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Warhammer: Age of Reckoning
Oddies da Nerfed
post Aug 6 2008, 09:52 AM
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With today's post of this tidbit. We have a release date of Sept 18th for WAR. As some are aware I was lucky enough to get in to closed beta about a month ago now. Keep watching this space as I am working on a massive writeup with lots of fancy screen shots and other goodies to post once the NDA is lifted. What I will say for now is that this is by far one of the best betas for an MMO I have been in and have loved every minute of it. If you like the PvP, this game is for you.

edit: based off info on pre-order stuff open beta is scheduled to start the 15th of this month.

Coming soon: Leet infos.
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Crushinator
post Aug 6 2008, 01:18 PM
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This game is just warcraft with more beards.


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AC9breaker
post Aug 6 2008, 09:52 PM
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Yeah i was following this cloesly with the Newsletter but then started losing interest in it cause I don't think I have much of a desire to play an MMO. If its casual friendly though, who knows.


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"Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last."

--an Excerpt from a Night Lords Novel Void Stalkers Chapter X: Revenge
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Oddies da Nerfed
post Aug 7 2008, 07:29 AM
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QUOTE(Crushinator @ Aug 6 2008, 01:18 PM) *
This game is just warcraft with more beards.


Not to mention real pvp, a reason to pvp other than lulz esport, more classes, several which are a fair bit different than anything in the 'popular' mmos. But please, do keep telling yourself its just a wow clone.



QUOTE(AC9breaker @ Aug 6 2008, 09:52 PM) *
Yeah i was following this cloesly with the Newsletter but then started losing interest in it cause I don't think I have much of a desire to play an MMO. If its casual friendly though, who knows.



The game is quite casual friendly in its design, much of which I will cover when NDA is gone. You can snag groups, get gear or just go slaughter the opposing side with very little trouble or time spent trying to do so.
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Crushinator
post Aug 7 2008, 09:44 PM
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How is the PVP "realer" than in other MMO's? When you kill someone are there serious penalties for it? Do you get to steal their items?

From what you've described to me it seems like you just go around ganking anyone you see at any time, which isn't too far off from what you can do in WoW. What makes it more fun than playing battlegrounds and/or arena in WoW, or just randomly killing noobs in the open zones?


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Oddies da Nerfed
post Aug 7 2008, 10:39 PM
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QUOTE(Crushinator @ Aug 7 2008, 09:44 PM) *
How is the PVP "realer" than in other MMO's? When you kill someone are there serious penalties for it? Do you get to steal their items?

From what you've described to me it seems like you just go around ganking anyone you see at any time, which isn't too far off from what you can do in WoW. What makes it more fun than playing battlegrounds and/or arena in WoW, or just randomly killing noobs in the open zones?



How about losing your capitol city, the ability to use the merchants there, your banker, the auction house, xp gain penalties and other nifty shit for suckin ass.

Wow world pvp does not exist beyond lvl 70s sitting in stv killing lvl 30s. Battlegrounds are just honor farms with no real meaning win or lose and arenas are a poorly balanced esport where you win if you take the right team. War has delt with this issues.

What I told you was war had good pvp worth playing, what you heard was something else.
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Crushinator
post Aug 7 2008, 10:49 PM
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So if your team sucks on the server is it possible that you can never have access to your capital city as long as the opposing team keeps up the pressure? Or is it like losing the teleporting guy in FFXI where its a minor inconvenience, but it comes back eventually?


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Oddies da Nerfed
post Aug 8 2008, 11:59 AM
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QUOTE(Crushinator @ Aug 7 2008, 10:49 PM) *
So if your team sucks on the server is it possible that you can never have access to your capital city as long as the opposing team keeps up the pressure? Or is it like losing the teleporting guy in FFXI where its a minor inconvenience, but it comes back eventually?



If one side can maintain pressure then the enemy city will stay in their hands. You have to fight to get it back. Now this doesn't just mean purge the city of players, there is more than one way to take a city and to liberate them. These I will detail more in my write up. You just need to believe me when I say they did a damn good job in overall balance of the game. It is also partially why they axed 4 of the cities. Between not wanting such awesome cities to turn in to Thunderbluffs or Darnassus that are vacant but for a scant few people, they toasted em for the time being. Now you get two cities one for each to wage total war for.
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AC9breaker
post Aug 19 2008, 12:42 AM
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So NDA being lifted tomorrow no? Can I expect some juicy info?


--------------------
"Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last."

--an Excerpt from a Night Lords Novel Void Stalkers Chapter X: Revenge
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Oddies da Nerfed
post Aug 19 2008, 05:41 AM
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I cannot access the site from my home machines with no clue why. I've got like 200 screenshots already, want to make a movie of a keep siege and have writeups on major info.
Assuming I can get comps to access the site I'll post. Otherwise I may need to have someone else post everything

edit: alright, got everything working again. No official announcement on NDA release, but yeah it is looking like 'soon'. Once I get an official announcement I will start posting. Screenshots might be a little late due to trying to find a worthwhile host for this many. I trashed the old vid footage as it sucked, I will see if I can get more and kick out at least some pvp footage with narration, preferably of a keep battle.



edit 3
http://mythicmktg.fileburst.com/war/us/hom...nematic_08.html

full english trailer longer than french more violent.
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Crushinator
post Aug 19 2008, 03:25 PM
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Why are you so skittish about breaking the NDA? Block out all identifying information from your screencaps and post away. Whats the worst they can do? Ban you from the beta and then make you wait till the retail is out in... 3 weeks?


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AC9breaker
post Aug 19 2008, 08:18 PM
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Holy shit, that new trailer was fucking sick.

http://herald.warhammeronline.com/warheral...icle.war?id=192 NDA lifted!

Dood, we should totally get you on the podcast and we should revolve an entire episode mainly on Warhammer online.

Plus Crush don't think that Mythic have a bunch of monkeys emploeyed like Sega. I'm pretty sure legal action would be taken such as a fine or lawsuit.
That or they'll send gretchins to sneak into your house while your sleeping to rape you as well as leave you water running run your electic bill and just generally make a mess.


--------------------
"Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last."

--an Excerpt from a Night Lords Novel Void Stalkers Chapter X: Revenge
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Oddies da Nerfed
post Aug 19 2008, 10:19 PM
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I'll finish posting in morning, will toss up what I can now. Ill also work on some order when I get time.
As for that trailer, things that are in game: Squig armor works that way (they eat you then chug around), marauder arm mutation, the sw cannot dual wield as they are range dps though. As for the greater daemon of the raven god, well ive ran across at least one sofar.
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Oddies da Nerfed
post Aug 19 2008, 10:31 PM
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ctrl f the numbers and should take you to relevant section. eg 1.1.10, 1.7.3 etc

Table of contents.

1.0 Races and classes
1.1 Order classes
1.1.1 Archmage
1.1.2 Warrior priest
1.1.3Runepriest
1.1.4 Ironbreaker
1.1.5Swordmaster
1.1.6 BrightWizard
1.1.7 Engineer
1.1.8 Shadow Warrior
1.1.9 Witch Hunter
1.1.10 White Lion

1.2 Destruction classes
1.2.1 Zealot
1.2.2 Disciple of Khaine
1.2.3 Shaman
1.2.4 Black Orc
1.2.5 Chosen
1.2.6 Magus
1.2.7 Soceress
1.2.8 Squig Hearder
1.2.9 Witch Elf
1.2.10 Marauder

1.3 Char advancement
1.3.1 Morale
1.3.2 Tactics
1.3.3 Career Masteries

1.4 Public Quests
1.4.1 Loot
1.4.2 Influence and alternate loot

1.5 World map

1.6 Capital Cities

1.7 Guilds
1.7.1 Standard unlocks
1.7.2 Standards and their uses
1.7.3 Guild Ca lander

1.8 Open Parties and warbands

1.9 Pve
1.9.1 Lairs
1.9.2 Mounts
1.9.3 Crafting
1.9.3.1 Apothecary
1.9.4 Gathering skills
1.9.4.1 Butchering
1.9.4.2 Scavenging
1.9.4.3 Cultivation

2.0 PvP/RvR
2.1 Skirmish and battlefield rvr
2.2 Scenarios
2.3 Chicken mode
2.4 City Sieges
2.5 Siege weapons





1.0

Races/Classes. Both sides have 3 races each with a certain number of classes. Classes are restricted by race and sex. If you want a Witchelf, you play a female dark elf. Chosen? Male chaos. Each class has a 'counterpart' on the opposing side, however they may not be in the same racial pairing. Black orc is the match up to Swordmaster, however they are not paired against each other. Also due to class reductions Dark elves and Empire lack a tank class. Dragging your tank char from another pairing to theirs to help with Pqs and such will be appreciated.

Combat healer info
A new twist on what can be one of the more boring aspects of an mmo is the healer. Combating healers however are a blast, in that they have to kill to heal. Many times the attacks themselves will steal strength from your offensive target and give it to your defensive target. (targeting info, you can have 2 targets, defensive and offensive, all offensive attacks hit that target, all defensive actions like heals etc go to that target. less target swapping needed)



1.1

1.1.1

Order Healer:
Archmage Summary

The High Elves are known far and wide as the most powerful mages in the world, and the Archmages are the best even among their own kin. Capable of weaving all of the Winds of Magic together in complex and subtle ways, the Archmages can easily turn the tide of battle in their favor.

Archmage Mechanic

The High Elves are the only living beings who can grasp the depth and subtlety of true High Magic. By understanding the true natures of all of the Winds of Magic, the Archmage can transfer the power of his destructive spells directly into his beneficial magic, using this balanced power to make his healing abilities less expensive.

Archmage Masteries

Path Of Isha

*The Path Of Isha is focused on restoring health and life to the Archmage's allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells.

Path Of Asuryan
*The Path Of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well.

Path Of Vaul

*The Path Of Vaul is a subtle Mastery that focuses on both crippling the Archmage's enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won't even realize is approaching until it's too late.


1.1.2
Warrior Priest Summary

The Warrior Priests worship Sigmar, the now-deified warrior who united the tribes of man and formed the Empire long ago. In honor of their legendary patron, the Warrior Priests seek to follow in Sigmar's warrior path by purifying the Empire with equal measures of prayer and might. They march into battle shouting holy scriptures even as they bring their blessed warhammers to bear in the name of their god. By proving their devotion and righteousness through valor in combat, they are rewarded with divine powers, which manifest in the form of potent healing abilities. Their presence on the front lines of battle serves as a constant inspiration to the soldiers who march in defense of the Empire.

Warrior Priest Mechanic


Sigmar is a warrior god, and his priests gain divine favor only by fighting to defend the Empire that he built. The holy symbol of Sigmar is a hammer, and the Warrior Priests have adopted the warhammer as their weapon of choice in honor of their patron. The Righteous Fury of Sigmar fills the Warrior Priest with each swing of their weapon, and this divine power can then be used to fuel their healing magic. This becomes something of both a freedom and a restriction for the Warrior Priest - since all of his magic is powered by Righteous Fury, he can throw himself wholeheartedly into melee combat and then still have resources left to heal with, but at the same time, his healing capabilities become dramatically more limited when there are no enemies in arm's reach.


Warrior Priest Masteries

Path of Salvation


The Path of Salvation focuses on divine magic, primarily healing abilities. A player who specializes in Salvation will become a much more powerful healer, although they will still need to place themselves into the front lines of a melee combat in order to build up their Righteous Fury.

Path of Grace

The Path of Grace is centered around melee attacks which inspire and bolster the Warrior Priest and his allies. A Master of Grace will be able to simultaneously wreak havoc upon his enemies with his warhammer and improve himself and his companions, making him an especially valuable player when standing side-by-side with other allies.

Path of Wrath

The Path of Wrath is focused on crippling melee attacks which weaken, hinder, and harass the player's opponents. Someone who specializes in Wrath will certainly be the most offensively-focused type of Warrior Priest, as they will be both damaging their enemies and weakening them with each swing of their warhammer.

1.1.3
Runepriest

Runepriest Summary:

Dwarf runes bind and hold magic, solidifying and stabilizing the power through the knowledge and craftsmanship practiced by Runepriests through the centuries. A skilled Runepriest can tap into this rune-etched power to call forth all manner of spectacular effects, from restoring life to his allies to calling down wrath and doom upon his foes.

Runepriest Mechanic:
Dwarf runes are repositories of raw power, harnessed to a specific purpose by generations of skilled and focused runecarvers. A Runepriest is adept at not only invoking these runic powers, but also at engraving runes on his allies' equipment, granting them abilities far beyond their normal grasp. A true master Runepriest can even call forth the power of mighty Master Runes, carving them into the very earth itself as an anchor for their tremendous energies.

Runepriest Masteries:

Path Of Grungni
A master of this path focuses on powerful and direct effects, learning to both restore his allies and smite his enemies with equal skill. The path of Grungni is for those who prefer to focus on a single target at a time, be they friend or for, and unleash powerful effects upon them.

Path Of Valaya
An arguably more subtle mastery, the path of Valaya is focused on effects which continue to linger after they've been invoked. A master of this path prefers to stick to tested, tried, and true slow-and-steady abilities, whether he's building up his allies' strength until they become unstoppable, or whether he's grinding his enemies down with inevitable and unescapable doom.

Path Of Grimnir
This path is concerned with runes which affect large, sweeping areas as they unleash their innate power. A specialist in this path is an expert at changing the ebb and tide of combat by either bolsting his allies' entire front line, or by sending vast swaths of crushing power across the enemy masses.


1.1.4
Order Tanks:


Ironbreaker Summary:
When most people describe someone as "stubborn", they're probably talking about a Dwarf - but when a Dwarf describes someone as "stubborn as a bloody mountain", they're probably talking about an Ironbreaker. Clad in their legendary gromril armor, they are the vanguard of any Dwarf army, leading and protecting their kin and allies on the field of battle.

Ironbreaker Mechanic:
No one can hold a grudge like a Dwarf, and the Ironbreakers are considered to be especially persistent even among the Dwarfs. Any time someone dares to attack the Ironbreaker, he makes a note of the insult and adds another Grudge to his list - and if an enemy should be so foolish as to attack an Ironbreaker's sworn and bonded Oath Friend, the Grudge earned will be paid back with fury several times over.

Ironbreaker Masteries:

Path of Stone
As stubborn and unyielding as the mountains themselves, Ironbreakers who master this path are specialists in defense and will expend every last ounce of energy protecting their sworn oath friends. Since an Ironbreaker builds up Grudges quickly when under direct attack, this mastery takes advantage of that by consuming his Grudges to fuel potent defensive abilities.

Path of Vengeance

Some Ironbreakers hold their grudges close to their heart, slowly nurturing them until they are filled with the fury of Grimnir himself. With a single-minded focus, a specialist in this path becomes more and more dangerous with every Grudge he holds, pushing himself to fight more brutally as he strives to avenge the insults that have been dealt.

Path of Brotherhood
A specialist in this path understands the balance between camaraderie and retribution, and is a natural leader on the battleground. Alternately holding and discharging his Grudges, the master of Brotherhood serves as a shining example of the greatest of Dwarf traits, inspiring his allies to push onwards to greater heights. Equally adept at breaking the enemy line or standing his ground and holding back waves of foes, the master of this path has the ability to bolster his Oath Friend as well as himself.



1.1.5
Swordmaster Summary

The Swordmaster fights with magical enchantments to bolster the strength of his attacks, and is a deadly front-line warrior. Surprisingly agile with his finely-crafted Elven Greatsword, the Swordmaster is the vanguard of any Elf army.

Swordmaster Mechanic
The Swordmaster strings together short chains of attacks in a graceful Blade Dance. With each swing of his weapon he steps into a more balanced fighting position, which allows him to use more powerful attacks, which then increase his balance even further.

Swordmaster Masteries

Path Of Khaine
*The Path Of Khaine focuses on the Swordmaster's signature Elven Greatsword, a massive but exquisite weapon which he can swing with deceptive speed. While no High Elf would ever worship the God of Warfare, a Master of this path acknowledges Khaine as a potent and necessary figure, and the Swordmaster brings swift death to any who stand in his way.

Path Of Vaul
*The Path Of Vaul is primarily focused on defense, and a Master of this path may very well be temped to lay aside his Greatsword in favor of an elegant Elf-crafted shield instead. The Swordmaster who specializes in this path will be the core that the lines of battle form around.

Path Of Hoeth
*The Path Of Hoeth is for Swordmasters who have spent much longer amounts of time in the White Tower, honing their innate magical skills and learning how to smoothly work magical power into their attacks. A Master of this path will learn subtle ways to both expose weaknesses in their foes, and to shield themselves in battle.



Order Ranged DPS:

1.1.6
Bright Wizard Summary


Master of the Lore of Fire, the Bright Wizard is the most destructive battle wizard in all of the Empire. The Bright wizard is renown for his ability to incinerate anything, ranging from individual soldiers to an entire hillside. However destructive fire is not the only trick in their arsenal. Bright wizards are also capable of manipulating the wind of Aqshy to cause a variety of debilitating effects ranging from thick banks of choking smoke, to withering heat that saps the strength and endurance from even the staunchest warrior. Some Bright Wizards have even been known to dabble in the healing arts, however cauterizing a wound with white hot fire is never a soldier’s first choice!


Bright Wizard Mechanic

Due to the volatile nature of Aqshy, the Red Wind of Fire that they manipulate, the Bright Wizard is always risking a Backlash that could incinerate himself as well as his opponent. This building-up of Aqshy is known as 'Combustion' and and the greater the level of Combustion a Bright Wizard places into his destructive spells the more likely they will explode with stupendous results (Critical Hit). However even the most skilled wizard will get burned when playing with fire and pushing the combustion level too high will result in a backlash of magical energy that will damage the Wizard himself.


Bright Wizard Masteries

Path of Incineration

The Path of Incineration primarily focuses on destructive single target spells. About half of these spells have high values of Combustion allowing those who Master the Path of Incineration to focus on weaving high risk spells in with more reliable destructive magics for optimal single target Damage


Path of Immolation


The Path of Immolation focuses on damage over time and debilitating lingering debuffs. A Master of Immolation is more patient, relying less on high-Combustion spells with explosive effect, and more on slow burns that build up into an unstoppable inferno.

Path of Conflagration

The Path of Conflagration is the most destructive of the Bright Wizard masteries with area effect spells capable of burning entire swaths of land to a crisp. However, Masters of Conflagration must exert the most self control; most of their spells build up high levels of combustion so using them recklessly will mean the Wizard’s doom as well.




1.1.7
Engineer Summary:
The Dwarfs first discovered the secrets of black powder, and no one can rival them when it comes to putting it to good use. Armed with guns, grenades, and gadgets, the Engineers often prepare traps and ambushes throughout the battlefield before the fight begins, and then quickly dispatch any surviving enemies from a safe distance.


Engineer Mechanic:
Crossbows were good and fine, but nowadays, a gun is better - and if a gun is good, then an automated self-aiming gyro-mounted gun turret with a cyclic grenade feeder and napalm cannister is even better yet! An Engineer has gadgets and gizmos to suit any situation, and is virtually an entire battle line on his own.

Engineer Masteries:

Path Of The Rifleman

This path focuses on long-range attacks, and taking your time with carefully aimed precision shots. A master of this path prefers to stand back away from the hectic front lines of battle, and dispatch his enemies quickly and cleanly from behind defensive cover.

Path Of The Grenadier
This mastery is primarily focused on grenades and bombs, powerful explosives which may be quickly tossed into the middle of a fray to wreak havoc on enemies. While their effective range may be shorter than a gun's - after all, Dwarf arms aren't exactly build to throw for distance - grenades make up for this through sheer stopping power and swift arming times.

Path Of The Tinkerer
A specialist in this path is concerned mainly with his deployable contructs, preferring to fight from near the safety of his turrets while he lays out his foes with swings of his heavy steel wrench. Master tinkerers have also been known to use additional deployable devices above and beyond turrets as well, and many are the Engineers who've been banned for life from a blacksmith's forge after trying to test and improve the heat thresholds of land mines.




1.1.8
Shadow Warrior Summary
When civil war tore the Elven land of Nagarythe apart, the majority of the Elves there chose to follow Malekith into foulness and chaos, becoming Dark Elves. However, there were still those who remained faithful to the true Phoenix King, and those few remaining loyalists swore an oath to fight the traitorous Witch King until the Dark Elves were dead to the last. These High Elves were vastly outnumbered by their Dark Elven enemies, and were forced into bloody guerrilla warfare; their ruthless attacks from the darkness led to them being known as Shadow Warriors.

Shadow Warrior Mechanic

The Shadow Warriors have fought against overwhelming odds for generations, and the grim conflict has taught them numerous strategies for striking down their enemies in surprise attacks. While a Shadow Warrior always favors attacking from a distance, they are capable of swiftly altering their strategy to deal with foes in nearly any situation.


Shadow Warrior Masteries

Path Of The Scout
*The Path Of The Scout focuses on delivering devastating attacks from a great distance. A Master of this path will prepare patiently and then strike swiftly, unleashing a deadly hail of arrows with grim results. A Shadow Warrior specializing in this strategy will prefer to stand his ground as far as from his enemies as he can, and force them to come to him.

Path Of Assault
*The Path Of Assault teaches Shadow Warriors to augment their bow attacks with blades as well. Someone who adopts this strategy will prefer to first cripple their target with bow fire, and will then bring the fight to the enemy instead of remaining back at a distance. While even a specialist in this path will still place their trust in their longbow, they will be able to easily throw an enemy off-balance by charging in to the fight instead of trying to stay back at a distance.

Path Of The Skirmisher
*The Path Of The Skirmisher is a strategy for close-quarters combat. Focused on short-distance bow attacks, someone who specializes in this path will still remain mobile while drawing their shots. These nimble attacks grant deadly flexibility to the Shadow Warrior - while he must get much closer to his enemies, he does not have to remain stationary, and is able to draw his targets out into bloody ambushes.




Order Melee DPS:


1.1.9
Witch Hunter Summary


The Empire is not just under overt assault from the forces of Chaos, but is also fighting a constant war against the creeping incursions of darkness and heresy within its own borders, and no one is more aware of this than the Witch Hunter. Tasked with digging out the taint of corruption from within the healthy flesh of the Empire, the Witch Hunter is a grim figure, looked upon with equal measures of awe and dread, for they have the authority of an investigator, a judge, and an executioner. By blade, pistol, and torch, they are determined to cleanse the Empire of evil.


Witch Hunter Mechanic


The Witch Hunters are deadly fighters who seek out and destroy anything tainted by the touch of Chaos. They lay down Accusations at swordpoint until they're satisfied of their enemy's guilt, and then unleash an Execution with the booming voice of their pistol. Their combat abilities are bolstered by a variety of sacred artifacts, such as blessed bullets which add additional effects to their Executions, and potent Holy Relics which can briefly imbue them with great power.

Witch Hunter Masteries

Path of Confession


The Path of Confession is direct and uncompromising, and focused primarily on direct and immediate opposition to heresy. A specialist in Confession will eschew subtlety and lengthy investigations in favor of simply approaching their enemy and beating the truth out of them. While not necessarily the most powerful approach, it is effective in its straightforward brutality, and provides a small measure of increased protection when the Witch Hunter finds themselves under direct attack.


Path of Inquisition

The Path of Inquisition is focused on longer and detailed investigations, weakening and progressively working over an enemy until the victim’s guilt is all but assured. A player with heavy Inquisition Mastery may appear less powerful at first glance, but the devastating effects of their attacks are felt more and more as the fight progresses.


Path of Judgment


The Path of Judgment is taken by Witch Hunters who are assured that their targets are guilty and no questioning is needed. They tend to take their suspects by surprise, and are at their best when the enemy's attention is elsewhere. A Master of Judgment will seek to avoid face-to-face confrontations, and will be at their most powerful when they have allies nearby that can distract their enemies, allowing the Witch Hunter to lay down very potent attacks.


1.1.10
White Lion Summary:

The proud and fierce White Lions have their roots in the lands of Chrace, where they have been known for centuries as woodsmen of great skill. While circumstance and necessity long ago forced them to turn to the path of the warrior, they have never neglected their roots and continue to wield their ancestral woodsman's axe to this very day.

White Lion Mechanic:

Being a part of a White Lion regiment is a great honor, and initiates must prove their worth by single-handedly slaying one of the feared Chracian white lions and returning with the great cat's pelt as proof of their deed (and the attempts turn in favor of the predatory cats as often as not!). While this also serves the secondary purpose of keeping the lions' numbers in check, the High Elves are also well aware that all creatures serve a purpose, and they never slaughter the lions needlessly - therefore, if a victorious Elf finds his prey's lair full of pups, he will bring the young cats back with him to raise, train, and care for. While most of these tenderly-reared lions go on to draw the famous Lion Charriots of Chrace, some will occasionally form a deep and lasting bond with their White Lion caretaker, and grow to become a lifelong companion to the Elf.

White Lion Masteries:

Path Of The Hunter
This path focuses on fighting with your war lion as an equal, each of you taking a part in the hunt and the kill. The White Lion and his war lion have coordinated their attacks so well that they are capable of attacking multiple targets at once, tearing through enemy lines with ease.

Path Of The Axeman

A specialist in this path has trained his war lion to menace and threaten enemies, making them vulnerable to the White Lion's brutal attacks. Foes who become distracted by the mighty war lion will often never even have time to register the greataxe blow coming it's already too late.

Path Of The Guardian
A master of this path has focused on training his war lion as a hunter and predator. While the White Lion acts to protect and assist his war lion, the great cat tears its enemies apart with fang and claw. Specializing in this path will provide tools which allow the White Lion to defend himself and threaten foes while his pet is prowling up from behind the oblivious enemy for the kill.





1.2
Destruction:

Destruction Healers.

1.2.1
Zealot Summary


The Zealot is a fanatical orator, intent on spreading the glory of the Raven God throughout the land and serving the will of the Great Changer. Draped with ritual vestments and tools of sacrifice, the Zealot can imbue various talismans and potions with the primordial power of Chaos. These items become potent magical conduits though which he can mend wounds, enhance his allies, and plague his enemies with unholy scourges.

Zealot Mechanic


Zealots are some of the few mortals who can call forth a Mark Of Tzeentch upon living flesh, branding their allies as sanctified soldiers of the Changer Of Ways. These Marks will not only bolster their holders far beyond normal human limitations, but also serve as direct conduits to the powers of Tzeentch himself, allowing their bearers to gain entirely new abilities. A Zealot can also desecrate a patch of land with a Dark Rituals & Rites, marking that spot as claimed by Tzeentch and crippling any unbelievers who dare tread upon it.

Zealot Masteries

Path of Alchemy


The Path of Alchemy is the Zealot's primary healing mastery. A specialist in Alchemy will become a mighty healer, capable of mending the most grevious wounds and ensuring that Tzeentch's armies live to see their enemies fall before them. While a player who selects this Mastery may not necessarily gain the most powerful offensive capabilities, they will have absolutely no problems finding allies to protect them and do their bidding.


Path of Ritual

The Path of Rituals is focused on warping the entire balance of power across a battlefield, skewing the fight to bring about the inevitable triumph of Tzeentch's followers. They are just as proficient at enhancing their allies as they are at stunting their enemies - and, in fact, can do both at the same time.


Path of Witchcraft

The Path of Witchcraft is for a Zealot who chooses to make himself into a talon of Tzeentch, reaching out to slaughter his enemies through magical attacks. These manifest themselves as deadly portents of chaos. Flocks of shrieking ravens may fall upon a Zealot’s foe to consume their flesh, or strange demonic manifestations may appear out of thin air to lash at his foes.


1.2.2
Disciple Summary

Dark priests of the Bloody Handed god, The Disciples of Khaine can be found on the frontline of any Druchii assault. In combat, the Disciple is a master of shifting the balance of a fight, for what they reap from their enemies they give to their allies - what was once your strength will soon become their own. Disciples must be watched carefully and their fell magic countered in short order or you will find your very essence trapped in servitude to Khaine.

Disciple Mechanic

Using wicked ritual blades, a Disciple harvests the essence of their enemy and offers it to Khaine in exchange for blessings and dark powers. These dark gifts allow the Disciple to tend to the needs of the Dark Elven host, mending bones, suppressing pain, and even raising critically injured warriors to fight again.

Disciple Masteries


Path Of Ritual
The Path Of Ritual is focused on the healing gifts that Khaine grants to his faithful priests. A master of this path will be able to focus more power into the essence that they tear from their enemies, greatly empowering their healing abilities.

Path Of Torture

The Path Of Torture is a pious Mastery focused on worshipping Khaine - of course, Khaine demands this worship at the edge of a knife, and hears prayers only when bolstered by the screams of his enemies. A specialist in this Mastery has practiced long and well with their brutal sacrificial blades, and has trained themselves as a deadly warrior.

Path Of Sacrifice


The Path Of Sacrifice is a deceptive Mastery that simultaneously damages enemies and strengthens allies. Instead of focusing quite as much on either building or consuming essence, a master of this path favors attacks that not only damage the enemy but also momentarily steal away a portion of their strength.


1.2.3
Shaman Summary:

Any time the Greenskins declare a WAAAGH! and go to war (which is to say, any time they go anywhere), their endless thirst for battle produces an almost-palpable energy in the air. Over time, clever Goblins learned to harness the power of the WAAAGH!, and Shaman take advantage of this to support their allies in combat.

Shaman Mechanic:


Channeling the WAAAGH! power, Shaman can produce all types of spectacular green magic, which he can unleash as a testament to the might of the Greenskin dieties, Gork and Mork. Greenskins are a little unclear on exactly which god it is that they worship at any given moment, however, so the Shaman decide to play it safe and offer up power to both. This constant back-and-forth between Mork and Gork allows a Shaman to greatly improve his magic, making their dimutive figures into unexpectedly powerful forces on the battlefield.

Shaman Masteries:

Path Of Mork
This path is primarily focused on healing and restoring the Shaman's allies. As he casts spells from this path, the Shaman builds up the power of Mork's WAAAGH!, which he can then use to fling swift and powerful offensive magic. Because of this, many an enemy who dismissed a Morkish specialist as unthreatening has quickly learned a brutal - and fatal - lesson.

Path Of Gork
A specialist in this path prefers to destroy his enemies first, and tend to his allies later. By blasting his enemies into oblivion, the Shaman builds up the power of Gork's WAAAGH!, which can then be used to hasten and improve his healing magics.

Path Of Da Green
Not wanting to get caught between Gork and Mork, a master of this path simply declares that green is best, and promptly goes about making his allies even greener and better than they were before. Naturally, anyone who isn't green must be put into their place, and a specialist in this path is equally adept at crippling and hindering his enemies as well.



Destruction Tanks.


1.2.4
Black Orc Summary:

Black Orcs love a good brawl, and are always the first ones to charge into the hectic chaos of combat. Over enough generations, this has ensured that the only surviving Black Orcs are the toughest of the tough and the meanest of the mean, resulting in a group known for their brutality and sturdiness even among other Greenskins.

Black Orc Mechanic:

Black Orcs are master tacticians, and brilliant combat fighters without intellectual peer among the Greenskins, for they can actually formulate and follow a detailed and complex battle plan. Some warriors of other races have been known to occasionally point out that a Black Orc's plans somehow seem to consist of nothing more than progressing from "Hit 'im!" to "Oi, 'e's still standing, hit 'im again!", and then back to "Hit 'im!" again...but they're careful not to sound mocking or dismissive, for in the hands of a Black Orc, such a plan is crushingly effective.

Black Orc Masteries:
Path Of Da Brawler

A master of this path believes that the best way to win a fight is through choppin' the other guy into little pieces quickly. He scoffs at the thought of using a shield, since that just makes it harder to swing a massive Big Choppa around, and he doesn't need anything getting between him and his choppin'!

Path Of Da Toughest

A specialist in this path sees the wisdom in using a massive shield and taking care to defend himself against attacks - after all, while choppin' is grand fun, living through the fight so that he can do some more choppin' later is an appealing prospect as well.

Path Of Da Boss
If there's one thing that an Orc Boss can do better than anyone, it's yelling at those who aren't as big as him. A specialist in this path has had long practice at yelling, shouting, and encouraging his group to fight onwards and be strong - although it's still a point of military debate whether the Orc's allies are actually inspired to press forward and fight, or whether they're simply trying to get the Orc to stop his deafening bellows and reeking breath.

1.2.5

Chosen Summary


Do not be mislead by appearances, for they are the first weapon of the Chosen. Covered from head to toe in unholy armor, wielding massive weapons capable of rending enemies limb from limb, the Chosens are hulking figures of dread and terror on the battlefield - but woe to the enemy who dismisses them as simple brutes! Tzeentch's Chosen are cunning warriors who can bring forth a whisper of the Ruinous Powers into this world, dooming their enemies to a fate that is, perhaps, worse than a simple death.


Chosen Mechanic

The Chosen have been blessed by Tzeentch with several dark gifts, powers of Chaos which they can grasp and pull into this world through their very bodies. These powers pour forth from within their massive armor, and spill out as profane auras. In additional to causing an immediate effect when they first burst out from the Chosen's grasp, these lingering effects will continue to empower the player for several moments, allowing them to unleash melee attacks fueled by the unholy power of Tzeentch himself.


Chosen Masteries

Path of Dread


The Path of Dread is focused on directly and brutally crushing your foes. A master of Strife will be likely to favor a Greatweapon instead of a shield, greatly increasing their offensive power at the cost of sacrificing the protections that a shield would otherwise offer. They will be easily capable of picking up a shield when the situation calls for it...but they won't be happy about it.


Path of Corruption

The Path of Corruption is a cunning Mastery for those who prefer to outlast their enemies, letting their foes beat in futility on a massive shield until they're exhausted, and then crushing them with deliberate and vicious attacks. A specialist in Corruption will be the person who defines where the lines of battle will be drawn, since they -are- the front lines.


Path of Discord

The Path of Discord is one that delves more deeply into Tzeentch's gifts, and masters of Discord more fully understand how to manipulate the Chaos forces that swirl within them. They can unleash blasts of magical power, or twist the magical energies to unnaturally enhance their melee attacks. Their understanding of the nature of magic is still relatively shallow, however, and they can not hope to approach the skill or power of a true magus, but even their brief flashes of otherworldly energy are enough to empower them as potent melee combatants.



Destruction Ranged DPS


1.2.6
Magus Summary:


A Magus of Tzeentch is a devoted follower of the Raven God, and has spent his entire lifetime studying pure sorcery with a fevered intensity. Desperate for even a bare glimpse of Tzeentch's great plan, the Magus has learned through his research that Tzeentch's daemonic minions are creations and reflection of the Great Changer, and he focuses his search for knowledge obsessively on this fact - for perhaps, by understanding the servant, he may better understand the master.


Magus Mechanic:

The Magus can call forth several different types of daemonic fiends, but can only maintain the concentration needed to restrain a single one at a time. A clever Magus therefore makes sure to best fit his summoning to his need: a Pink Horror which flings bolts of fire corruption at distant enemies, a Blue Horror which spews out waves of warping energy around itself, or a Flamer which spits blasts of fire at groups of enemies.


Magus Masteries:

Path Of Havoc

This path focuses on long-range attacks, and primarily focuses on destroying a single target at a time. A master of this path will typically call forth a Pink Horror to help him slaughter his enemies from a safe distance.

Path Of Changing
A specialist in this path understands that change waits for no man, and that Tzeentch demands speed and swiftness in those who serve. The cost of this decision is that his spells dissipate more rapidly into the Winds and therefore are only effective at moderate ranges, but a master of this path is a quick and adaptable sorcerer who uses a summoned Flamer to great effect.

Path Of Daemonology

This path is primarily focused on exploiting the warped and twisted daemonic Disc that the Magus rides, tapping into its power to unleash massive blasts of power at close range. In conjunction with a summoned Blue Horror, a specialist in this path can rend and shatter everything around him, leaving a trail of ruin and destruction in his wake.


1.2.7
Sorceress Summary
The Sorceresses of the Druchii are the true power of the Dark Elven armies. Blades may be turned aside and shields may be crushed, but what soldier can stop a flow of living shadow and darkness? Tearing the Winds Of Magic asunder, the Sorceresses bring forth detestation on an unimaginable scale, raining destruction down upon their helpless foes.

Sorceress Mechanic
The weak High Elves teach that the Winds Of Magic must be used in balance, through precise and careful craftings, but the Dark Elven Sorceresses scoff at their foolish cowardice. Every Dark Elf knows that when you want something, you simply take it - all of it. A Sorceress uses her Dark Magic to pull power indiscriminately from all the Winds Of Magic, driving her magical potency to levels that her weak High Elven cousins could scarcely dream of. The Winds themselves fight back against such overwhelming use of power, however, and reckless Sorceresses will find themselves facing a Backlash against their unnatural use of power, but such is the price of victory - and surely, any Dark Elves clumsy enough to be destroyed by their own Backlashes would clearly be too foolish to live long in Druchii society regardless, yes?

Sorceress Masteries

Path Of Agony


The Path Of Agony is mainly concerned with slaughtering individual enemies in the messiest and most direct ways possible. This path contains a somewhat equal mix of volatile Dark Magic spells and more stable magic.

Path Of Calamity

The Path Of Calamity is favored by the more subtle and insidious covens of Sorceresses, and is primarily focused on longer-duration effects. A Master of Calamity prefers to hinder and wound their enemies over time, until the effects have built up enough that their foes are already dead, and just don't realize it yet. This path has fewer Dark Magic abilities, and relies more on a steady pace of destructive stable magic.

Path Of Destruction

The Path Of Destruction is for the Sorceress who believes that killing an enemy is nothing but a waste of time that could be much better spent killing ALL of their enemies. Spreading vast, sweeping swaths of darkness and death across the battlefield, the Masters of Destruction gamble the most heavily on numerous Dark Magic spells.



1.2.8
Squig Herder
Goblins aren't exactly known for their fortitude or strength, so the clever Squig Herder uses a pack of squigs to do the hard work for him while he stands safely away and unleashes a rain of deadly arrows.

Squig Herder Mechanic:
Through a combination of poking, prodding, yelling, and throwing raw meat, a Squig Herder has managed to...well...not exactly "tame" a pack of squigs, but certainly get them to at least run when he stabs them. The Squig Herder has the means to deal with any combat situation through the wide array of squigs at his disposal - and sometimes, they are quite literally at his disposal, as his pets have an unsettling habit of being eaten or exploding.

Squig Herder Masteries:

Path Of Big Shootin'

A specialist in this path is more than happy to stand far, far back from the fight and let his squig pets distract the enemies while he peppers them with arrows from a safe distance. Those who dismiss Goblins for their small stature quickly learn not to underestimate the Squig Herder's powerful bow and keen aim, and many an enemy's final dying thought has been that perhaps they should've paid more attention to the Goblin than the squig.

Path Of Quick Shootin'

A clever master of this path uses the Goblins' inherent tendancies towards twitching and running in his favor, and has learned to quickly snap off bow shots while moving around. While he pays for this mobility at the cost of range, as he can't shoot as far without taking the time to stop and brace his bow, the speed and flexibility that he gains ensures that he can always stay out of harm's reach.

Path Of Stabbin'
Some goblins are simply more bloodthirsty than others, and a master of this path prefers to use his bow simply as a means to weaken and hinder his enemy, allowing him to move in and dispatch them quickly with his crude yet brutal spear. Fighting side-by-side with his squig pets, the Squig Herder who selects this path is always gleeful to find himself in the middle of a messy fight.




Destruction Melee DPS


1.2.9
Witch Elf Summary
The Witch Elves are the sanctified brides of Khaine, the Lord of Murder, and they serve their patron diety with savage pleasure. Wielding long daggers and prowling across the battlefield, the Witch Elves will sacrifice anyone and anything in their path as an offering to please the Bloody-Handed Lord.

Witch Elf Mechanic

With each strike of their weapons, the Witch Elves drive themselves deeper into a furious bloodlust, until they finally sate themselves in a horrific frenzy. Using their Khaine-blessed weapons, a Witch Elf can slice into her enemy and then corrupt their very blood upon her blades, briefly granting even more power to her attacks.

Witch Elf Masteries

Path Of Carnage


The Path Of Carnage is mainly concerned with quickly and directly slaughtering anything that presents itself to the Witch Elf. Eschewing subtlety, a specialist in this path prefers to confront her enemies face-to-face...or at least, face-to-what's-left-of-their-face.

Path Of Suffering

The Path Of Suffering focuses more on effects that linger for some time, and a master in this path takes pleasure in leading her victims into a false sense of security. While her attacks may not seem dangerous at first, it's only moments later that the Witch Elf's enemy suddenly realizes that their death is imminent and there's nothing they can do to stop it.

Path Of Treachery


The Path Of Treachery appeals to those Witch Elves who prefer to stalk their prey, attacking when the target is unsuspecting. A master of this path performs best in the thick of large, chaotic combats, where her victims are kept busy and unsuspecting, and she prefers to strike the enemy at their unprotected flanks.


1.2.10
Marauder Summary

The Marauder is Tzeentch's favored agent of destruction, and has been granted the simplest and purest gift that the Raven Lord can give: change. The Marauder changes his very blood, bone, and body to reshape himself into a perfect warrior, capable of wreaking havoc and mayhem upon any foes who dare to cross him. He is, by necessity, only lightly-armored, since any more solid protection would merely be rent asunder as his warped and corrupted flesh distorted within it, but he ensures victory by simply slaughtering his enemies before they can react.

Marauder Mechanic

There are three different mutations that the Marauder can reshape his body into, each of which serves a specific purpose and offers its own benefits. By changing his very body as needed, the Marauder is capable of dispatching most any enemy, but he must always be aware of the flow of battle and ready to mutate into a different form as necessary. A Marauder who chooses poorly will find his punishment to be swift and immediate, for he is helpless and vulnerable during the few moments that it takes his body to flow into a new form, and a perceptive enemy will leap at the chance to take advantage of this brief window of weakness.

Marauder Masteries

Path of Brutality
The Path of Brutality is focused around the Marauder's ability to warp his arm into a sharpened spike of bone. This blade-like appendage can deal horrifying injuries to an enemy, and a player specialized deeply in Brutality will likely be dealing the most damage possible against a single enemy, especially if the foe is distracted by others.

Path of Savagery
The Path of Savagery leads to a Marauder changing their arm into a monstrous claw, capable of tearing at enemies to cripple and hinder them while they quickly bleed to death. While perhaps not dealing as much immediately obvious damage as his other mutations, a master of Savagery kills his enemies in a more insidious way, weakening the target steadily so that they never realize just how much danger they're in until it's already too late.

Path of Monstrosity
The Path of Monstrosity focuses on the Marauder mutating their arm into a hideous club-like bludgeon of flesh and gore. The master of Monstrosity can use the massive bulk of their warped arm to defend themselves somewhat, and can sweep their limb around in broad, arcing swings, capable of damaging several enemies with each single smash.




1.3
Char Advancement

Each Mastery contains Base skills, Supplemental skills, and also has its own Mastery
level. Base skills are the Actions, Tactics & Morale a player is granted as a reward for
achieving a specific level, every character of that Career will always be able to purchase
these skills, however their total effectiveness is intimately tied to the player’s level of
Mastery. Supplemental Skills are the Actions, Tactics, and Morale that a player can only
unlock by increasing their Mastery of a given path, like Base skills Supplemental skills
continue to increase in effectiveness as you’re Mastery level increases. The Mastery level
itself is the current amount of Mastery a player has in a particular path, players will be
able to choose just how much Mastery they desire in each of the three paths available to
them.

Earning Skills & Increasing Mastery
Skills can be earned in one of two ways Base skills are unlocked when you achieve a
specific rank then purchased at your trainer, players can choose to skip a Base skill if
they desire but there is no good reason to do so. Supplemental skills however are only
unlocked once you reach a certain Mastery level, once unlocked a player has to choose to
spend points to purchase these skills. This is a difficult choice because the same points
used to purchase Supplemental skills are used to increase Mastery level. These points are
referred to as specialization points, and are earned every rank, a player will never have
enough Specialization points to completely Master multiple paths while purchasing
Supplemental skills. It is a tough choice because every point of Mastery earned improves
EVERY action in that mastery line by a small amount this includes the Base Skills you
automatically get. One level of Mastery can seem trivial however they add up and 5 or 10
points of Mastery makes a significant difference!

There is some amount of automatic leveling of power for skills in the paths outside of
their Mastery. This is done to make sure the ability is not completely useless to the
player, in fact many abilities may still be useful for secondary effects such as Stun even if
they have horrible damage/healing values because their Mastery level is lower. When
comparing the general power of an ability of a path with 100% Mastery and one with 0%
Mastery you will see around a 30 – 35% difference in power. Remember this number can
be improved (or widened) further depending on which Tactics and Stats you focus on as
well.

Everyone starts out at Rank 1. As you do quests and kill things, you gain experience. As
experience accrues, your rank increases and you start to learn some of the ins and outs of
your career. As you gain ranks new abilities will become available to you and your
character will increase in power naturally.

Your character can be advanced and customized in a number of ways in addition to
gaining Ranks, abilities, or new weapons and armor.



1.3.1
Morale
Morale abilities are powerful effects that require you to engage in combat for a period of
time as you gain Morale. When you use a Morale ability any Morale you've built up is
lost. There are four ranks of Morale Abilities. Rank 4 Morale abilities require the
maximum Morale possible (100%) but can be devastating to your opponents. Players
unlock their first Morale ability at Rank 8.

1.3.2
Tactics
Tactics are passive abilities that can be combined with other tactics to enhance your
natural abilities. As your gain ranks you unlock more slots to use additional Tactics at the
same time. In addition, you can save different sets of Tactics for use in specific situations.
Players unlock their first Tactic ability at Rank 11.

1.3.3
Career Masteries

General Overview
Career Mastery will allow players focus on different facets of their career giving them the
opportunity to differentiate themselves from others, while still making sure that every
character, no matter how they're specialized, can still perform the basic and fundamental
purpose of their career. For example, every Sword Master will be an able tank, capable of
absorbing much more damage than a lighter fighter. However someone who specializes
in the Sword Master’s defensive path will find that they are generally more durable, able
to hold aggro better in PvE and able to defend their friends more efficiently in an RvR
scenario. Meanwhile a Sword Master who chooses to go a more offensive route will still
be able to take a hit, but may find themselves hard pressed to defend & protect as well as
their counterpart, admittedly they will be hitting quite a bit harder as a trade off.

To begin at the most basic layer, every player will have four grouping of skills: Core
skills and skills that fall under one of three different Paths of Mastery. The Core skills
include a small handful of abilities which are simply critical to the career (to continue the
example above, a Swordmaster would find that their Taunt and Guard abilities are Core).
These Core skills automatically improve as you gain ranks; once you learn them, they
won't require any further investments. Moving beyond that, each career will have three
paths available to Master, each of which emphasizes one specific facet of the career's
abilities. While the Core skills represent a more automatic progress, the pathed skills are
heavily player-controlled.



1.4
Public Quests.

These handy dandy little things are fun ways for 'anyone' to get some gear and just have some fun. These are scattered around the maps, with generally 3 per 'chapter'. Taking part in these provide xp, influence, and a chance at gear directly. The examples I will provide here will be based off of the chaos chapter 1 PQ.

PQ generally have multiple 'stages' each increasing in difficulty. First phase can usually be completed solo. Phase two starts requiring a few people, a tank and healer make things go really nice. The final phases take at least a party, and some PQ are balanced around 'war bands' which is 4 full parties. Tank, healers and enough DPS are a must. Phase 1 of any PQ do not have time limits, all other phases do. All PQ status info is displayed on screen in a small objectives window, this later also handles loot info.

Chaos chapter 1 PQ has a story of several chaos sorcerers attempting to summon a 'daemon of change' to release on the empire town. The towns people attempt to stop said summoning.

Phase 1 consists of rifle equipped militia attacking requiring players to slaughter 25 of them. Unlike later Pqs you do not defend anyone truly, just kill. Later on you will have npcs and objectives the NPCs will try to take from you that will cause a failure of the PQ.

Phase 2 swordsmen approch, these NPCs are 'champion' classed which would be similar to elite npcs in wow. They are nigh impossible to solo when same or similar level for most classes. However your objective is not to engage them, it is to harvest the souls of the fallen militia. The swordsmen are placed in ways to guard the tombstones used to harvest the souls, and react to anyone who attempts to harvest near them. As such several will have to be engaged and killed. Harvest 25 souls to complete this phase, failure only happens due to time limit being reached.

Phase 3 is the summoning. A bright wizard from the town interferes with the summoning, causing the sorcerers to lose the daemon of change, and instead summon a daemon of the blood god. This demon promptly kills the chaos sorcerers, then turns on the bright wizard. After this the daemon is attackable. Said beast is a 'hero' class mob, which would be equivalent to 5-10 man boss difficulty in wow. You have to have a tank and usually more than one healer to survive and due to time limit DPS is good as well. Crush the beast in the time limit to finish, failure occurs when time runs out.

1.4.1
Phat lewtz comes about after finishing the final phase of a PQ. Anyone who contributed enough has a chance for loot. Enough is still somewhat speculation however it is generally more than just engaging the final boss. At this point the objective window changes in to a loot info window with an additional temp pop up window informing you that the loot roll is starting. If you view the window you will see a list of top contributers in this PQ. Based on how much you did you get a bonus +### to your roll, with number 1 providing +400 to your roll. All participants are auto rolled by the system with RNG kicking out a number between 1-999. Your bonus is added on to the roll. If you are the top winners you win a loot bag. Number of bags varies by PQ and increases as they get more difficult. The loot bags themselves are also a bit random. White are the lowest with only a white item tops, green are step up with a green item tops, blue with a blue, purple with purple and orange with orange. Each bag is tailored to the class that opens it, you will never get gear you cannot use. However the gear in the bag is the same each bag, so once you get it, unless you can snag a different tier bag you will not get any more gear. However the bags also provide a choice of cash, usually a lesser gear item, or choice of several tradeskill items. Loot the bag from the chest that appears, then open it and select your loot.

A recent addition to the Pqs has been a 'minimum roll' rule which basicly means the more times you do a PQ without winning a bag the higher the minimum roll you make can be. Ie first go around you can roll a 1, second time lowest can only be 101, third time 201, etc. This in addition to the contribution bonus helps to ensure you will get loot after some time.

1.4.2 Influence
There is also a secondary method to gain loot via Pqs. This is done via 'influence' or basicly reputation with the quest hub of your current chapter. Influence rewards come in 3 tiers, basic tier is easiest to achive and is usually potions or basic gems for gear. Second tier takes more influence but provides a choice of usually 1-3 items, frequently belts, shoulders, gloves or other minor armor. The third tier provides the best items, usually chest pieces, weapons, shields and the like. Again all items are tailored for your class so no useless loot. You however only get to pick 1 item per tier. Gaining influence is easy, just take part in a PQ. Each mob you kill and each phase you complete provides influence till you max out. As you level, the amount of influence needed to max out increases each chapter, but can still be obtained in decent time even by just soloing phase 1 of some Pqs.

Grouping for these is not needed, however it does have its benefits due to easier targeting for healing. These are 'public' quests, no one owns them nor can claim them. Wanna go do one? Have at it!


1.5
World Map

The world map is laid out a bit differently than other games. It is one world split in to 3 racial pairings, travel between these is done via flight paths. Each racial pairing is them split in to 4 tier. Finally each tier is split in to two 'zones', each zone with about 5 chapters each.

Chapters are your quest hubs, each with their own lil stories in the larger scheme of things, own influence rewards and 3 attached Pqs. You spend approximately two levels per chapter assuming you are leveling via pve.

Zones have a 'warcamp' which houses initial pvp vendors, all the flight paths and siege vendors.

Tiers can be controlled by either realm. This provides boosts to the controllers renown and xp gains from pvp. This control also influences the final tier and city siges. All tiers have a number of battlefield objectives as well as in tier 2-4 keeps to control. Tiers have some level restrictions in place, for tier 1 you cannot engage in pvp after lvl 11. Once you level to 12 if you are pvp flagged you turn in to a chicken that has next to no attack power or health. Level 1s can flatten you in chicken form. Unflagged you can still roam around the lower tiers without issue.

Finally there is tier 4, this tier is the largest. It has 3 primary zones, two of which are locked with the third placed between the locked zones. Gaining control of this locked zone opens up the next zone in line toward the enemy. The middle zone then locks, and the battlefield shifts. If this next zone can be taken the battle moves to the last zone, the fortress. The the enemy side can delay you for 1 hour, or do enough to gain zone control you are pushed back a zone. This is where you will spend the majority of the game, in tier 4 in one of the 3 pairings. Control of two of the three pairings tier 4 gives access to the enemy city for a siege, so you must spread out your forces and work together.

Loading screens are present when using the recall book, flight paths and lastly changing tiers. Zones are more or less seamless to travel between.

Capital cities are only in tier 4 of the empire vs chaos pairing. These are Altdorf for Order and The Inevitable City for Destruction. Due to how these work, they are getting their own section.



1.6
Capital cities

- Players may access each city by traveling to any of the warcamps for their pairing. Once at the warcamp, visit the flightmaster and choose Empire/Chaos from the drop down menu. At that point you can select the city of your choice.
- Each city has a total of 3 dungeons for exploring. These dungeons are 6 player dungeons only and are gated by either city ranking or player level. - Altdorf dungeons
1. Altdorf Sewers
2. Warpblade Tunnels
3. Sigmar Crypts
- The Inevitable City dungeons
1. Sacellum dungeons
2. Bloodwrought Enclave
3. Bilerot Burrow
- Each city has a max city ranking of 5.

- Each city has a main entrance and a side entrance that will be accessible to players.


City ranks are improved via actions players make in pve and pvp throughout the game world. Improving the rank improves the cities defense and some of the goodies on vendors and such.

High end pvp gear is obtained in the capitals, also this is where the mount vendor is in addition to the auction houses and banks.

City sieges: Info to come after I actually partake in one.
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+Quote Post
Oddies da Nerfed
post Aug 19 2008, 10:32 PM
Post #15


Pray for Mojo.
********

Group: Paragon Caste
Posts: 378
Joined: 25-June 04
Member No.: 165



1.7
Living Guilds

For those of you not familiar with our Living Guild feature, we’ve gone above and beyond standard features like guild vaults, cloaks, and guild merchants with our guild system to fulfill much more than just your run-of-the-mill communication and grouping needs. Guilds gain experience and ranks just like players do, and not just for bragging rights. At each guild rank, guilds gain rewards that benefit the individual guild members as well as the guild as a whole. Some of the rewards even enhance their roles in PvE and RvR.


1.7.1
Guild Standards

As a guild advances in rank, one of the important rewards they gain is the ability to carry
Standards, bearing their guild-specific Heraldry proudly into battle. These Standards will
not only put the fear of the gods into the hearts of your enemies when they see your
colors flying towards them, they will also provide your nearby realm-mates with Morale
boosts and Tactical advantages.

Guild Standards are equip-able items that take the place of your other weaponry. They
are only equip-able by members marked as “Standard Bearers” (of which the guild leader
is always one) within the guild. Standard Bearers can be assigned via the right click
context-sensitive menu inside the Guild Roster. With up to three Standards and seven
“Standard Bearer” guild titles ultimately being unlocked, guilds now have the power to
spread their fame (or infamy) across the realms.

Now, while the Standards themselves provide a morale generation bonus for the party,
additional area-wide bonuses can be applied to Standards through the use of guild
Tactics. Guild Tactics can be purchased using guild Tactic points, which are earned as the
guild reaches new guild ranks. A guild must also unlock Tactic slots on its Standards to
be able to slot its Tactics onto them, with up to three Tactic slots eventually becoming
available (per Standard). This provides each Guild with a variety of ways to customize
the bonuses on their Standards to best suit the needs and play styles of their Guild
members.

Standards are available for purchase at the Guild store located in the Realm’s capital city
and from Renown Merchants in Keeps. For testing purposes, guilds can purchase
Standards at any rank, and are available from the weapon merchants in Warcamps as
well. Standards can be carried to provide a party bonus, planted in the ground for an area-
wide bonus, or planted in the Standard attachment of a keep to claim that keep in the
name of your guild. Claiming a keep allows players within a much larger radius to benefit
from the Tactical effects on the Standard, as well as give a steady stream of guild
experience to the guild that claims it. And don't forget the prestige of flying your guild's
banners over the walls of a conquered keep!

Standards may be captured in RvR (Realm versus Realm) by opposing Realms by
interacting with a planted Standard. If the enemy Standard Bearer hasn’t planted his
Standard yet, killing him will plant it automatically and make it available for capture (or
retrieval by the Standard Bearer’s group or guild).

Here is a list of the Implemented Rewards (please only comment on implemented Rewards):

Rank 3
Guild Calendar

Rank 4
Entry to The Viper’s Pit/Sigmar’s Hammer Access
Alliances

Rank 5
Special Crafting Components – Components normally found only in PvE are available for purchase at the guild merchant

Rank 6
2 Standard Bearer Titles
Recruit’s/Warped Battle Standard
Tactic Slot 1
Tactic Point
Standard Post 1
Keep Claiming

Rank 8
Tactic Point

Rank 9
Custom Heraldry Reservation
Custom Heraldry Reveal: Base Pattern
Custom Heraldry Reveal: Base Color

Rank 10
Recruit’s/Warped Battle Standard Tactic Slot 2
Tactic Point

Rank 11
Special Crafting Containers

Rank 12
Tactic Point

Rank 13
Standard Ability: Slam

Rank 14
Recruit’s/Warped Battle Standard Tactic Slot 3
Tactic Point

Rank 16
Tactic Point

Rank 18
2 Standard Bearer Titles
Warrior’s/Bloodied Battle Standard
Tactic Slot 1
Tactic Point

Rank 19
Transit to The Viper’s Room/Sigmar’s Hammer

Rank 20
Tactic Point

Rank 21
Custom Heraldry Reveal: Emblem

Rank 22
Warrior’s/Bloodied Battle Standard Tactic Slot 2
Tactic Point

Rank 24
Standard Post 2
Tactic Point

Rank 25
Standard Ability: Rally

Rank 26
Warrior’s/Bloodied Battle Standard Tactic Slot 3
Tactic Point

Rank 28
Tactic Point

Rank 30
2 Standard Bearer Titles
Campaigner’s/Corruptor’s War Standard
Tactic Slot 1
Tactic Point

Rank 31
Coming Soon

Rank 32
Tactic Point

Rank 33
Custom Heraldry Reveal: Shape

Rank 34
Campaigner’s/Corruptor’s War Standard Tactic Slot 2
Tactic Point

Rank 36
Standard Post 3
Tactic Point

Rank 38
Campaigner’s/Corruptor’s War Standard Tactic Slot 3
Tactic Point

Rank 40
Tactic Point


1.7.2
Standards

As a guild advances in rank, one of the important rewards they gain is the ability to carry Standards, bearing their guild-specific Heraldry proudly into battle. These Standards will not only put the fear of the gods into the hearts of your enemies when they see your colors flying towards them, they will also provide your nearby realm-mates with Morale boosts and Tactical advantages.

- Carried by members of the guild set as Standard Bearers (up to 6 members plus the guild leader).
- They no longer require a party to activate
- Grant a party based run speed bonus.
- Grant a party based morale bonus on plant.
- Give an AoE run speed bonus around the Standard Bearer.
- Can have Tactics added which give AoE effects to enhance friendlies.
- Tactics have been changed. Now, there are 3 kinds of guild tactics – Offensive, Defensive, and Stat Enhancement. Each Standard may contain one of each type of Tactic.
- You will lose the Standard when it is captured in battle, and to summon a new one, you will need to purchase a new guild standard.
- Summoning them will only take 10 seconds and can be done on the move.
- They can be planted in the ground instantly when entering combat.
- Once planted, it takes 15 seconds of interaction time for enemy players (or the owners) to pick one up.
- It takes 10 seconds for the Standard Bearer to put it away and this can be done on the move as well.
- To help the Standard Bearer get to the spot he wants to plant the Standard, he will get a temporary invulnerability buff.
- You will get a steady flow of guild experience for maintaining control over your claimed keep.
- You get to fly your colors over the walls of your vanquished foes' keep.
- Possible Post and Pattern choices for your Standards have been increased.
- Available now only at Guild merchants in the Taverns and at Keep Renown merchants.
- Standards are now captured if you kill a Standard Bearer before he plants his Standard.
- Standard Bearers no longer need to bring their Standards out after saving them because the Standard Bearer now picks up his Standard activated.



1.7.3
Calendar

With the Calendar tab, your Guild can view, set up, and manage Guild and Alliance events. The Calendar makes things easy by providing features such as a sign-up list which allows Guild members to sign up for specific events, and provides an option to allow Guild members with the appropriate permissions to accept and decline sign-ups.

- The Calendar provides a unified interface to organize and participate in large and small activities and events.
- It allows players to quickly overview what’s happening with the guild and alliance to facilitate a more cohesive and active membership.
- It allows people to sign up for activities they want to participate in.
- It allows organizers to specify the requirements for participation as well as the ability to choose who will participate among the people who have shown interest.







1.8

Open Parties


We are proud to introduce a groundbreaking new feature in WAR – Open Parties. An "open" party is a party which can be joined without having to be invited by (or referred to) the party leader. Here are the details:

- By default, newly created parties are open.
- Group leaders can close a party if desired. This option is available in the party options menu.
- Using the open party UI, players can search zone-wide for existing open parties. They can view information on the party (names, careers, ranks, and area) and join immediately if desired.
- Using the open party UI, players can flag themselves as interested in forming an open party.
- Players not in a party or warband receive a brief notification when entering public quest areas and RvR lakes of nearby open parties and warbands.
- To access the Open Party interface, as a solo player, click on the “3 skull” icon beneath your player portrait on the upper left hand corner of the screen.




1.9

PvE stuff



1.9.1
Lairs

We also had a chance to take a peek at some of the lair areas that will be hidden throughout the game. These will be out-of-the-way areas where exceptionally powerful and rare foes hide out of plain sight and guard exceptionally powerful loot. We had a chance to see two such lairs; the first was hidden on the border of a competitive realm-versus-realm zone (where players from different factions can freely clash with each other) and was locked away behind a stone gate, outside of which were various shaped stones embedded into the earth just in front of the entrance. The door itself will be locked, and the flat, ground-level stones arranged in a ring around the entrance apparently represent a puzzle that you will need to solve to open the gate. Another lair was hidden in a remote corner of a misty river basin that seemed mostly deserted and was separated by a small set of foothills. However, persistent players who explore every inch of the area may discover the means to climb up the first set of foothills to discover that a set of fallen logs lead the way to a row of shattered tree stumps that can be crossed with well-placed jumps that lead to a final hidden path to the lair of a mighty and ancient foe who summons backup to defend its treasure. Yes, Warhammer Online will have a jumping puzzle.
However, none of the game's lairs will have any kind of duplicate content or puzzles, so there will be no one-size-fits-all solution to unlock all of them. Though Mythic was gracious enough to show the entrances to two of these lairs, the studio was understandably reluctant to comment about the number and location of them in the game. There will, however, be "more than 20" lairs hidden throughout the world, and in addition to offering the opportunity to fight a unique enemy and win an exceptionally powerful weapon or item, finding lair locations will unlock sections of your "tome of knowledge," Warhammer Online's in-game journal. Players who enjoy exploring will definitely be rewarded for their troubles when they discover lairs, but the hidden enemies that lurk within will generally be exceptionally strong, and a stout group of adventurers will usually be required to conquer them.

1.9.2
Mounts

Are you tired of running everywhere you go? Take a load off those aching feet and get to
where you want to go faster with your personal mount. Ride a ferocious wolf with your
Goblin, a powerful warhorse with your Priest of the Empire, or a personal Gyrocopter
with your Dwarf. In fact, each race gets its own special mount, with a few surprises
thrown into the mix.
• Can purchase Mounts at the City Stables at rank 20.
• Gain a significant speed increase.
• Cannot use in buildings, caves, or other interiors.
• Cannot use in deep water, or in some areas and zones.
• Look at all of the pretty saddles everyone is mounted on – Even most of the
NPC’s!
• Use the mount item (right click on the item in your backpack or left click from hot
bar) to summon the mount.
• Cannot use any abilities or enter into combat while mounted.
• You will be dismounted most of the time when you are attacked.


1.9.3
Crafting

Three gathering skills are available for this beta: Butchering, Scavenging, and
Cultivating. One crafting skill is available: Apothecary. Players can choose just one
gathering skill and one crafting skill.

1.9.3.1
Apothecary
This crafting skill allows players to create consumable items such as potions, lotions, and powders.
The Apothecary skill can be learned from crafting trainers. There are trainers throughout the game world, including in each Chapter Two and each city. Once a player has learned the Apothecary, he or she gets access to an Apothecary button in his or her crafting tab. This button can be dragged to the hotbar. Clicking on this button brings up the Apothecary interface.

Containers
A container is required for each Apothecary attempt. Merchants sell basic containers. They can be easily identified since they have “Apothecary – Container” in their tooltips. Better containers usually have some beneficial effect, like adding stability or “power”. Containers have four slots.
Containers have Apothecary skill-level requirements. A player will be able to use a container only if his or her Apothecary skill is sufficiently high. Each container’s skill-level requirement is shown in its
tooltip.


Main Ingredients
These items determine what type of “potion” will be made. They can be easily identified since they have “Apothecary – Main Ingredient” in their tooltips. Each tooltip contains flavor text that gives a basic explanation of what that main ingredient does. Main Ingredients have skill-level requirements, the higher the skill-level requirement, the more powerful the main ingredient is. A player can only use a main ingredient with a high skill-level requirement if his or her skill is sufficiently high. Main ingredients are very unstable.

Ingredients
These items determine the overall effects of the “potion”. They are easily identified since they have
“Apothecary – Ingredient” in their tooltips. Each Ingredient’s tooltip also contains flavor text that gives a basic explanation of what that ingredient does. Ingredients can have different properties. Some add stability; some make potions last longer, some increase the product yield. Ingredients have skill-level requirements, the higher the skill-level requirement, the more powerful the ingredient. A player can only use an ingredient with a high skill-level requirement if his or her skill is sufficiently high.

Creating a “Potion”
To begin creating a potion, a player must first drag a container into the Apothecary interface. Then the
player must add a Main Ingredient. This determines what kind of potion will be made. Once a Main
Ingredient has been added, the Un-Stabilityometer appears. This gauge gives information to the player
about whether the current mix of ingredients is stable enough.

Un-Stabilityometer
This gauge tells the player how stable the current concoction is. The Un-Stabilityometer has a pointer
that points to either the red (fail), green (success) or orange part of the gauge. If the pointer is in the red area, the potion will definitely fail – it’s not stable enough. If the pointer is in the green area, the potion will
definitely succeed. If the pointer is in the orange area, the potion “might” succeed – it’s either just stable enough (success), or slightly unstable (fail). It’s too close to call. When the pointer is in the orange area, the overall stability of the concoction can’t be definitively determined.
If a concoction is in the orange area, it “might succeed”. At this point, it’s usually a good idea to add an
ingredient that will increase stability. However, players can take a chance that the concoction is stable enough and hit “BREW”. Note that if a brew attempt fails when the concoction “might succeed”, retrying with the same ingredients will never result in a success. There’s no randomness associated with “might succeed”.

Adding Ingredients
Once a Main Ingredient has been added, players can add other ingredients to make the
concoction stable. Some ingredients can increase the duration of a potion’s effect; some
can increase how many potions are made; some increase the stability of the concoction.
Players can use different combinations of ingredients to create potions with different
effects. By experimenting with ingredients, players can “design” potions that suit their
play style.

Failure
If a concoction is unstable and the player presses BREW, the attempt will fail.
Ingredients are not usually destroyed during a failure. However, some containers and
ingredients (normally those bought from a merchant) can be destroyed during a failure.

Stability
The most important aspect of crafting potions is ensuring that the concoction is stable.
Players make concoctions stable by adding ingredients that add stability. You can tell if
an ingredient is a “stabilizer” by reading its flavor text.

There is a “water” family of “stabilizer” ingredients. Basic waters can be bought from
crafting merchants. Better waters can be found from humanoids, either from general loot
or by scavenging them. Better waters add more stability to a concoction. If a player is
experimenting with new and difficult ingredients, using better stabilizers will make a
brew attempt more likely to succeed.

When a player starts out in Apothecary, a good way to skill up is to make simple potions
using one main ingredient, two cloudy waters, and one other ingredient. You can get all
these items from crafting merchants.

1.9.4
Gathering Skills


1.9.4.1
Butchering

This is a gathering skill that allows players to extract resources from non-sentient
monsters throughout the world (Non-Sentient is a fancy way of saying dumb monsters).
Players can learn this skill from trainers throughout the world. There is a Butchering
trainer in every Chapter Two location.
The items you can get are meat, bones, blood, leather, etc. Most butchered items are
Apothecary ingredients.




1.9.4.2
Scavenging

This is a gathering skill very similar to Butchering except it lets players extract resources
from sentient monsters throughout the world (Sentient is a fancy way of saying 'monsters
that can think). Players can learn this skill from trainers throughout the world. There is a
Scavenging trainer in every Chapter Two location.

The items you can get are gold teeth, possessions, lucky charms, etc. It's also the way of
getting all the yucky stuff that might have attached itself to the monster, like leeches,
ticks, and fleas.


1.9.4.3
Cultivation

This is a gathering skill. Players can learn this skill from trainers throughout the world.
There is a Cultivating trainer in every Chapter Two location. Players with the cultivation
skill can grow their own weeds and fungi. Most weeds/fungi are Apothecary ingredients.


Switching Skills
You can switch your gathering skill by talking to a gathering trainer. If you switch
gathering skills, all progress in your previous gathering skill is lost.








2.0




2.1
Skirmish and Battlefield RvR

Skirmish RvR is the foundational system that all other RvR within WAR is built on.
Skirmish is simply the rules governing basic RvR fighting, including entry rules, combat
rules and rewards. Skirmish RvR offers open field battles between potentially unbalanced
forces within a well defined, yet open RvR space located persistently within the game
world.

Battlefield RvR is a mechanism used to define hotspots and target areas within Skirmish
RvR. These hotspots are areas that help to guide conflict within the Skirmish by giving
objectives with rewards granted to the side that completes them.

2.2
RvR Scenarios
Scenarios are timed score-based battles between opposing realms. Doing various things
within the Scenarios will give your Realm points. The Realm with the most points at the
end of the Scenario wins. Scenarios have a population cap. For this phase of beta, the
ranges are 12-on-12 to 18-on-18. Within the Scenarios, Realms are represented by colors.
Red is Destruction. Blue is order. White is neutral.

Completing Scenarios, win or lose, grants you Renown depending on your Score in the
Scenario. Winners also get Renown on top of the Renown granted from their Score.


2.3
Chicken
What is the chicken?

The Chicken is what happens if you are too high a Tier for the RvR area you are entering. Example, you are rank 40 and entiering T1 RvR, you turn into a chicken for your yellow cowardly attempt to pwn noobs who can't fight back, and instead you get pwnt. See below.

You deal 1 damage, and have 1 hitpoint. Pretty much in a chicken on chicken match the first chicken to peck kills the other chicken. In a rank 1 vs a rank 30 match, the chicken kicks the bucket. Pass the biscuits.

You get no armor, 1 hitpoint, no spells, no abilities, and no weapon but your burnt-off beak.

2.4
City Siege

Once the Fortress has fallen, the City is open for capture.

When the City goes into a contested state, it will become an instance. Players inside the
City when this occurs will be given a message asking them to either stay and fight, or go
to safe ground. Players that choose to stay are placed in the Warquarters of Altdorf.
Players that choose to go to safety are placed in Reikwald (the Fortress Zone). Players not
in the city enter the Contested version of Altdorf by going through the main gate or
alternate gates. Once inside, players are in a safe spawn location behind three gates. They
may right click the gate to be teleported to the other side and begin the assault or defense
of the City’s Warquarters.

Control over the City is determined by battling over seven objectives in the Warquarters
of Altdorf. Gaining control over these objectives will work via population disparity
mechanics. The more players in the area of a capture location, the faster the capture will
be.
Each Capture location will contribute points over time to a “Meta Pool”. The “Meta
Pool” tallies points from across all instances of the City. Population ratios are in place to
ensure that instances with possibly imbalanced numbers will contribute differently than
instance with even numbers.

Simply controlling over the seven objectives in your instance will not result in winning.
Players must maintain control and continue feeding the “Meta Pool” until it reaches the
predetermined amount of points. This results in winning control over the City.

The Zone Control Bar will display how well your Realm is doing as a race towards the
center of the Control Bar. If the forces of Order defend the City, the City will remain in
its Contested state for two hours before resetting back to the standard Altdorf. The
Campaign will then reset. If the forces of Destruction take the City, it will be open for
pillaging!


2.5
Siege Weapons

Keeps and surrounding areas will have several locations where Siege weapons can be
deployed and used by players. Some siege weapons will simply work by interacting with
them for a period of time to damage pre-determined targets (such as a door).

There are three types of Siege Weapons:
Rams are used against Keep Doors or other pre-selected targets.
Ballistae are used against individual players or other Siege Weapons doing single target
damage.
Cannons/Trebuchets are aimed to fire at a selected location, doing splash damage to
players or other Siege Weapons.

Players who have a high armor rating will be able to withstand Siege weapon attacks
better than players with little to no armor.

Siege Weapons must be built on Siege Pads found in the world or on Keeps. These are
the only locations players can create/deploy Siege Weapons. Furthermore, Siege
Weapons cannot be moved once placed, although they can rotate.

Siege weapons do not require a Trade-skill to build and can be deployed by anyone. They
are purchased from the War Camps or from an NPC inside the Keeps. Once purchased, a
siege weapon will take up a single inventory space. These items have no weight, and can
be carried and traded by anyone. Players can carry as many siege weapons as they want,
as long as they have space in their inventory. When a player deploys a siege weapon, the
item will disappear from the player’s inventory.

A siege weapon purchased in a higher Tier cannot be placed on a lower tier Siege Pad.
Only one Siege Weapon can be on a Siege Pad. Siege Weapons decay to 0 hitpoints after
10 minutes if not repaired, or until destroyed once they are deployed.

Siege “Pads”
Siege Pads are pre-set location on which Siege Weapons can be deployed. They are
physically represented in the world as large slabs of concrete, slate, or otherwise
engraved pads.

Keeps will have one Siege pad per destructible door for placing Rams (for the attackers)
and several pads for Ballistae and Cannons/Trebuchets on the Bastions (for the
defenders). The surrounding area of a keep will have several locations to place ranged weapons. The amount of Siege Pads placed will depend upon Game-play testing and
terrain.

To place a Siege Weapon on a Siege Pad, players simply right click on the pad to open an
interface window. The window will display the siege weapons available to the player to
be placed on the pad. Only one person can interact with the
Siege Pad at a time.
Only tier appropriate Siege Weapons can be deployed on Siege Pads. Tier One Siege Pads cannot house Tier Two, Three, or Four Siege Weapons.


Players have the ability to destroy and repair Siege Pads. Siege Pads can only be
destroyed by Ballista, Cannon/Catapult fire, or by beating on them with weapons and
spells. Siege Pads have very few hit points but respawn after five minutes.

Siege Weapon Control

Gaining control of a Siege Weapon is done by right clicking on the Siege Weapon once it
is built. Interacting with the Siege Weapon will give one player control of the Weapon.
Releasing control of a Siege Weapon is done by moving away from the weapon, or
simply closing the UI.

Rams
Rams are large siege engines used to batter down doors. Up to four players can be seated
on a Ram. When players control a Ram, they are seated on the Ram itself and no longer
have control of walking movement. To release control of the Ram a player may right
click on it or click the Release button on the UI. If a player right clicks on the Ram and it
has less than four players on it, the player will be put on the Ram. If the Ram already has
four people on it, the player will receive the message “This Ram is full and cannot be
operated by any more players”.

The number of players on the Ram determines the damage dealt by the Ram. It is broken
into 25% increments. If the Ram has one person, it does 25% of its maximum potential
damage. If it has three people, it will do 75% of its maximum potential damage.

Ballistae
(Direct Fire) Ballistae are large bolt throwers used to skewer an
enemy player or destroy Siege Weapons. They are mounted on rotating platforms on the Siege Pads to
allow for precise aiming and inflict massive amounts of damage to a single target.
When using the Ballista, players will go into a “sniper mode” screen that functions similar to a
riflescope. Moving the mouse controls where the reticule aims (note that camera controls on the Y
axis are inverted). When a legitimate target is available, the reticule will turn read and begin to draw inward. The closer the crosshairs are to the center, the more accurate (and more damage) the ballista shot will do. Moving the aiming reticule will cause the crosshairs to snap outward, reducing accuracy.


Catapults and Cannons
(Indirect fire) Catapults and Cannons are Siege Weapons use a very simple User Interface at this time for firing and aiming. One player controls the Siege Weapon and it is placed on a rotating platform so it can turn to face its relative target. Right clicking on a Catapult or Cannon will give the player control and bring up the User Interface to repair, fire, and aim. Clicking on the Fire button will bring up the AE fire mode which takes into account Wind (changes each time you fire) and velocity. Velocity is controlled by scrolling the mouse-wheel up or down. Yaw is handled by moving the mouse left or right. When you’re ready to fire, simply click the left mouse button.
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