On Travelling from Stormwind to Ironforge (10/6/04): On the comment that the flight path from stormwind to ironforge is not automaticlly open for people. That is true. But, there is an underground gnomish train that goes from both points(somewhere in the keep to somewhere in the gnome section of ironforge). Trip one way is about 5 minutes, slower than gryphon, but free, and no need for opening' the flight path. On Guilds and Teaming Up (10/6/04): I got that last part clarified...you need PLAYERS to start a guild, but all of your characters are not forced to join. Minor point, but I wanted to correct it. I'd love to have a secondary character who was a Hunter or Druid, actually. I am intrigued by that. Hunters OWN at ranged weapons, and Druids do some pretty messed up stuff. It would be fun to play either occasionally. I want to stress that all this talk I've been doing doesn't mean my primary focus ISN'T going to be to have fun...it is. I'm just enjoying discussing the strategy right now. I have never been a particularly competitive person when it comes to games (as Stephen and Dusty can tell you). I like to do well, but I don't really have it in me to be an aggressive, motivated PvP machine. I plan on participating PvP occasionally for amusement, but my primarily goal will definitely be character progression, quests, and playing together. The comment was made by Steve B about travelling to meet one another. Depending on how we're broken up demographically, if Dusty's and mine experience was an indication, we'll want to do this as soon as is practical. It will be important for everybody to spend time initially developing their racial and class contacts. Doing this will lead you on local missions, which by design yield better gear and relatively large experience bonus. It is about level 5-7 though where most classes stop being able to solo with impunity. You have to travel through areas with level 10 monsters, and you are level 7, etc (almost sure death in this game). To keep up the pace of progression, you will want to start grouping around that point...particularly sharing missions to kill X guys or collect X bandanas, etc. We also have to remember that it is now even harder to travel to meet each other than it was for Dusty and I...they have eliminated the automatically open route from Stormwind (Humans) to Ironforge (Dwarves, Gnomes), which means a long jaunt. Plus, for Night Elves the trip is expensive (a whole separate continent and all). All things considered, Level 10 would be a good goal to start gravitating to one another. The first levels go FAST...one solid work night of playing could get you from 1st level to 8th level easily. A weekend could get you up to 15th even if you teamed. By the way, I see no reason to HAVE to take a dwarf or gnome. If we were 4 humans + 1 night elf that would be fine by me. And if somebody wanted to be a night elf along with Dusty, we'd have two sub groups that could speed up the early game process, and then ALL merge at some point in the future. A second look at professions (10/5/04): Okay, so I've found out some additional information. 1. First aid allows you to create bandages of increasing effectiveness, but the components start to become more rare (as you'd expect). I'm told at higher levels these reagents are also highly-valued by Tailors. 2. Tailors are who make your pouches in the game. We will probably want to have one person who progresses very fast in this profession. 3. Leatherworking lets you create "Armor Kits", which will supplement ANY type of armor (cloth, leather, mail, plate) and give it a defense bonus up to +12 each. Kits can be applied to chest, legs, feet and hands. The lowest-level armor kits can easily be made using one piece of light leather (a very common result from skinning dead foes) and one piece of coarse thread. These will be especially nice for our robe-wearing members as every little bit of armor helps. 4. We will definitely have to discuss auctioning and the economy of the game as we get closer. Sounds like November 15th is very likely the release date. That's 5 weeks. 5. Mining random deposits in the countryside yields ores: iron ore, copper ore, tin ore, gold ore, silver ore, etc. Not only are these yields generally useless to blacksmiths, but ores can only be stacked 10 high in your inventory. Those with the Mining profession can "smelt" ores if they are standing near a forge. Smelting converts the ores to bars: iron bars, copper bars, tin bars, etc. These are not only directly useable by blacksmiths, but they also stack 20 high (taking up less room in the inventory). 6. Herbalism will be the most heavily-used and needed collection profession. We will be making bandages, potions and enchantments far more than weapons and armor. There are 9 professions and 5 of us (can have 2 professions each)...I think we should have two people with herbalism. 7. I have found out that they eliminated the ability to mail soulstones...so there goes that idea in the beginning. I attempted to re-group our professions/skills to something more intuitive (again, this is completely arbitrary): Steve B (Human Paladin) - Prof: Herbalism, Tailoring; Skills: First Aid (Primary - would have "recipes") Ryan K (Human Paladin) - Prof: Mining, Blacksmithing; Skills: Fishing Dusty H (Night Elf Rogue) - Prof: Skinning, Leatherworking; Skills: First Aid Stephen S (??? ?????) - Prof: Herbalism, Alchemy; Skills: Cooking Rory K (??? ?????) - Prof: Enchanting, Engineering; Skills: First Aid In the preceding example.... * Steve B wouldn't be dependent on anybody for anything. His Herbalism is a collection profession, while both of his other professions/skills (Tailoring/First Aid) require mostly the exact same type of components. These components predominantly come from drops and stores, and are not collected. Tentative nickname would be "Sir Knits-a-bunch". * I would be self-sufficient (Mining feeds Blacksmithing), and able to create most non-magical metal weapons and armors. It makes sense for somebody who can actually use all these items to handle this. Tentative nickname would be "Mineshaft McHoly". * Likewise, Dusty's Rogue (which can use leather armor), is both self-sufficient (Skinning feeds Leatherworking) and is the only one who can use most of the armor he makes. Tentative nickname would be "Miss Cassandra's House of Pain". * Stephen S is also very much self-sufficient...he has the herbalism profession which not only allows him to make his potions, but also his cooking recipes. Tentative nickname for Stephen's character is "Martha Stephen". * Rory K is our "BASF". He doesn't make most of the products we buy. He makes most of the products we make better. (tm) Rory's tasks early on would be fairly slow...which probably fits in best to his busy schedule. A first look at professions (10/4/04): One thing that we've been talking about in the office today is the profession system in WoW, how it's been revised, and how it can be used to make our team stronger. As you know, beyond your class of character you also can start up skill trees. These have been renamed "professions" but skills is shorter to type so I'll use that. :-) In the stress test that Dusty and I played, you accrued skill points every so many XP (like 1000) and so you started getting them faster and faster as you went along (starting to kill bigger things, more xp, etc.). These skill points could then be "cashed in" by going to a specific trainer and starting the skill out. At the time, these skill points were common between your sword/armor skills and your professions (skinning, fishing, sewing, leatherworking,etc.). It sounds like with the latest change in the Beta, they are not. I don't know exactly what it means or how you earn them...I assume you have to pay something (money, <skill> points, etc.) to start these trees, but I'm not sure on that yet. How many skill sets can your character have? Not all of them. See the attached: http://www.worldofwarcraft.com/info/professions/ http://www.worldofwarcraft.com/info/professions/basics.shtml You can only have two "professions". The following are available professions:
But there are basic skills that I believe that everybody can have regardless of professions:
Let me give you my own "Tharkendaz" slant on how I see this playing out. I wanted to throw this out for discussion so please respond with your comments and suggestions!... We are going to WANT to have a variety of professions among the group. This is largely because of the interdependence between professions. An alchemist might need something from an herb gatherer and fisherman both to make a portion. That potion may be one component required for our enchanter to amplify the armor of some gnomish spring-loaded boots which our engineer has constructed from the Irow-claw boots our blacksmith made....and so on. Looking for things on the open market is generally not a great thing to have to do. I do not believe there are certain bonuses per se for races or classes taking certain professions. However, some professions...like engineering, for example...have their trainers in Ironforge, which is a gnomish/dwarven capital city. So if Dusty plays a Night Elf that wants to be an engineer, he might have to wait a while to start/find a trainer. It is worth noting again the coolness that is the mail system in this game. There are mailboxes in most villages and towns, and you can send and receive items via mail to other players. The biggest key to doing well in this game (and in PvP) will be how well we exploit/use the non-combat skills...the professions and minor skills. The most important thing in winning PvP or killing a monster is to STAY ALIVE. It is important that we understand the way healing and powers work in this game. Much like CoH, when you use a power, it is on a recharge timer. There are exceptions to this...when I was healing with a paladin, I had a long cast time (which could be slowed or interrupted)...but when I managed to cast it, if I had available mana I could start to cast it immediately again. Most heals work this way...the time is in the casting, not in the recharge. There are a number of other ways to heal yourself or others: 1. Food - This is a non-combat use of an item, which involves actually sitting down to eat. This accelerates your healing rate, and will heal to a certain maximum limit of hit points. For classes without a healing teammate, these are a necessity. Note: mages can conjure food. Those with the cooking skill can create uber-food. 2. Potions - These are relatively rare to pick up, and expensive to buy. However, an alchemist can make them with the right ingredients. They are great though in that they are an INSTANT use, during combat. The problem however is that no matter how many you have in your inventory, they have a "cooldown" timer until you can use them again. Basically what this means is that you can only reliably count on using one potion during a battle. So what else gives you a combat heal?... 3. Bandages - Bandages can be created using the First Aid basic skill and with the component of Linen if I recall correctly. (Linen drops like crazy in this game.). Bandages can be applied during combat to yourself or others (if you have the First Aid skill), but like healing spells, can be interrupted/delayed. Bandages, like potions, have a "cooldown" timer though, so you can't just keep bandaging yourself or others. 4. Soulstones - One of a Warlock's unique abilities is the ability to create "Soulstones" and "Healthstones". Creating these is tricky, because a character can only carry two at a time, one of each (including the Warlock themself). Both types of stones come from a soul shard, which a warlock can extract from an enemy at or just below his level right as he is about to die (10% health or less). This item, with no other material components, can be turned into either kind of stone by the warlock. It is hard to say which item is better...both are awesome. The Healthstone is essentially an instant-use health potion, which restores like 50% of your health. The Soulstone is probably even better, as if you die with one in your possession, you instantly come back to life with 50% health [Edit: no longer true]. This will save you the dreaded "corpse run" that you will all become intimately familiar with and let you rejoin the battle instantly. The "cooldown" timer associated with these healing methods means that the key to long-term survival is in having a variety of methods at our disposal. Between the five of us, my hope would be that everybody could be equipped with our standard "Tharkendaz Survival Pack" before major battles:
******************************************** We can send requests for items or favors in-game via the mail system or TeamSpeak if we are both on. I would anticipate a sequence like this: (Ryan checks his mail at the local Inn when he starts game) "Ryan - Next time you are on I need you take these components <included in package> I got from Rory and turn them into a spiked mace like you did before for Steve B. When you are done send them to Stephen he's got something he's going to do with it first. Thanks, Dusty" (I make mace at local forge and send the following mail to Stephen in game) "Stephen - here is a spiked mace that Dusty requested for his priest, he said you were going to do something with it. Rhine" (Stephen, proceeds to amplify the mace into ass-kicker status, and sends a package back to Dusty.) This whole process can go pretty slick and fast. It also negates some of the initial problems of us being different races (I am assuming this, for all I know we'll be a bunch of humans...) ********************************************* In the hypothetical party listed further above, I (the herbalist) would provide Stephen (the alchemist) with the necessary reagents to create healing potions. So he might get a delivery of 30 mandrake root (or whatever) every now and then. Steve B. would take linen from everybody to keep us well-stocked with bandages. Stephen would capture soul shards two at a time, and mail out soul and health stones to all members of the group. Rory would mine metals and ores and send them to me, so I could make weapons and armor from daggers to mail. Stephen could then turn these magical eventually. Dusty would send hides to Steve B, so he could make us all large pouches to hold all our belongings, and also leather armor. Completed items from any of us could be sent to Rory to amplify with his engineering gadgetry. Another cool thing about this is the free banking in the game, which gives you up to 30 free individual slots and I believe you can also buy up to 10 bag slots (to throw bags full of stuff into). You'll notice in my hypothetical scenario, every one of us has the ability to make a "final product" that can help the group. Anyway, sorry for the extreme length of this email, but I wanted to give you all my thoughts on the subject. Please discuss. For Paladins, are there special mounts and holy weapons in the game? (9/29/04): Yes and yes (maybe). Paladins quest for a special warhorse, which is an armored mount - the only such mount in the game. This is moot for the most part though since nobody can get mounts until 40th level. [and also because you can't use your mount in battle] Then again, they don't have to pay for it that way either. Horses go for 100 gold, which in this game is a ton of money (most stuff is in copper...as a point of comparison, your starting weapons can be bought for like 20 copper). There are 100 copper in a silver, and 100 silver in a gold. As far as "holy" items, Rudy here at work has told me his buddy (who plays a paladin in closed beta) has a holy shield which is apparently goofy good. I don't know about a sword. Rudy tells me there are class-specific items throughout the game. For those of you who played Diablo II (pretty much all of us), some magic items do have some extra bonuses attached to them (+2 STR, etc.) but not to the level or randomness of what was in D2 or Dungeon Siege. Most of the best items in the game are specific items earned from quests, like Baldur's Gate II. The randomness comes in from crafting. Players with certain skill sets can make just outstanding items and even enhancements for existing items. Gnomish engineers can make scopes that can be mounted on crossbows/bows/guns to increase their accuracy. These modifications are permanent and require the proper components. The skill system in the game is really where the depth lies, and is new to me. It isn't quite to the level of what SW:G has, but it's enough to keep a guy busy. Whether you are a cook or a leathercrafter or armorsmith or engineer, you need to first get blueprints/recipes to learn the formula (like learning a spell scroll in Baldur's Gate II). Once you have the formula, you just need to get the proper materials and get to forge, etc. As you can imagine, the better items require rare components and resources. For this reason you will see the trade areas/channels be very valuable. You never know if that malachite you just picked up isn't desperately wanted by a gnomish mage three towns over. :-) Race and Class Scouting Report (9/29/04): Since we are leaning towards Alliance, I might as well give everybody on this email my take on the races/classes that would be available: Alliance Races: Night Elves - Classes: Hunter, Druid, Warrior, Priest, Rogue Home City: Darnassus (the world is essentially divided into two continents...the Western continent is predominantly Horde, while the Eastern is predominantly Alliance. The Elves are the only Alliance race to start on the Western continent...technically it is an island/tree off the coast.) Humans - Classes: Warlock, Warrior, Mage, Paladin, Priest, Rogue Home City: Stormwind (Eastern continent) Dwarves - Classes: Hunter, Warrior, Mage, Paladin, Priest, Rogue Home City: Ironforge (Eastern continent) Gnomes - Classes: Warrior, Rogue, Mage, Warlock Home City: Ironforge (Eastern continent) Classes: Hunter - Your typical D&D style ranger, they can't use mail until level 40. However, they can tame beasts and monsters and use them as pets. They are much more effective as a ranged attacker than in melee. Some of the pets they can have get NASTY at higher levels. They have more spell-casting than you might expect. They start out with the default ability to use a bow or gun. Yeah, gun. Druid - These guys are basically shape-shifters, and depending on their form can assume the powers of other classes in the game. They have the best buff in the game, which I was lucky enough to have a druid bestow on me once during beta. They are similar to a D&D type of druid in what equipment they can use, but have a very nice variety. They are also rather rare, since only one race can even play them for the Alliance. Warrior - Speaking from experience, these guys are tough as nails. The difference in damage output over time between my paladin and warrior in Beta was pretty sizeable. Warriors and their rage meter can really start piling it on to enemies, and their defense comes from not only being able to wear great gear, but kill things quickly. Seriously insane. The only drawback would be as a solo character, as they have no way to heal themselves other than sitting down and munching on some food. (NOTE: food in this game isn't used the way it has been in many previous games. You don't have a "hunger" meter or anything....you don't starve. But if you do happen to have food, it is basically like a slow-acting non-combat healing potion. Depending on the flavor of food, etc., it can be significant. Thus, recipes/cooking skills are a hot trade commodity in the game.) Paladin - Everybody knows what a paladin is in the fantasy genre. Less offensive and more defensive. Your paladin in WoW is kind of like your tanker in CoH...except he can and will hit HARD. You get plenty of inherent abilities, plus you have some special quests you can do. Paladins are also very much like CoH's defenders in that they have lots of group buffs. Very balanced class. Only playable by dwarves and humans. Warlock - Dark magic spell casters, heavy into summoning (both demons and other players) and full of fun little abilities. Their damaging spells are mostly DoT, which can be every bit as effective as instant-damaging ones (actually, better in the case of protected players or other spellcasters). They also have an array of nasty summoned pets as well. A very intriguing class, only playable by humans and gnomes. Mage - These guys are basically your fire blasters and ice blasters from CoH...lots of AoE damage. Big damage. You also get some useful abilities like polymorph (turns enemies into sheep) and a skill set that conjures food (a form of healing). Pretty traditional wizard here. Priest - Another class close to the CoH defender. Ranged attacks, aggro control, buffs, and of course healing. Lots of healing. Like Paladins, can resurrect other players (this is huge in this game). These guys are NOT your D&D clerics though! Cloth armor only, plus one-handed maces, daggers, staves and wands. They are not a melee class, but a spellcaster class. Rogue - What you would expect. Have a unique combat system centered on combination moves. Have stealth abilities and some massive attacks. Only use up to leather armor. World of Warcraft Stress Test Second Impressions (9/7/04): This is a follow-up to my "First Impressions" from the World of Warcraft Stress Test. Dusty and I have now played a little longer and with a couple other characters, so aside from PvP, we have a little more complete view of the game. I have also played an undead warrior, while Dusty has played a dwarven warrior and an undead priest. My thoughts: 1. Once again, the visuals in the game deserve mention. The artistic values in this game are really amazing. We were able to travel around to the dark elf starting area, the dwarven starting area, and the undead starting area, along with the human starting area. All have very distinctive styles and enemy types. Of course there ARE parallels...whether you call something a winter wolf, a hell hound, or a coyote, it will still yield the same 'stringy wolf meat'. So maybe you start off killing mindless zombies instead of kobold workers - whatever. The game manages to give a different feel to the game despite keeping some fundamental consistency to game play. Some of the areas are simply over-the-top cool, in particular the big cities (Stormwind, Ironforge, Underworld, etc.). The first time I walked into Stormwind....damn. That was pretty much my reaction. You won't see that very often in any game. The scale of the game is grandiose, and the artwork captures it perfectly. 2. Diversity Rocks. The diversity in styles in this game is overwhelming. In a game like SW:G, you could be different races, but does the game really change that much? No. In a game like CoH, you could play different origins, but do you start in a different city or part of the city? No. I connected more with all the characters I created, simply because they came from their own world. You start off seeing all people that are just like you...but eventually you branch out, see more of the world. You also end up having a little comraderie with your fellow races because of the way the game is structured. When you are in a contested area (or worse), and you come across a fellow undead, or dark elf, whatever...it's hard to describe. Eventually of course this feeling will partly go away as you start grinding, just like any game. But it's definitely cool. 3. The navigation system grows on you. I still would like a compass or indicator that tells you your direction, but its very workable in its current form. It is balanced by the coolness of the maps. 4. The combat system isn't bad at all. As I said in my first impressions, once you figure out how the basic attack works, and how to 'tag' things, you will be fine. One thing I really like (that ties into the diversity theme) is that not every character has health and mana. My undead warrior, for example, has health and "rage". Rage, by default, is at zero. As you kill things, it builds up, upon reaching certain levels, it opens up special attacks for your warrior, from Sinister Strike to Pummel, etc. These powers do a surprising variety of things, from stuns to bleeds (damage over time) to spell interruption. Your rage decays over time, so you will either use your special attacks during the middle and end of a battle, or speed quickly from opponent to opponent. Rogues get combo points, which can be "cashed in" on special attacks. There are definitely different ways to play the game based on your class. 5. Once again, the quests rock. Great rewards, funny quests, suited to your race and "alignment". Horde do naughty things, while Alliance do friendly things. And these quests can be multi-part extravaganzas of experience, rewards, and travel. They might take you a LONG way away, or they might take you around the corner. In all, they make the "grind" much less noticeable and put the focus on the goal, not the killing. You still will be killing mass numbers of enemies, but the focus is always on the end result. 6. The Guild dilemma, and a solution. In CoH, all it took to create your own Super Group (Guild) was one Level 10 character. The result of this was that there were a bunch of frivolous supergroups, and the value of one wasn't quite what it could be. (Still great though) Dusty and I attempted to start a guild in Stormwind (Human city). The process was much more formal, and clearly meant to separate out the lesser guilds. First off, just to purchase a blank charter, it was 10 silver. This is cheap for larger characters, but for a level 10, it was a lot. All the charter does by itself is reserves the name of the Guild. But when you look at it, it has your character's name and 9 blank spaces. To officially register the charter, you need 10 signatures. These first ten players (NOT characters mind you, but players!) will sign the charter, hence "charter members". Charter members of a group cannot be kicked off, but they can quit. So what are the four of us (Stephen, Steve, Dusty and myself) to do? Rudy had the answer for me today: you can just have some random people sign for you to get to 10, and then register the guild. Once you are registered, you ask these helpful strangers to quit the guild. As long as you have a minimum of 3 members, the guild stays active. This is apparently a pretty common work-around. In the same building they let you design your own tabards, which appropriately drape over your character. There is something very cool about this. 7. The language factor. Maybe I'm the only one, but I love the fact that you by default can't understand dwarvish if you are human. That a troll can't understand an elf. That's just cool. In general, horde and alliance can't understand each other, so if a "defense alert" comes up on a local broadcast channel, it will either come up as gobbly gook or nothing at all to a foreign hostile invader. Truly, you can't really even talk to somebody from a rival race (even if you're friends in real life). It makes coordination and spying much harder to do...as you can't monitor their chat channel or communications. Tying into that, there are alerts when enemy forces enter or start killing in your homeland. An automated alert is sent out to everyone in the area...all of which further solidifies the sense of "oneness" among a given race. You come to each other's aid. Potentially very cool. 8. Skills and Talents. You start to accrue skill points at regular intervals of XP as the game wears along. Depending on your class, you will have different skills that you already start with. Typically, once you get 30 skill points you can open up a new weapon skill, armor skill, etc which allows you to use that item. Skills really open up as the game progresses. But skill points do not have to be used just for combat abilities either. They can be spent on things such as herbalism, skinning, sewing, fishing, alchemy, horse riding, etc. The really cool thing about this game (in the Beta only) that was lacking in others with this aspect is that you can "unlearn" these skills (if you don't like them or no longer need them) and get back ALL of your skill points. This lets you try different things as you go, and also customize your skill sets should you happen to pick up a really good weapon you want to use. Talents i don't know much about as they haven't been available to me yet, but from what I understand they can be used to further individualize your character and increase your abilities. Talent points appear to accrue much, much slower than skill points. 9. You've got...mail? This is really a cool idea. There are literally mail boxes in most towns and villages. You can send mail to other characters...with packages (attachments). These attachments can be items or whatever. So say that we all form a guild but Stephen happens to be playing a dwarven priest, and he is in his homeland at the moment doing missions (or even offline). Meanwhile, Dusty and his dark elf rogue finds a wand on his own continent that he knows Stephen can use...so rather than sell it, or keep it in his inventory, he mails it to Stephen. Now, when Stephen logs back in he checks his mail. Lo and behold, there's a FedEx in there with a new wand! It's as simple as that. Neat concept. 10. Flying the friendly skies. As you all already know, there is a mass-transit type of system in the game, but it involves paying a fee to a gryphon master/bat master, etc. to fly you to an available destination. You can open up optional new destinations by first walking to a "port" and talking to the (beast) master. Once you've hoofed it there, you can fly there. This mass transit is far from instantaneous (as you can see from Dusty's FRAPS video of the Stormwind-to-Ironforge flight), but it serves as a safe time to go make yourself a sandwich, do your taxes, cure cancer, etc. No seriously - it takes a while. One thing that I found cool about this is that your characters and their mounts really show up to everybody else around you. Just hang out in front of the gates of Stormwind and you will see elves, dwarves, gnomes and humans all flying in over your head on the big gryphons. And likewise, you can check out your surroundings as you ride. I was able to see Dusty's "flight" coming in for a landing to Stormwind while I was still outside, and identify him with the mouse. Again, there is a consistency in theme and world here that is unmatched. 11. One final thing: Everything in this game can be killed (theoretically). In a PvP world, typically your players are game, but in this one all of your NPCs are too. This means popular targets might be gryphon masters, inn keepers, armorsmiths, etc. Just imagine having your entire town razed of all NPCs...where do you train? Where do you sell? We are not talking about Lord British and Ultima IV here...these guys can die. In a contested zone, typically both factions will have a flight path into the area. So a strong tactic, if there is a mass battle taking place there, is to take out the other faction's means for escaping. The people already there can do a corpse run, but they are pretty much screwed about getting home unless they want to walk/run the entire way back (if that is even possible). As you can see, this element makes the NPCs a much bigger part of this game than just random lifeless contacts, stores or text messages in a shell...you are going to really want to protect some of them! I should also mention about the PvE...in Alliance or Horde areas, if you are from the other faction, you cannot initiate attack. However, you CAN be attacked by a local player. If that's the case, it opens you up to wreak havoc for a certain period of time. In the "contested areas", all bets are off. Overall: This game far exceeds my expectations. I can only imagine that the final version that hits shelves will have even more polish and depth to it. I am impressed, and I think I've found my game to play once we tire of City of Heroes.
World of Warcraft Stress Test First Impressions (9/3/04): Last night, Dusty and I got into the week-long beta stress test for World of Warcraft. Here are my first impressions. These will predominantly seem like gripes, because some of them are based on differences with CoH. I will start with the things I didn't like as much and get more positive as I go. This is all from the perspective of a person who has only played the game for a couple hours (hence "First Impressions"), and from a person who has played CoH a lot. I am familiar enough with Star Wars: Galaxies though that I can make a couple of comparisons there too. 1. The navigation system in this game is very different than City of Heroes. I have gotten very accustomed to the navigation system in CoH. I like the fact that in CoH, when I turn I get visual feedback at the top of the screen from a compass that my bearing has changed. You always know which direction you are headed. In CoH you can place a temporary waypoint or even left-click on a neighborhood or person, and that point will be illuminated on both your overhead map and your compass. All your waypoints are relative to the direction in which you are heading at that point in time. In WoW, there is none of this. One positive is that you always have your map open, in the upper right corner of the screen. This is really nice. I don't know about you all, but I've always wished that in CoH there was a good way to have both open at the same time....the map just takes up too much room on my screen to leave open while I'm navigating/fighting (in CoH). The problem with this though is that as you turn, the map does NOT rotate in your map view screen. Neither does your compass. So the only way you can tell what direction you are headed is by looking closely at the arrow in the center of the map representing your character. The best way I could describe this map view is the old arcade game Asteroids. This is exactly the same...as you rotate, your arrow rotates, but the world doesn't move. North is ALWAYS up. This is okay I guess, but it is different than MMMORPGs like Star Wars: Galaxies or City of Heroes. There ARE landmarks on the "mini" map, but these signify towns. People, shops, etc. do not seem to show up (though your corpse does when you die - I'll get to that below)...which fits the theme of the game but is inconvient as hell. The thing with these landmarks is that they show up along the perimeter of your minimap (which is circular in shape) to give you the direction in which to go to get to them. This works okay after a while, but the thing I REALLY miss from CoH is that these landmarks only show up (and cannot be tagged or selected as waypoints either) in your MAP. They do NOT give you an inverted triangle marker with a range from target in your main game view screen. Other MMMORPGs have had this, but here they have elected to not. The end result of all this is that the world feels even bigger than it would normally (it's huge to begin with). You get no sense of how fast you are moving, because there is no feedback in distance from target (in miles, yards, feet, etc.). This fits with the medieval theme, but it was a culture shock at first...would an Orc really know that he is 0.91 miles from Grog the Weaponsmith? Of course not. But he might know the general direction in which Grog is...which is what the map can tell you. The biggest hurdle I see is that it is much more likely to get lost or be unable to find a contact. They make it easy to find the guy once you are in visual range (a big glowing exclamation point or question mark over their head is a dead giveaway), but it is up to you to remember roughly where the guy is. Honestly, CoH probably lets us be very, very lazy in this regard. I don't know of any other games that make it so easy to find your contacts...even in SW:G, I think you just got a waypoint in your viewscreen (but not on the map). Just imagine if you had to remember where Paula Dempsey or Wes Schlabel was in CoH, and find them from memory. We could all do it, but this is the type of thing that will weed out your younger and/or dumber players. In summary, I hope that they add waypoints, and wish that you could highlight a landmark on the mini-map and have it show up on your game screen. But I could live without it. 2. The character creation system seems a bit limited. Granted, this is mostly because you can play one of eight races, and each of those have numerous choices for face and appearance. But nonetheless, DasminBeta the male human paladin had about 6 choices for face, and 6 choices for hair. The only things you can change are your face, hair, hair color, facial hair, and skin tone. Nothing else can be changed. This is so NOT City of Heroes, but the reasoning is pretty simple...there's no point in changing your outfit, because you wear all your items (and cover it up). And let me tell you, if you've got it, it shows up on your character. They did this exceptionally well. I just miss being able to make myself a short human or a tall dwarf. I think this is more a case of City of Heroes being that amazing in character creation than World of Warcraft having flaws. WoW's system is similar to many other MMMORPGs, but they actually have more races to play. So right now, I don't feel very unique in my human-only small part of the world, but once I get into common areas with other alliance races, I will feel more individual I'm sure. The visual style of the characters though is just awesome. There's the trademark Blizzard sense of humor present, and the preportions of your character are cartoonish...in a good way. I look like the prince from Beauty & The Beast with my wavy hair and square jaw. It's a hoot. 3. The combat interface is a little weird at first. You have auto-attack, but only on your basic attack. The tricky part is that you right-click on an enemy to start attacking. You left-click on your powers bar (along the bottom) to use your other attacks on it. These then recharge. If you left-click on your basic attack it will toggle the auto-attack: on...and OFF. So if you are waiting for your basic to recharge and left-click it impatiently, it will turn OFF the auto-attack and you'll just stand there. Once you figure this out, you're fine. You cannot set up your other "powers" (like Holy Strike for me) to auto-attack. They will always be left-click only. The end result is that you basically have a system like I always use in CoH: my Brawl power is set to auto-attack, and I never click on it...instead I click on my other powers. Same deal here, it just didn't look that way at first. 4. The enemy "tagging" system is apparently improved from the Closed Beta. At least, per what I've been told. In the Beta, once you got that first hit on an enemy, he was forever yours to claim for both XP and loot. This was to prevent kill-stealing. But it was too extreme. Now they've reached a medium that I liked immediately: If I get the first hit on somebody, I get loot rights, but the XP is still shared normally. Actually, it was hard to tell if I even lost any xp when somebody else did part of the damage...it didn't seem like it. Kill-stealing will still be discouraged (especially for quests that require you to claim a physical piece of the slain enemy: a pelt, meat, a claw, etc.), but now people who swoop in to save another character who is getting owned by a monster will actually get rewarded. In the past, what was the incentive for risking your neck in fighting off a pissed off Raptor, knowing that you won't get any XP whatsoever? None, that's what. Now, people can share the xp, but the first attacker gets the bounty rights. I think this is a good system. 5. The visual style of the game, in all phases, is excellent. The game has a great look, a great feel, and is immersive. Even the maps, which I sort of complained about above, are really slick. I should clarify: you have your minimap, but you also can hit the "M" key which brings up a whole scroll full o' maps. You can pull up maps for zones you aren't even in. As you explore areas, the maps reveal in a cool way...it's hard to explain, but it looks neat. Heck, you actually get XP just for entering new areas or zones! The characters and animations are very nice. There's just an overall feel to the game that is well done. And it's amazingly polished for a game still deep in Beta. (I'd say its more polished right now than the Diablo II that first hit store shelves!) I walked up to the blacksmith's shop last night, and there are bellows outside the building pumping up and down, charging the forge inside. You've got animals and people milling about, guards wandering around, it's just very...alive. I like City of Heroes a lot, but this game makes CoH seem cold and lifeless by comparison. Graphics-wise, I'd say this game comes in a little better looking than Dungeon Siege, but with a similar style. 6. The death system is interesting. Okay, so it's very new to me. The only MMMORPG I've ever played is CoH, and there's no PVP in it. The death system in this game is set up as a way to punish people for dying (from either PVP or PVE), but it's not really that bad a punishment at this point. You don't lose experience in any way (I don't know if this will be the case when the game goes live). You simply..die. The choice you have is either wait five minutes to come back (at that spot? I don't know, I never waited for it!) or "release your spirit". At this point after a few seconds you find yourself, as an apparition, in the nearest graveyard/graveyard for your zone. This is when the game gets pretty weird. You have to navigate your way back to your corpse from the graveyard, and when you get close enough, you can choose to resurrect. If you happen to have died in a bad, bad area...this can be repeated many times as you try to work your way out. When you pop back in, you have half of your health and mana. So you'll probably want to wait until the guy who killed you is gone before coming back in. The trooper that I am, I died in a multitude of ways last night...including running into some level 8 guys when I was level 2. The aggro range appears to be tied to your difference in level (come to think of it, Rudy told me that before)...so if you are level 2 and they are level 10, they are going to be pissed at you from a LONG way away (in theory at least). If you are level 4 and they are level 1, they will flee (some of them make a cute noise while doing so...had me dying last night). Bottom line for me: I'd rather run to my corpse than have xp debt. Nobody else can loot your corpse or anything, so I don't mind this system at all. 7. The quest system is awesome. The best way to progress through this game is clearly taking on quests. I'm told you can take on like 20 at a time. These are handled pretty simply. You have no "active mission" indicator like in CoH. They are all "active". The rewards for doing these quests are enormous...good items, great XP, good money...you name it. A lot of them lead directly into even bigger rewards. For some of the missions I got last night, they told me what the reward would be if I completed the quest before I even accepted the quest...helps you weigh whether or not you want to bother I guess. I cannot stress enough how good it is to do the quests. The only minor gripe I have is that there isn't a log book of past quests or completed quests...that would be cool to have, but I understand that there are so many quests that it would take up some space. As a whole though, very impressed with the system. I also need to mention that these quests actually make a whole more sense and are more immersive than the ones in CoH. They are logical, and not all of them are even combat related. The writing appears to be pretty good thus far too. 8. If you played City of Heroes, you are in for a culture shock. You are not a super hero. You cannot jump on top of buildings. You cannot even jump over some low fences. You cannot fly. You run. Slowly. Get used to it. 9. I cannot wait until I get into "mixed" company. Very much looking forward to rubbing elbows with other races (both ally and enemy). I love that there are "common tongue"-type languages and that alliance and horde can't understand what each other says (for the most part). That's cool. 10. The social interface is different than CoH, but I like it. I am still learning it, but here is the main difference: To speak in different channels in CoH, you had to click on the appropriate tab (Broadcast, Local, Team, etc.) and then type. In this game, depending on what channel you want to talk in, you just type it: "/1 your message here" (or something like that) will put you in channel #1, which is the general channel (I think this is like your zone broadcast channel). Now if you just hit "enter" to talk after that, you will stay in that channel on subsequent communications until you switch it (especially handy for group and guild channels). But it appears that overall the social interface is much more robust, and the trading scheme (where you can actually drag an item in the chat text so that people can click on it and see it's stats) is downright awesome. The trade channel appears to be pretty freakin' sweet. That is all for now. I'll have more on Tuesday I'm sure. News (10/26/04): The new World of Warcraft-specific website is born. If you have any questions, dead links to report, or anything else to request, feel free to email me at: Last Updated: 10.27.04 Date Created: 10.26.04 |
Guild
Members and their Noteworthy Avatars:
Ryan K -
Avatar: Dasmin* Race: Human Class: Paladin Professions: 1) nothing (points) 2) nothing (points) Skills: 1) nothing (points) 2) nothing (points) Portrait:
Dusty H -
Avatar: Arioch* Race: Night Elf Class: Rogue Professions: 1) nothing (points) 2) nothing (points) Skills: 1) nothing (points) 2) nothing (points) Portrait:
Steve B -
Avatar: Moraine Frost* Race: Human Class: Mage Professions: 1) nothing (points) 2) nothing (points) Skills: 1) nothing (points) 2) nothing (points) Portrait:
Stephen S -
Avatar: Tharkhaad* Race: Night Elf Class: Priest Professions: 1) nothing (points) 2) nothing (points) Skills: 1) nothing (points) 2) nothing (points) Portrait:
* Denotes Primary Avatar
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