Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

Tuesday, 30 April 2013

Capital cities-World of Warcraft

Game Capitals

These are capital cities that function as major social and economical hubs for players, and must contain a bank, flight path, mailbox, inn, and a melange of class and profession trainers, an auction house, or a faction leader. Whilst in a capital city, the player need not necessarily be in an inn to be in a state of rest.

Darnassus
Location: Teldrassil, Kalimdor
Races: Night Elf, Worgen

Darnassus is the greatest city of the night elves, housing the leaders of both the druids and the faithful of Elune. It is carefully guarded by Sentinels, ancient protectors, and ancients of war. The city is formidable in spite of the peaceful natures of the night elves. In addition to the night elves, many guests and diplomats from elsewhere reside here, such as groups from the Explorers' Guild and the Knights of the Silver Hand, as well as a few representatives of the Horde negotiating peace treaties. There is only one High elf allowed within it`s borders. The population here is almost entirely elven, and most of the night elves are tolerant of others. However, there is political strife between the druids and priests. The atmosphere inside the city is a quiet and somewhat a melancholic one. It does not have the feeling of confinement that one would feel in Stormwind or Ironforge, where the buildings are grouped close together. Darnassus is open to the sky, and the graceful bridges spanning the lake around which it is built set the buildings wide apart. The prime reason why the city's population is so low is that it is isolated: Teldrassil is a small island away from the main mass of Azeroth, and the only way to gain access from another continent is to fly or sail to Rut'theran Village, a small settlement at the base of Teldrassil, and from there step into the glowing portal to the city proper. This is a good thing, though. It is the elves' capital, and should therefore be serene and quiet, holding the mystic and melancholic elements of the night elves.



Exodar
Location: Azuremyst Isle, Kalimdor
Races: Draenei

The Exodar is divided into four main areas, a large central hall with three major wings. All the wings are connected with smaller hallways as seen on the map. Seat of the Naaru (central hall) The Crystal Hall (northern wing) The Vault of Lights (western wing) Traders' Tier (southern wing) 

The draenei and other Alliance players can access the city by using either a spiral ramp that leads to the heart of the Exodar from the main entrance, or another ramp down from the harbor-side entrance that leads into the Vault of Lights. The main entrance ramp has one extra sub-level where an inn is located. Also, the cooking trainer and supply vendors are located nearby at this small platform. The harbor side ramp is occasionally used by Horde players that attempt to raid the Exodar.

Ironforge
Location: Dun Morogh, Eastern Kingdoms
Races: Dwarf, Gnome

Ironforge is the capital city of the dwarves, a member of the Alliance. It is the ancestral home of the Bronzebeard dwarves. King Magni Bronzebeard rules his kingdom of Khaz Modan from his throne room within the city, and the High Tinker Gelbin Mekkatorque, leader of the gnomes, has temporarily had to settle down in Tinker Town after the recent fall of the gnome city Gnomeregan. 
The city is perhaps the most intricate of the Alliance cities, boasting many small passageways, shops built into the rock walls, great halls and cavernous rooms. The feel of the city is a bustling, rowdy, and somewhat industrial one, however, it is predominantly safe-feeling and cozy; fires roar in the hearths of the inns and shops, the sounds of smithing go on as fires roar in the blacksmithing forges, and much dwarven laughing and frivolity is to be heard. Also, unlike Stormwind and Darnassus, the city is actually a massive cavern carved into the earth by the dwarves; the ceiling and floor are both hard stone. This gives the place a sanctuary-like feel. 

Mainly because of the Deeprun Tram, linking Ironforge and Stormwind City, and the district of Tinker Town, Ironforge is one of the most racially diverse cities in the Alliance world. Dwarves predominate, of course, but you will find plenty of gnomes even outside of Tinker Town, and probably as many humans. This is true for player characters as well as non-player characters, since Ironforge is in the heart of the Alliance world. You will find almost no night elves, however, as they have long since set themselves apart from the other races. 

The collective frivolity of the place, the bustling and gruff manner of the dwarves, and the fantastic architecture, makes Ironforge a wonder just to visit — whether or not you have business to attend to there. Ironforge also holds the main Alliance Brewfest.


Orgrimmar
Location: Durotar, Kalimdor
Races: Orc, Troll, Goblin

Orgrimmar is located in the far north of Durotar, at the foothills of the mountain range that separates Durotar from Azshara. Several valleys have been dug out from the mountain and provide a way of naturally dissecting the city into various zones, including the Valley of Spirits, Valley of Strength, Valley of Wisdom, and the Valley of Honor. Several specialty shops are found in the Drag, a pathway that leads from the Valley of Strength to the Valley of Honor. Those searching for potions or training in the darker arts of the rogue or warlock find a tunnel leading down to the Cleft of Shadow from the Drag.This section concerns content exclusive to Cataclysm.
Orgrimmar received a heavy redesign in the Cataclysm. The tauren, trolls, and goblins each have their own sections of the city now, complete with architecture that reflects their culture. They are respectively the Valley of Wisdom, Valley of Spirits, and the newly added Goblin Slums. Each of these areas has their own bank, auction house, and trainers. Architecture in the remaining sections of Orgrimmar, minus the seedy Cleft of Shadow, reflect a Northrend feel, with blackened metal and giant structures. A number of buildings have been completely moved, like the main auction house in the Valley of Strength. Garrosh has built Grommash Hold, the main seat of power, within this Valley, offering a giant symbol of imposing power to those visiting.

There are other changes of note. A rear entry now leads to Azshara, accessed by passing through the Valley of Honor. The Valley of Honor is now also a second trade district for those wishing to avoid the hustle and bustle of the Valley of Strength and also houses most of the profession trainers. The Drag is now open-air, and there are more entry points into the Cleft of Shadow from other Valleys. Perhaps the most notable change is that the zeppelin towers that once stood outside the gates of Orgrimmar have been demolished and brought inside, rebuilt upon the Orgrimmar Skyway; the wyvern master has also been moved here, and the Western Earthshrine, offering portals to all the newly discovered zones in the Cataclysm as well as Tol Barad, rests across the divide.

Silvermoon City
Location: Eversong Woods , Eastern Kingdoms
Races: Blood Elf

Silvermoon City (aka Silvermoon) is the capital of the blood elves, located in the northeastern part of the Eversong Woods within the kingdom of Quel'Thalas, at the northernmost tip of the Eastern Kingdoms. The breathtaking capital city of the blood elves may rival the dwarven capital of Ironforge as the world's oldest, still standing, capital. Recently rebuilt from the devastating blow dealt by the evil Prince Arthas, the city houses the largest population of blood elves left on Azeroth. 

Silvermoon today is only the eastern half of the original city; the western half was almost completely destroyed by the Scourge during the Third War. Falconwing Square, the second blood elf town, is the only part of western Silvermoon remaining in blood elf control. The Dead Scar (the path taken by Arthas Menethil and his undead army on the quest to resurrect Kel'Thuzad, which carves through all of Eversong Woods) separates the rebuilt Silvermoon from the ruins of the western half. Interestingly, the Ruins of Silvermoon house no undead, instead they contain Wretched and malfunctioning Arcane Guardians. As it stands, what remains of Silvermoon City is still bigger than other Horde cities.


Stormwind City
Location: Elwynn Forest, Eastern Kingdoms
Races: Human

Stormwind City (a.k.a. New Stormwind or simply Stormwind) is located north of Elwynn Forest on Azeroth's northwest coast, and is the capital city of the kingdom known as Stormwind and the largest human city of Azeroth. However the city-state also controls or influences other territories, which include Elwynn Forest, Northshire Valley, the Redridge Mountains, Westfall, and Duskwood. The city is named for the occasional sudden squalls created by a ley line pattern in the mountains around the glorious city,and is one of the last great human cities. The city itself has been rebuilt at least once, and is a marvel of human design and engineering. Its guards keep the peace within the city's walls. 

Stormwind firmly backs the Alliance, and its knights, priests, paladins, and mages served in the three wars against the Horde. Primarily a human settlement, a fair number of high elves, Ironforge dwarves, and even a few night elves and gnomes dwell here as well. Stormwind City is the home of the Academy of Arcane Sciences, the only remaining school of wizardry in the east, and the Cathedral of Light, the philosophical capital for those who follow the Holy Light. These edifices draw healers, priests, paladins, and mages to the city, all of whom bolster Stormwind’s military. King Varian Wrynn rules from Stormwind Keep. Rumor has it that Wrynn employs a secret society, the Stormwind Assassins, who are spies and saboteurs wielding royal carte blanche. "Unaffected by the ravages of the Scourge in the north, Stormwind still faces its own threats, both from without and within." 

Recent events have led to the return of King Varian Wrynn to his homeland and his rightful throne. In his absence, his son Anduin Wrynn was temporarily crowned king. Due to his young age, Highlord Bolvar Fordragon was made regent until Varian returned home or Anduin came of age. Along with Bolvar's aid, the mysterious Lady Katrana Prestor helped the child king rule the city.


Thunder Bluff
Location: Mulgore, Kalimdor
Races: Tauren

The centaur were driving the tauren out of their homeland around the time of the Third War. When Thrall and his Horde arrived on the continent, an alliance was forged between the Horde and the tauren. Following the defeat of Archimonde and the end of the war, Thrall helped the tauren rout the centaur and reclaim their land. Shortly thereafter the tauren founded the city of Thunder Bluff and began the process of settling into their old surroundings and repairing the ecological damage the centaur had wrought. Thunder Bluff grows and expands at a tremendous rate. 

Thunder Bluff was settled fairly recently by the tauren, who successfully drove out the marauding Centaur from their lands. Thunder Bluff is the first city of its kind; for centuries, the tauren wandered the plains as nomads, unable to claim a permanent home. All Horde visitors are welcome here, and the expertise of the tauren in professions ranging from leatherworking to shamanism, druidism to hunting are all practiced and taught here. Unfortunately, the central location of the Thunder Bluff also makes it easily accessible to members of the Alliance. Thus, it is often one of the easier Horde capitals for Alliance players to raid, with Cairne being killed long before Horde reinforcements even become an issue. 


In order to gain access to Thunder Bluff, visitors must either ride wyverns to the top one of the four towering mesas, use the zeppelin from Orgrimmar or be lifted via rope and wood elevators, an invention unique to the tauren.



Undercity
Location: Tirisfal Glades, Eastern Kingdoms
Races: Undead

The Undercity was so named many years before the Forsaken claimed it as their own. Far beneath the palace of Lordaeron, the Undercity held the ancient crypts and catacombs of Lordaeron's royalty, as well as the city's dungeons and sewers. Although the Undercity was only intended for prisoners and the dead, the poorest of the Lordearon people lived within. When the Alliance captured Orgrim Doomhammer, they sent him to the Undercity; sometime later he managed to escape and wandered for many years afterwards. 

Lordaeron's capital city stood for centuries, a monument to humanity's might. In the Third War, Prince Arthas slew his father, King Terenas, in Lordaeron’s throne room and ransacked the city. He planned to use Lordaeron as his capital on this continent and ordered his minions to expand the catacombs beneath the city. Then the Lich King summoned Arthas to Northrend and the work was left uncompleted. 

During Arthas' exodus, Sylvanas Windrunner broke free of the Lich King’s control and took many banshees and other undead with her. With Varimathras' assistance she defeated the dreadlords that controlled the city and set her newly dubbed Forsaken to finish Arthas' job in the dungeons. The Forsaken carved the Undercity and now rule the surrounding countryside.

Friday, 26 April 2013

Guide to Character Creation-WOW

There are two things you need to decide when creating your character. You will need to choose a race and class, but first you will need to pick a server to start on.

Choosing a Server

Assuming you don't have a friend on a server that you want to play with, the decision to be made is player versus player (PvP) or non-PvP. The non-PvP servers are called "normal" by the game, and PvE or "player vs environment" (or sometimes enemy) by players. There is also another variation on the servers called RP (role-playing) where people are supposed to be more intent on playing as their characters, rather than merely playing their characters. An RP server is usually just a special type of PvE server

Races

The other obvious dilemma in starting the game is choosing a combination of race and class.


By choosing your race, you also choose your faction. The two factions are the Alliance and the Horde, and each faction has 5 races. The member of rival faction cannot communicate with each other, nor can they form groups or join guild together. On pvp servers, you are in open war with them. If you are joining the game to play with a friend, it is important to make sure you are both on the same side.




                              


Classes

Choosing a race is not as important as choosing a class, so you might want to look at the class below and pick the one that seems the most interesting and than think about the class available to it. Not all combinations are available. A class will greatly affect the way you play the game and how you interact with the world



Warrior

Races: all, except Blood Elf.
Roles: Tank, DPS


Warriors are the guys up front in plate armor. They can take the blows, and are    expected to try to keep anyone else from taking them if they can. They certainly can deal damage though, and have three battle stances to reflect their balance of offense and defense. Rather than having mana, warriors generate rage to activate their special abilities as the battle goes on, and have quite a few combat skills to use, not all of them available in every stance.

Warriors wear mail initially, later plate, and can use nearly all weapon types. They start with a one-handed sword and shield.



Paladin

Races: Human, Dwarf, Draenei, Blood Elf.
Roles: Tank, DPS, Healer



Paladins have virtually no genuine combat skills. Instead, they have a few other abilities to juggle. First, they have auras, which are permanent effects around the paladin (armor bonus, damage reflection, etc.) Second, they have "blessings" that are short term buffs on their teammates which fairly potent effects, only one of which works at a time. Third, they have "seals" that are self-only effects that last for 30 seconds. Seals are both strong in nature, and can also be released as a "judgement" that then becomes a status effect on their target. (A seal that gives the paladin life per hit becomes a judgement than gives anyone hitting that target life per hit.) They can also heal and rez

Paladins can use mail armor, plate later on, and can equip many non-ranged weapons. They start with a two-handed mace.



Shaman

Races: Tauren, Troll, Orc, Draenei
Roles: DPS, Healer



While a shaman can potentially heal or do damage, it really is up to the shaman to choose a style that fits them, based on their talent choices. Shamans also have the ability to lay totems, which create local effects. The totems each have an element (fire, air, earth, water) and only one of each type can be used at a time. The totems are attackable, and most only have a few hit points, but are immune to AE effects. Examples of totems are a healing spring totem that gives nearby party members health over time, an earthbind totem that roots nearby enemies, and a fire nova totem that detonates after a few seconds in a fiery explosion.

Shamans can wear leather armor, learn mail later, and start with a staff.



Rogue

Races: all but Tauren & Draenei
Roles: DPS



Rogues are perhaps the masters of combat damage. However, they can not take damage anywhere near as well as a warrior can, despite having an exceptionally high dodge rating. Rogues are also able to stealth and sneak up behind opponents, with special skills to initiate combat from hiding, including the ability to sap an opponent, stunning him for a lengthy period of time. Rogues do not use mana, but rather Energy that drains as they use it, but fills very quickly on its own. Unlike mana pools, a rogue's energy pool is always out of 100. Some skills the rogue performs adds a "combo point" to that target, and other skills are refered to as finishing moves, and have a stronger effect based on how many combo points are on that target. The points become spent when the rogue does this, and cannot be transferred to another target.

Rogues wear leather and can use most one-handed weapons and ranged weapons. They start with a dagger.



Druid

Races: Tauren, Night Elf
Roles: Tank, DPS, Healer


Take those roles above lightly: druids are able to shapeshift into two animal forms, a bear and a cat, that make the druid behave like a warrior or a rogue. The bear can tank, the cat can sneak and deal melee damage, or the druid can remain in caster form and be a potent user of nature magic. As a caster, druids have arguably the best buff spell in the game, and various healing skills at their disposal. Compared to the priest, the druid's spells focus more on being over time. Druids can also nuke to some degree, although not as potently as the true caster classes.

Druids wear leather and can use daggers, one-handed maces, and staves. They start with a staff. 



Hunter


Races: Night Elf , Dwarf, Tauren, Troll, Orc, Draenei, Blood Elf.
Roles: DPS



Hunters are the masters of ranged combat, dealing damage more effectively with a bow or shotgun than anyone else. While their emphasis is on their ranged combat, they are also capable at close range, and are skilled survivalists that use traps and the beasts of the wild to their advantage. In fact, hunters can tame beast-type creatures to be their pets, and after building a degree of loyalty with that pet, teach them skills that make them effective at dealing damage or tanking for the hunter while he shoots his target. Hunters have a line of buff spells called aspects, of which they can only use one at a time, and which mostly only affect the hunter. Hunters are especially known for their mark ability that highlights a creature and puts a big floating arrow above it to indicate a target for others, as well as increasing ranged damage against it.

Hunters begin with leather armor and can learn to wear mail, and can use almost all weapon types. They usually start with a one-handed axe and either a gun or a bow (with ammo pouch or quiver.)



Priest


Races: Night Elf, Human, Dwarf, Troll, Undead, Draenei, Blood Elf.
Roles: DPS, Healer


Priests are the stereotypical holy healers of the game. They are NOT clerics, though. These guys do not walk around with a shield and plate armor. Instead, they have two sets of magical spells - one divine and the other of darker "shadow" magic. Generally, the divine spells are more healing-oriented and the shadow powers deal damage and manipulate powers of the mind. Priests are known for their spell "Power Word: Shield", which is a short-term buff that absorbs a certain amount of damage before it fades, which allows the priest a sort of last-second heal or helps the priest channel spells while under attack. Priest can also focus on the darker side of divinity and cast shadow spell, become full fledged dps class.

Priests can only wear cloth armor, and can use daggers, wands, one-handed maces and staves. They start with a mace. 



Warlock


Races: Human, Gnome, Orc, Undead, Blood Elf.
Roles: DPS



Warlocks are not the masters of dealing damage quickly, but they can generate a lot of it over time with the use of "damage over time" spells - DoTs for short. They are the users of dark magics, and draw their powers largely for demonic arts. To that end, warlocks are able to summon different demon pets to fight for them. Warlocks have the ability to summon players from anywhere, so long as two group members assist with the ritual. They can also create soulstones that auto-resurrect a player with just a few HP and mana shortly after they die.

Warlocks can only use cloth armor, and wield staves, daggers, wands, or one-handed swords. They start with a dagger.



Mage


Races: Human, Gnome, Draenei, Troll, Undead, Blood Elf.
Roles: DPS



Mages are the blasters of the game, able to deal heavy amounts of magical damage in a very short period of time. Aside from being masters of frost, fire, and arcane arts, they can summon their own food and drink, as well as create teleportation portals to major cities. Mages are also widely-known for their use of polymorph, a spell that turns a target into a sheep for a period of time as long as it remains undisturbed, effectively removing it from combat.

Mages wear cloth, and wield staves, daggers, wands, or one-handed swords. They start with a dagger.



Death Knight


Races: All
Roles: Tank, DPS


Death Knight requires you to have a level 55 character on a given server to be created. As such, when you can create one, you most likely won't need a newbie guide anymore.

All listed non-starting weapon proficiencies must be trained. 



Finishing Touches

You have some minor options to adjust your appearance with things like skin shade, hair style, facial hair, etc. This isn't going to impact your gameplay, and both genders are equal in all ways, so just pick whatever looks prettiest to you or whatever.






Enter your name - something NAME-LIKE and moderately original, or you run the risk of having it changed - and press create. You're ready to start.