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Thread: Wrath Of The Lich King SPOILERS! | This thread is pages long: 1 2 3 4 · NEXT» |
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kraken
Famous Hero
I just love being elemental
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posted May 21, 2008 01:32 PM |
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Edited by kraken at 02:40, 23 May 2008.
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Wrath Of The Lich King SPOILERS!
okay so here is how it goes...
apparently a lot of people I noticed are anxios about WOTLK and I decided to post spoilers. I will update everyso often.
For those who have no idear what I'm talking about check out this
alright we got that covered.But now for the spoiulers.First I'll tell you I get none of this information from anyfansites however the link is here
Now the spoilers start
*NOTE*:the is an access point (a giant turtal) that will take you to and fro Borean Tundra and Howling Fjord.
REGIONS.
1. Howling Fjord
Howilng Fjord is to the right of Northrend at the bottom.The lvl range is 68-72 which is nice for any lvl 70's out there. The races will be:Human,Ironforge Dwarf,ice Troll,Drakkari,Furbolgs,Tuskarr,Scourge,Vrykul.
The intro To Howling Fjord:Howling Fjord has dark forests, open plains, treacherous rocks, and what used to be the only city — and port — on the continent. The north edge of the Howling Fjord has low hills and thick forest. The land smooths out to the south, however, and the trees fade back, to be replaced by grain and a few hardy fruits and vegetables. Daggercap Bay dominates the southern end, which is all rock. Most people live in Valgarde or in a semicircle above it. The fjord has its share of wildlife. Bears, wolves and other creatures prowl the forests, and small animals sneak through the farmland as well. Birds roost in the trees and steal grain and seeds, and the warmer climate and rich soil draws insects and other vermin as well.
The Howling Fjord received its name, because the wind races in from the sea on all three sides, producing a constant howl like a maddened beast seeking its prey. Other than the noise, the Howling Fjord is pleasant. It’s not as heavily forested as the Grizzly Hills, or as hilly, but the temperature here is a little milder; between that and the flatter terrain it’s an ideal place to grow grain and other crops. Small farms dot the landscape, particularly down south near Valgarde. To the north the trees begin again, and creatures roam there from the hills above, making it more dangerous but also an excellent place for hunters.
This is the only region in Northrend that was dominated by humans and dwarves. That’s entirely because of Valgarde, however — without that city it would be an even match between us and the Drakkari and the furbolgs. No one’s factored the murlocs in, either. Almost everyone lives in Valgarde. The exceptions are the farmers, who have their thickwalled farmhouses by their fields, and the hunters and trappers, who live in small camps among the trees and come south only to trade or sell. This region is also the only Alliance-dominated region in Northrend. The Howling Fjord really is Alliance territory, though, and here the Drakkari and even the furbolgs are the ones at risk.Recently, the Vrykul have appeared and the Forsaken have built a city contesting the region's Alliance territory status.
The History of Howling Fjord is as follows:The Howling Fjord was a favorite on Northrend from the first time explorers reached the continent through Daggercap Bay. The natural harbor provided an ideal launching point for expeditions throughout the continent. After the Lich King arrived, the Scourge swept across the continent, conquering its races and claiming many of the towns and citadels. During the Third War, Prince Arthas of Lordaeron arrived with soldiers to destroy the dreadlord Mal'Ganis and punish him for the plague unleashed in Lordaeron. Arthas and the noble Muradin Bronzebeard joined forces against Mal’Ganis, then thought to be the Lich King's lackey. When Arthas’s father summoned him home again, the prince responded by burning his own ships, thus forcing his men to stay and fight. He obtained the cursed sword Frostmourne in this region, killing Muradin in the process, and defeated Mal’Ganis but lost his soul to the Lich King as a result. Arthas staggered away alone after the battle, and his men were left behind, stranded on Northrend. These humans and dwarves founded Valgarde. They also built the fortifications that protect it to this day. As Valgarde grew its residents forced the Drakkari and furbolgs back into the Grizzly Hills and beyond, making the region safe enough for brave farmers to till the land.In Wrath of the Lich King, the settlers of Valgarde have to deal with newly reawakened Vrykul warriors, who raid them from their home of Utgarde Keep. In addition, Ironforge prospectors have discovered a new race of Iron Dwarves which may hint to their own ancient origins. Finally, Sylvanas and the Forsaken have settled here and engineered a new plague, ready to strike at the Lich King. Their settlement is called New Agamand, named for the famous Tirisfal Glades mills family.
The Goegraphy:There is a boat port connected to the Alliance town of Valgarde, but it is unknown whether the boat will be coming from Menethil Harbor in the Wetlands or Theramore Isle in Dustwallow Marsh. The evidence appears to point to Theramore, as there are two unused docks in the Theramore harbor.
For the Blizzcon 2007 test realms, a boat was provided from the southern dock in Auberdine in Darkshore, replacing the normal boat to Menethil. However, it is unlikely this is a final design.
The Subregions(as known):Bleeding Vale • Camp Winterhoof • Daggercap Bay • Fjord Walls • Fort Wildevar • Frozen Coast • Garvan's Reef • Gjalerbron • Halgrind • Kamagua • Isle of Spears • K's'litain • The Laughing Strand • Lake Cauldros • New Agamand • Nifflevar • Skorn • Twisted Glade • Utgarde Keep • Valgarde • Valgarde Port • Vengeance Landing • Vengeance Lift • Westguard Keep • Wyrmskull Village
The Dungeons(as known): Dungeon Name Level Range Approximate Run Time
Utgarde Keep 70-80 ?
The Elite Areas(as known):Gjalerbron
The travel Hubs(as known):Alliance;Unknown,Horde; Camp Winterhoof
The Access Regions:
Tirisfal Glades 1-12 Southeast across the ocean By zeppelin from Vengeance Landing only
Grizzly Hills 74-76 Northwest By foot, or (presumably) by flight path
The notable characters(as known):The Howling Fjord will reputedly see several famous faces on the front against the Scourge, including Sylvanas Windrunner, Tirion Fordring, and the legendary weapon Ashbringer.
PvP:Players will find a big battle around them upon entering the zone[3]. Alliance forces will be thrust into it upon landing in Valgarde.[4] It is not confirmed if New Agamand is under attack as well, but it probably is. It appears to be a three-way battle between the Alliance, Horde (Mainly Forsaken), and the vrykul.[5]
The Resources(as known):Unkown
Wild creatures(as known):Boars
Dragons
Sharks
Shovelhorns
Worgs
Eagles
Cats
Tips(as known):Howling Fjord contains bases of both factions, it won't have a faction specific emphasis.
There will be a port between Borean Tundra and Howling Fjord that uses a giant turtle with a deck on its back as a quick means to travel between the 2 starting zones.
Finally,The Link:Howling Fjord
2.Borean Tundra
Borean Tundra is the 2nd starting Region besideds Howling Fjord. The lvl range is 68-72 just like Howling Fjord,but is located to the bottom left of Northrend.The races will be:Tuskarr,Ice Troll,Drakkari,Naga,Blue Dragonflight,Scourge,Gnome,and Orc.
The Intro To Borean Tundra:Located at the far western edge of Northrend, the Borean Tundra (pronounced BOHR-ian, not boh-REHH-an) is the home of the Tuskarr. Drakkari trolls, blue dragons, the Undead Scourge and naga also inhabit the zone. Important landmarks of the region include the Tuskarr capital of Kaskala and the Riplash Ruins. Coldarra is an island just off the coast.
Most of the Borean Tundra is empty ice. Tuskarr are the dominant presence in the Borean Tundra. However, they keep near their villages, and one can go for days without seeing another living creature. Tuskarr mainly care about fishing, whaling and protecting their villages. Tuskarr will fend off hungry Drakkari, and even fight wayward nerubians, and are formidable foes; but they never attack anyone without good reason. Drakkari wander the tundra, but not in any significant numbers, most are content to roam alone or in small packs. They have no city in the tundra, but live in several camps, none big enough to have names. They harass the tuskarr from time to time, but every time the tuskarr gather their forces and send the Drakkari running. Nerubians wander about as well, but only in small packs. Naga live near the south end, in the Riplash Ruins. Sometimes blue dragons from Coldarra also fly over the tundra from time to time. Scourge creatures, lone scouts straggle over from the lake area.
The Borean Tundra is not an important part of Northrend. It’s too isolated and too barren to be desirable and has too much shoreline to be defensible. Tuskarr like it because of that expansive shore, and the Riplash Ruins gives the naga a perfect view of anyone approaching across the ocean from the south. Drakkari hunt here because they can and because the tundra provides little cover for wildlife. Most others stay well away, preferring the forested areas to the east.
The Histiory of Borean Tundra:The nerubians were in the Borean Tundra first, according to the ruins. However, the ruins may be parts of Azjol-Nerub that were thrust up from underground, though, unless it was an experiment to see if they could be comfortable living above ground. If the latter is the case it may have failed, since it is a ruin. The tuskarr were next — Kaskala’s oldest village is at least several centuries old, and the rest grew up around it as family members split off to start their own smaller families. The Drakkari are more recent additions to the area and have no fixed settlement. The Scourge rarely appears, and its agents never stay longer than it takes to patrol and look for potential dangers or new recruits.In World of Warcraft: Wrath of the Lich King, the Horde has established the settlement of Warsong Hold under the command of the Mag'hari son of Grom, Garrosh Hellscream. The Horde has created a pact with the local and culturally similar Tuskarr, who are under siege from naga based at the Riplash Ruins. These naga intend to use their generators to melt the surrounding ice caps. Garrosh and his forces have also discovered the enigmatic taunka, an ancient offshoot of the tauren race thought to be lost forever.
The Geography:The Borean Tundra is wide, flat and cold. A solid sheet of ice covers it, and beneath that is soil frozen rock-hard. Along the west edge the ice rises up into some nasty cliffs, which then shear off into the Westrift. To the north the ice smooths out into one glittering sheet that’s glass-slick and leads right to Lake Wintergrasp. The northwest corner, up by the Sholazar Basin, has no ice and only a little snow — a few hardy souls have even set up farms there. The east is also gentler, still snow-covered but less treacherous where it leads down to the ocean.
At its north edge the tundra runs into Lake Wintergrasp, a vast frozen lake that effectively shields it from the Dragonblight and Icecrown Glacier. The only way to reach these areas overland is across the mountains bordering the Dragonblight or through the Sholazar Basin, neither which are easy. An army would be suicidal to attempt either. Not many plants can survive up here. Without any cover the wind is fierce enough to tear flesh, and people can barely hear themselves when they shout. A few trees manage to hang on, evergreens, but the small twisted kind rather than the tall proud ones out east. Wolves and rabbits and foxes and even bears, roam this area. However, most of the life is in the water.
This is the longest region in Northrend, running from its southwest tip up to Lake Wintergrasp. The ground here is more dirt than rock, and small trees and scrub dot the landscape. But everything is still frozen solid. Somehow the tundra avoids most of Northrend’s problems. The Scourge rarely comes here, the Drakkari are only a minor nuisance, and even the ice storms are less severe. Perhaps the Borean Tundra owes its fortune to its isolation. Along its south edge is the ocean, of course, and along the southwest tip as well.
Warsong Hold has a zeppelin tower connecting it to one of the other two continents and to Vengeance Landing in Howling Fjord, and Justice Keep has a dock connecting it to the rest of the world.
The Subregions(as known):Coldarra • Fizzcrank Airstrip • Indu'le Village • Justice Keep • Kaskala • The Nexus • Riplash Ruins • Warsong Hold • Westrift
The Dungeons(as known):Dungeon Name Level Range Approximate Run Time
The Nexus ? ?
The travel Hubs(as known): Flight paths from Justice Keep, to Fizzcrank Airstrip
Unknown
Flight paths from Warsong Hold to unnamed taunka town
Unknown
Flight paths from Warsong Hold and Justice Keep to Kaskala
Unknown
The Access Regions:
Dragonblight 71-75 East By foot, or (presumably) by flight path
Sholazar Basin 75-78 North By foot, or (presumably) by flight path
Lake Wintergrasp PvP Northeast By foot, or (presumably) by flight path
Notable Characters(as known):Borean Tundra will see the relocation of Garrosh Hellscream to Warsong Hold. There may be other famous faces around as well.
The Quests(as known):Unknown.
Resources(as known):Unknown.
Tips(as known):Borean Tundra contains bases of both factions, and won't have an emphasis for a specific faction.There will be a port between Borean Tundra and Howling Fjord that uses a giant turtle with a deck on its back as a quick means to travel between the 2 starting zones.There will be a Murloc faction that opens up after some quests for D.E.H.T.A. The murlocs can actually talk and repair your equipment. They also have quests against an infected camp across the cove.
I can't update anymore right now but I will later today,so check back often WoW players and fans!
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Vini Vidi Vici
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TitaniumAlloy
Honorable
Legendary Hero
Professional
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posted May 21, 2008 01:49 PM |
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aw you spoiled it for me
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John says to live above hell.
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Darkshadow
Legendary Hero
Cerise Princess
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posted May 21, 2008 02:55 PM |
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All well known info, I am even in the art contest to get beta key
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Azagal
Honorable
Undefeatable Hero
Smooth Snake
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posted May 21, 2008 03:40 PM |
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Lets see that artwork if you don't mind.
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"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord
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xerox
Promising
Undefeatable Hero
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posted May 21, 2008 04:39 PM |
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I thougt you meant all the leaked info when you said spoilers, not stuff that have been around for a VERY LONG TIME.
Anyway here is LOTS LEAKED INFO from ALPHA!
Talents % Spells!
WARRIOR SPELL/TALENTS
* Titan's Grip - Allows you to equip two-handed axes, maces and swords in one hand, but you attack 28/26/24/22/20% slower then normal (fury)
* Strength of Arms - Increases your Strength and total health by 1/2/3/4/5%. (arms)
* Shockwave - "Sends a wave of force in front of the warrior, causing ${$m3/100*$AP} damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. This ability causes a high amount of threat." [20 rage, 45 sec cooldown] (prot)
* Sword and Board - When your Devastate and Shield Slam abilities deal damage they have a 2/4/6/8/10% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 sec. (prot)
* Safeguard - ,"Reduces damage taken by the target of your Intervene ability by 20/40/60% for 6 sec. In addition, your Charge, Intercept and Intervene abilities have a 33%/66%/100% chance to remove all movement impairing effects when used." (prot)
* Trauma - "Your normal melee critical strikes increase the effectiveness of Bleed effects on the target by 15/30% for 15 sec."
* _Bladestorm - Instantly Whirlwind all nearby targets and for the next 4.5 sec you will perform a whirlwind attack every 1.5 seconds. While under the effects of Bladestorm, you can move but cannot perform any other attacks or abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed. [25 rage, cooldown: 90 sec] (arms)
* Stalwart Protector - You gain 1/2 rage every time you parry or dodge an attack.
* Furious Resolve - Reduces threat caused by attacks in Battle and Berserker Stance by 4/7/10% and increases your total Stamina by 1/3/5%. (fury)
* Bull Rush - Increases the duration of the Stun effect of your Charge and Intercept abilities by .4/.7/1 seconds. (arms)
* Unrelenting Assault - Reduces the cooldown of your Overpower and Revenge abilities by 1/2/3 seconds. (arms)
* Bloodsurge - Your Bloodthirst critical hits have a 33/66/100% chance of reducing the swing time of your next Slam by 100% for 5 sec. (fury)
* Critical Block - Your successful blocks have a 10/20/30% chance to block double the normal amount. (prot)
MAGE SPELLS & TALENTS
* Arcane Barrage (Rank 3, Level 80, 610 mana, instant, 3 sec cooldown) - Launches several missiles at the enemy target, causing 936-1145 Arcane damage.
(Rank 1, 60, 335 mana, 385-470)
(Rank 2, 70, 405 mana, 709-866)
* Burnout - Increases your spell critical damage bonus with all Fire spells by 5/10/15/20/25% but every time you critical with a Fire spell you lose an additional ?[internal entry blank]% of your total mana.
* Chilled to the Bone - Increases the damage caused by your Frostbolt and Ice Lance spells by 1/2/3/4/5% and reduces the movement speed of all chilled targets by an additional 2/4/6/8/10%.
* Deep Freeze - Stuns the target for 5 sec. Only usable on Frozen targets. [30 sec cooldown]
* Frostfire Bolt (Rank 1, Level 75) - "Launches a bolt of frostfire at the enemy, causing 629-732 Fire damage, slowing movement speed by 40% and causing an additional 57 Fire damage over 9 sec. If the target is more vulnerable to Frost damage, this spell will cause Frost instead of Fire damage."
* Netherwind Presence - Gives your Arcane Missiles, Arcane Barrage, Arcane Blast, Fireball, Frostbolt and Frostfire Bolt spells a 1/2/3/4/5% chance to cause the next Arcane Blast, Fireball, Frostbolt or Frostfire Bolt to be instant.
Despite the similar name and effect, this is not the same as the tier 2 bonus.
* Food: Sweet Potato Pie (75), Strudel (79)
* Water: Rain Water (74), Crystal Spring Water (78)
* Gem: Mana Sapphire (77, 3412 mana)
DRUID SPELLS & TALENTS
Living Seed - When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 20/40/60/80/100% chance to plant a Living Seed on the target for [broken]% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 sec.
* Spark of Nature- "Increases the critical effect chance of your Swiftmend and Nourish spells by 5/10/15%."
* Improved Tree of Life- "Increases your Armor while in Tree of Life Form by 120/240/360%, and increases the effect of your Bark's Blessing by 1/3/5%"
* Nature's Fury - "Converts 2/4/6/8/10% of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a 20/40/60/80/100% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times."
* Starfall (Rank 1, Level 80, 866 mana, instant, 3 min cooldown) - "You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing 500 Arcane damage, and an additional 170 Arcane to all nearby targets within 10 yards. Maximum 20 stars. Lasts 10 sec."
* Infected Wounds - Your Shred, Maul and Mangle attacks have a 20/40/60/80/100% chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and casting speed of the target by 10%. Stacks up to 5 times. Lasts 12 sec.
* Berserk - Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear form. After the effect ends, the health is lost. Effect lasts 20 seconds.
* Flourish (Rank 1, Level 80, 450 mana, instant) - "Heals friendly party or raid members within 10 yards of the target for 665 over 7 sec. The healing is applied quickly at first, and slows down as the Flourish reaches its full duration."
* Improved Moonkin Form - "Your Moonkin Aura also causes affected targets to have a 33/66/100% chance to gain 100% spell haste when they critically hit with spells for [broken] seconds. This effect cannot occur more than once every few seconds."
* Replenish - "Your Rejuvenation and Flourish spells have a 4/7/10% chance to restore 10 Energy, 4 Rage, [broken]% Mana or 10 Runic Power per tick."
* Typhoon - "You summon a violent Typhoon that does 745 Nature damage when in contact with hostile targets, slowing their movement speed by [broken]%. If hit twice from the same Typhoon, the enemy will be knocked back 5 yards. Typhoon will travel 20 yards and last up to 8 sec."
* Gale Winds - "Increases damage done by your Hurricane and Typhoon spells by 25/50%, and increases the range of your Cyclone spell by 10/20%."
* Defense Curl - "You have a 33/66/100% chance when critically struck while in Bear Form, Dire Bear Form and Cat Form to increase your Agility and Armor by 40% for 6 sec."
* Owlkin Frenzy - "Attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your spell haste by 25% and increasing your damage by 10%. Lasts 10 sec."
* Eclipse - "When you critically hit with Starfire, you have a 20/40/60% chance of increasing damage done by Wrath by 10%. When you critically hit with Wrath, you have a 20/40/60% chance of increasing your critical strike chance with Starfire by 10%. Effect lasts 12 sec."
* Tree Form addition - "Your heals also grant friendly targets your Bark's Blessing, increasing healing done to them by 25% of your total Spirit. Bark's Blessing lasts 8 sec." - While it may seem identical to the already present aura, note that it affects any friendly targets (vs only party members), and may stack with the aura.
* Nourish- "Heals a friendly target for 1550 to 1800. Heals for an additional 387.5 to 450 if Rejuvenation is on the target."
PRIEST SPELLS & TALENTS
Beauty of Health - Your Cleanse Disease spell now also cleanses poison.
* Dispersion (51pt shadow, 5m cooldown) - You disperse into pure shadow energy, reducing all damage taken by 90%. You are unable to attack or cast spells, but you regenerate 6% health and mana every 1 sec for 6 sec.
* Persecution - Gives your Holy damage spells a 4/7/10% chance to Incapacitate the target for 3 sec.
* Nightmare (level 68, 1665 mana, instant) - "Assault the target's mind, causing a powerful nightmare that deals 306 Shadow damage to all enemies within 10 yards of the target. Lasts 8 sec." [note: it's 306 every second]
* Rapture - "Causes your party members to gain mana equal to x/x/x/x/x% of the healing done by your Greater Heal, Flash Heal and Penance spells." [spell applies dummy aura - serverside script]
* Divine Providence - "Increases the amount healed by Circle of Healing, Binding Heal, Prayer of Healing and Prayer of Mending by 2/4/6/8/10%."
* Guardian Spirit (51pt holy, instant, 3m cooldown) - "Calls upon a guardian spirit to heal and watch over the friendly target. The spirit heals the target for 624 every 2 sec, and also prevents the target from dying by sacrificing itself. Lasts 10 sec."
* Growing Pains - "Converts 4/8/12/16/20% of your bonus healing into bonus spell damage. In addition, your Mind Flay has a 20/40/60/80/100% chance to refresh the duration of your Shadow Word: Pain on the target."
* Psychic Horror - "Causes your Psychic Scream spell to have a chance to Fear the target in horror for 4 sec."
* Improved Shadowform - "Your Fade ability now has a 50/100% chance to remove all movement impairing effects when used while in Shadowform, and gives you a 25/50% chance to avoid interruption caused by damage when casting any Shadow spell while in Shadow form."
* Serendipity - "If your Greater Heal or Flash Heal spells heal the target for less than 50% of its intended effect, you have a 33/66/100% chance to be refunded the mana cost of the spell. This effect has a 10 second cooldown."
* Aspiration - "Reduces the cooldown of your Inner Focus, Power Infusion and Pain Suppression spells by 10/20%."
* Divine Aegis - "Critical heals create a protective shield on the target, absorbing 20/40/60% of the amount healed. Lasts 12 sec."
* Grace - "Your Flash Heal, Greater Heal, and Penance spells bless the target with Grace, reducing damage done to the target by 1/2/3%, and increasing healing done to the target by 1/2/3%. This effect will stack up to 3 times."
* Dark Spirit - "Increases your Shadow damage by up to 10/20/30% of your total Spirit."
* Test of Faith - "Increases healing by 5/10/15% and spell critical effect chance by 4/7/10% on friendly targets at or below 50% health."
* Divine Hymn (instant, 10m cooldown) - "You recite a holy hymn, granting your party protection from attackers. Any attacks done to you or your party will cause the attacker to be afflicted by sleep for 20 sec. Divine Hymn will last 10 sec."
* Mind Sear (level 75, instant, 545 mana) - "Causes an explosion of shadow magic around the enemy target, causing 481-519 Shadow damage every 1 sec for 5 sec to all targets within 10 yards."
WARLOCK SPELLS & TALENTS
Everlasting Affliction - Your Corruption, Siphon Life and Seed of Corruption spells gain an additional 4/8/12/16/20% of your bonus spell damage effects, and your Drain Life and Shadow Bolt spells have a 20/40/60/80/100% chance to reset the duration of your Corruption spell on the target.
* Atrocity - "You devastate the area, causing Corruption (Rank to all targets within 15 yards. In addition, your Corruption spell will do 434 Shadow damage to the target when it finishes its duration."
* Love Struck - "While the Succubus is active, physical attacks done to you or your Succubus have a chance to heal you or your Succubus instead of doing damage. The healing caused by Love Struck will not exceed 50% of the Warlock or Succubus' total health. This effect has a 6 second cooldown."
* Demonic Pact - Increases your Spirit by 1/2/3/4/5% while your Demon is active. In addition, your pet attacks have a 7/14/21/28/35% chance to increase your party's total Health and Damage by 1%. Stacks up to 3 times. Lasts 10 sec.
* Metamorphosis - "You transform into a Demon, with full health and mana. While in Demon Form, you gain Demonic abilities and your armor is increased to 360%, but your pet no longer is summoned."
* When leaving Demon Form, your health and mana is returned back to normal and your pet is re-summoned. Lasts 45 sec. [5 min cooldown]
* Eternal Flames - Your Searing Pain and Incinerate spells have a 20/40/60/80/100% chance to refresh the duration of your Immolate spell on the target, and increases the critical strike damage of your Destruction spells by an additional 2/4/6/8/10%.
* Decimate - Your next Shadow or Fire spell is instant cast, and does damage in the form of Chaos damage, ignoring all resistances, absorption, and immunity mechanics. After the end of the Decimated cast, you become exhausted, disabling you from casting a spell of the same school for 3 sec.
* Haunt (Rank 1, Level 80, 650 mana, 30 sec cooldown) - You send a corrupted soul into the target, doing 800 damage over 2 sec. Haunt will continue to travel between targets who suffer from your Corruption spell. After traveling from up to three targets, the corrupted soul will return to you, healing you for 50% of the total damage done.
* Empowered Imp- Increases the damage done by your Imp by 5/10/15%, and all critical hits done by your Imp have a 20/40/60% chance to increase your spell critical hit chance by 100%. This effect lasts 8 sec.
* Molten Core - Your Shadow spells and damage over time effects have a 4/7/10% chance to increase the damage of your Fire spells by 10% for 6 sec.
* Backdraft - Increases the critical chance of your Conflagrate, Immolate and Shadowflame spells by 4/7/10%.
* Torture - After you critically strike with a Shadow spell, your next Searing Pain or Immolate spells have a [broken]% chance to become instant cast. This ability has a 20 second cooldown.
* Eradication - Your Corruption, Siphon Life, and Curse of Agony ticks have a 5/10/15% chance to increase your spell casting speed by [broken]% for 8 sec. This effect has a 10 second cooldown.
* Fel Synergy - Your Summoned Demons share an additional 5/10% of your Armor, Intellect and Stamina, and you have a 50/100% chance to heal your pet for 15% of the amount of damage done by you.
* Demonic Empathy - When you or your pet is critically hit, the other has a 33/66/100% chance to have their casting or attack speed increased by 30% for 8 sec.
* Shadowflame (Rank 1, Level 75, 745 mana, instant, 15 sec cooldown) - Targets in a cone in front of the caster take 934-1020 Shadow damage and an additional 492 Fire damage over 8 sec.
PALADIN/BLOODKNIGHT SPELLS & TALENTS
* Martyr - "Redirect all harmful spells directed at friendly targets to yourself for $d."
* Shield Break - Break down the enemy's defenses, disarming any shield they have equipped or reducing the chance the enemy will block by $s3% for $d.
* Mark of Divinity - "Marks the target with Divinity, causing 30% of all of your healing to also heal the target."
Creatures
MANY CREATURES IN ONE PIC!
FROST WYRM/UNDEAD DRAGON MINI-PET - COLLECTORS EDITION
CORRUPTED ARTHAS
HUMAN ARTHAS (from the instance Caverns of Time: The Culling/Old Stratholme
ARTHAS THE LICH KING
Loading Screens & Maps
NORTHREND ALPHA MAP
Notice that Crystalsong Forest is gone and Azjol'nerub not visible.
DALARAN GOOGLE EARTH STYLED MAP - NOT COMPLETE!
Dalaran is the new capital city and sanctuary in WotLK, its Northrends Shattrath.
NORTHREND/WOTLK LOADING SCREEN
AZJOL'NERUB INSTANCE: UPPER CITY LOADING SCREEN
Azjol'nerub is the Anh'qiraj of Northrend.
INSTANCE LOADING SCREEN: DRAK'THARON KEEP
THE NEXUS LOADING SCREEN LVL 70 INSTANCE - (THE OCULUS ?)
THE NEXUS LOADING SCREEN LVL 80 INSTANCE - (THE NEXUS OR MALYGOS RIFT?)
OLD STRATHOLME AKA THE CULLING LOADING SCREEN
UTGARDE LVL 70: CATACOMBS LOADING SCREEN
UTGARDE LVL 80: PINNACLE LOADING SCREEN
UPDATED STORMWIND (HUMAN CAPITAL) WITH HARBOR!!!
GOOGLE EARTH STYLE
Notice the night elf boat, night elfs will atlast be able to go from Menethil Harbor to Stormwind without needing to pass 3 zones.
NEW BG GOOGLE EARTH STYLE
ARATHI BASIN BG IN SNOW (SEASONS INCOMMING TO BGs ???) - GOOGLE EARTH STYLE
Zones, Instances, Videos & Screenshots
BOREAN TUNDRA IN-GAME SCREENSHOT
Taken through model editing.
THE FROZEN THRONE WITH ARTHAS/THE LICH KING HYBRID ON IT ALPHA IN-GAME
DRAGONBLIGHT !NEW! CAVERN SYSTEM SCREENSHOT
WOTLK CAVERNS OF TIME: THE CULLING/OLD STRATHOLME PREVEIW MOVIE
http://www.vimeo.com/1044130
WOTLK EXPLORTATION OF ZONES IN-GAME VIDEO
http://fr.youtube.com/watch?v=sNGyxU3G9eA
ANOTHER WOTLK EXPLORATION VIDEO IN-GAME¨
http://www.vimeo.com/1041658
DRAKTHARON KEEP EXPLORATION VIDEO IN-GAME AT NIGHT
http://www.vimeo.com/1043029
WOTLK MODELS PREVEIW + INTRO MUSIC OF WOTLK ALPHA
INCLUDING PENGUINS
http://fr.youtube.com/watch?v=S9hPsPTpLXM
DIFFRENT KINDS OF NERUBIANS & GHOULS 2.0
http://youtube.com/watch?v=tMlr6A-MhE4
MAGNATUAR (FEL CENTAUR) MINI-DUNGEON?
http://youtube.com/watch?v=9oooOPqM2L8
Deathknight
DEATHKNIGHT STARTING GEAR ON ALL HORDE RACES (MALE)
DEATH KNIGHT SPELLS
* Army of the Dead - Summons an entire legion of your best Ghouls to fight by your side.
* Death and Decay - ${$m1+$AP*0.039} shadow damage inflicted every $t1 sec to all targets in the effected area for $d. Has a chance to cause affected targets to cower in fear.
* Chromatic Rune Mastery - Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec.
* Degeneration (Rank 3, Level 76) - Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing ${$m2*7} over 15 sec. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect.
* Dancing Runeblade - Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do.
* Hungering Cold - A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing 10 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it.
* Unholy Blight - A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power.
* Corpse Explosion - "Target a corpse, causing it to explode for 12 damage per 10 Runic Power to all enemies within 10 yards."
* Mark of Blood (spell or talent?) - "Place a Mark of Blood on an enemy or ally. Whenever the marked target is healed, all party members receive a fraction of that healing. If a marked target that grants experience or honor is killed, all party members are healed for 10% of their total health. Each person can be healed for a maximum of 3000 per Mark."
* Icebound Fortitude - Consumes all available Runic Power, causing the Death Knight to become immune to Stun effects and increasing armor by 50% for up to 12 sec. Does not remove existing Stun effects. [60 sec cooldown]
DEATH KNIGHT TALENTS
Black Ice - Increases your Frost and Unholy spell damage by 1/2/3/4/5%.
* Dirge - Whenever you kill a diseased target that yields experience or honor you have a 1/2/3/4/5% chance of the corpse riding as a free Ghoul. You can have a maximum of 2 Ghouls at one time.
* Spell Deflection - Reduces all spell damage taken by 3/6/9/12/15% for 10 sec following a successful parry.
* Bladed Armor - You gain 4/8/12/16/20 attack power for every 1000 points of your armor value.
* Butcher - Whenever you kill an enemy that grants experience or honor, you generate Runic Power. In addition, Runic Power takes longer to decay outside of combat.
* Bone Armor (Rank 1) - "The caster is surrounded by 4 whirling bones. Each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min." [Power type: 5, power cost: 25, cooldown: 30 sec]
* Chromatic Rune Mastery - "Whenever a Blood, Frost or Unholy Rune activates, it has a 2/4/6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec."
* Rage of Rivendare - You do 2/4/6/8/10% additional weapon damage to diseased targets.
* Tundra Stalker - "You deal 2/4/6/8/10% more melee damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold."
* Deathchill (Rank 1, Level 56) - "Launches an Icy Touch at every enemy within 40 yards, dealing 4 damage per Runic Power to each target and causing a high amount of threat." [0 power cost, cooldown: 60 sec]
* Wandering Plague - "When the diseases you inflicted upon an enemy target cause damage, there is a 5/10/15% chance the disease will instead damage all enemies within 8 yards. This damage will not cancel spells normally cancelled when targets take damage."
* Improved Corpse Explosion - "While Corpse Explosion is active, corpses have a 10/15/20/25/30% chance to explode for increased damage."
* Crypt Fever - "Diseases caused by you or your Ghouls also reduce an enemy's attributes by 5/10/15% per disease."
* Ravenous Dead - "Increases the Strength of you and your ghouls by 1/2/3/4/5% and reduces the cooldown on Raise Dead by 30 sec."
* Pestilence - "When an enemy that grants experience or honor dies while suffering from one of your diseases, its corpse has a 10/20/30% chance of producing 1/1-3/3-5 Blood Worms. Blood Worms attack your enemies, healing you for the amount of damage they deal for 15 sec or until killed."
* Sudden Doom - "Your Blood Strikes have a 4/8/12/16/20% chance to make your next Death Coil consume no Runic Power if cast within 8 sec."
* Scent of Blood - "After being struck by a ranged or melee critical hit, you gain the Scent of Blood effect, causing your melee hits to steal life from the enemy for the next 6 sec."
* Improved Icebound Fortitude - "Increases the duration of your Icebound Fortitude. In addition your Icebound Fortitude will dispel any damage over time effects and replace them with heal over time effects."
WotLK Alpha Intro Music
Alpha Patch Notes
Welcome to the World of Warcraft: Wrath of the Lich King Friends and Family Alpha. The list below contains information on the current available content available for testing and general information. This information is subject to change.
General
* The continent of Northrend is now available! To travel there, visit one of four transportation masters in either Orgrimmar, Undercity, Theramore,or Menethil Harbor.
* Transportation between Howling Fjord and Borean Tundra can be found at the Tuskarr villages in those zones.
* NPC Transportation Locations
o Horde:
+ Undercity to Vengeance Landing (Howling Fjord)
+ Orgrimmar to Warsong Hold (Borean Tundra)
o Alliance:
+ Menethil Harbor to Valgarde (Holwing Fjord)
+ Theramore Valiance Keep (Borean Tundra)
World Environment Zones
* The following zones are available for testing: Howling Fjord, Borean Tundra, Dragonblight, and Grizzly Hills
Dungeons
* The following dungeons are available for testing:
o Howling Fjord: Utgarde Keep (70-72)
o Howling Fjord: Utgarde Pinnacle (80)
o Borean Tundra: The Nexus (70-72)
o Grizzly Hills: Drak’Tharon Keep (74-76)
Classes
* All Classes are available for play. Spells and talents will be available for testing past 70 for the following classes: Druid, Mage, Priest, Shaman, Warlock, Warrior
* The Death Knight Hero class is now available for play.
o Creating a new Death Knight will start you at level 55 in Eastern Plaguelands.
o No starting quests are implemented though Death Knight abilities will be available for testing.
o Several Death Knight talents, although they will appear on the talent pane, are not yet implemented.
Professions
* The following tradeskills are available to train up to 450: First Aid, Herbalism, Mining, and Skinning.
Factions
Valiance Expedition - The main armies of the Alliance in Northrend, moving against the Scourge and unified under King Varian Wrynn's command.
The Silver Covenant - A militant core of high elves that rejects the admission of blood elves into the Kirin Tor. They've united under the banner of Vereesa Windrunner and joined the Alliance forces in Northrend.
Explorer's League - This organization seeks to find the origin of the dwarven race by collecting Titan artifacts. Their most recent research has led them to various archeological sites in Northrend.
Horde
The Taunka - These hardy people are cousins of the Tauren and have become valuable scouts for the armies of the Horde as they march northward.
The Hand of Vengeance - The Forsaken tasked by Sylvanas Windrunner with enacting Undercity's vengeance against Arthas by delivering the latest strain of their deadly Plague.
Warsong Offensive - Garrosh Hellscream commands the Horde's main expeditionary forces as they make their way into Northrend to face Arthas and the armies of the Scourge.
Neutral
The Kalu'ak - The tuskarr are a tough but peaceful people who derive their livelihood from fishing and whaling. Their settlements have recently come under fierce attack and welcome any allies who would come to their aid.
Kirin Tor - The mages and archmages running the city of Dalaran. Faced with the rising threats of the Blue Dragonflight and the
Scourge, they've transported their city to the heart of Northrend.
The Wyrmrest Accord - With the Blue Dragonflight's violent upheaval against all mortal users of magic, the remaining dragonflights have banded under the leadership of the Red Dragonflight to combat their wayward kin.
Knights of the Ebon Blade - Freed from the grasp of the Lich King, his former Deathknights have regrouped against him under the banner of Highlord Darion Mograine.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted May 21, 2008 09:53 PM |
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Undressed Vyrkul...that's what I like to see.
But seriously: This looks like fun. I love the Nerubians, they look awesome. Also, can we see the Alliance Death Knights?
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How exactly is luck a skill?
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kraken
Famous Hero
I just love being elemental
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posted May 21, 2008 10:28 PM |
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WHERE DID YOU FINJD THAT????!!!! I MUSTR KNOW THE LINK!!!!!!!
anyways don't spoile the regions,that appears to be my job apparently
BUT I MUST KNOW THE LINK!!!!!!!!!!!!!!!!
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Vini Vidi Vici
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xerox
Promising
Undefeatable Hero
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posted May 21, 2008 10:45 PM |
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Yes there are Alliance Death Knights but since i am a Horde fan in both WoW and in the lore (i can the whole warcraft history) i only posted Horde DKs.
Just ask on if you want to know anything about Northrend or the entire lore of warcraft.
Kraken.
Its all over the Internet
ALL WoW site have these leaked info. You can even download and play the WotLK alpha...
But here are some sites.
Wowinsider.com
Mmo-champion.com
Worldofraids.com
For ultimate WotLK spoilers, watch this site.
http://wotlk.wikidot.com/
Blizzard may close it like they did when there was a similar site long ago with leaked info of the Burning Crusade expansion.
And im a hacker/explorer/exploiter myself so i know lots of stuff of this and will keep posting spoilers untill Blizzard comes and kills me
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted May 22, 2008 01:44 AM |
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Hey Xerox, can you give me some of the Death Knight Lore? I heard they split off from Arthie. Why'd they do that? And how come Alliance can have Death Knights when they are goody twoshoes?
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How exactly is luck a skill?
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Darkshadow
Legendary Hero
Cerise Princess
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posted May 22, 2008 07:19 AM |
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"All races can take a darker path" as blizz says, and yeah, that info is not new either.I think that Death knights serve arthas but some are more of merc type or he just didn't pay them enough ().
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kraken
Famous Hero
I just love being elemental
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posted May 22, 2008 01:27 PM |
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WOOT! I am deffinatley downloading that tonight or sometime soon\
as for me and my updates,I'll update as soon as possible.
Thx Xerox
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Vini Vidi Vici
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xerox
Promising
Undefeatable Hero
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posted May 22, 2008 04:02 PM |
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The Alliance is crueler then the Horde...
Anyway there are two kinds of Death Knights.
Orc Death Knights (they dont exist more, they where a part of the "old Horde" that was evil) and Scourge Death Knights (the ones we play).
The Orc Death Knights were orc souls that were put into human bodies. They were elite troops of the old Horde and had many powerful spells to assist them.
They where in the game Warcraft 2 aka the Second War in the history.
Scourge Death Knights were from the begining fallen paladins.
These Paladins were both alive and undead.
They had fallen to the shadows and joined the undead Scourge.
Arthas was the first Death Knight. He was first a Paladin, then a Death Knight and now a demigod, the Lich King.
Anyway the Death Knights grew in numbers and now it was not only paladins who became it. They trained lots of Death Knights of many races. The Death Knights are bound to the Lich King and many didnt want to become Death Knights.
But recently a group of Death Knights broke free from the Lich Kings control and joined the Alliance and the Horde.
They have betrayded the Lich King and wishes to destroy him.
Humans were the first Scourge death knights (since the Undead focused to attack humans).
All races can take a darker path and become corrupted and twisted.
In WoW no race is really 100% good. Not even the Alliance or the Horde. There are several quests when you do stuff that is not so moral or ethical.
And i dare say that the Horde is more peaceful then the Alliance (they are kind of... racist).
Anyway lots of more info later about more leaked WotLK info.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Darkshadow
Legendary Hero
Cerise Princess
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posted May 22, 2008 04:12 PM |
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All I want to know is what level and status will arthas be, 82 level demigod?instant regeneration on every 4 seconds
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xerox
Promising
Undefeatable Hero
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posted May 22, 2008 04:38 PM |
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All raid bosses are lvl ???.
He will be hardest boss in-game and no one knows what he will do. He will be introduced in a patch (you cannot even enter Icecrown Glaciar where he lives before that patch).
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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emilsn
Legendary Hero
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posted May 22, 2008 09:11 PM |
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Good stuff.. Good stuff
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.
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kraken
Famous Hero
I just love being elemental
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posted May 22, 2008 10:12 PM |
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oh and by the way...
For The Horde! Trolls!
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Vini Vidi Vici
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Darkshadow
Legendary Hero
Cerise Princess
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posted May 23, 2008 09:55 AM |
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Please, no that youtube crap "for the blah!" here.I hope we don 't actually kill arthas.
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emilsn
Legendary Hero
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posted May 23, 2008 03:34 PM |
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Quote: I hope we don 't actually kill arthas.
I hope so? We need to end this freaking game - it is getting annoying!
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.
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xerox
Promising
Undefeatable Hero
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posted May 23, 2008 04:33 PM |
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We will kill the body only, but not "the spirit" inside it.
And after Arthas there are lots of other threats and bosses, the game will end in like 10-years.
Azshara, Neputlon, Al'akir, The Old Gods, The Nightmare, Deathwing, Ysera, Nozdrumo, Sargeras, Kil'Jaeden 2.0 etc
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted May 23, 2008 04:52 PM |
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Edited by Cepheus at 16:52, 23 May 2008.
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Chris Metzen once said that the developers are planning a really special and interesting comeuppance for Arthas. I hardly think a few thousand weirdoes with clan names like "Fried Cheese Sandwich" invading Icecrown and pummelling him into submission equates to that.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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