2008/12/11

Warhammer Hot Fixes - 12/8/2008

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If you haven't read the 1.1 notes yet now's the chance! Devs were quite busy and there's a lot of changes coming soon. For those of you who are more interested in the latest stuff, here's the last batch of hot fixes:

Capital Cities


  • Contribution will once again be properly awarded for participation in the first stage of the contested Capital City Public Quests.


Combat and Careers

General


  • Players who purchased the Collector's Edition of the game and who create a new Knight of the Blazing Sun or Black Guard will now have access to their exclusive extra head choices.
  • The Action Point costs on some abilities for the Chosen and Knight of the Blazing Sun were set incorrectly. These abilities have been corrected.

Archmage


  • Wild Healing: This ability will now correctly reduce the cost of direct healing abilities by 50% after a critical heal.


Knight of the Blazing Sun


  • Fixed an issue that was causing Knight Commands to stack in an unintended manner.


Disciple of Khaine


  • Soul Essence: The bonus Soul Essence received from Chalices will now continue to function correctly after using Flee or dying.


Shaman


  • Gork'll Fix It: The over-time portion of this ability will now correctly refresh itself if the same caster uses it repeatedly on a target.


Warrior Priest


  • Righteous Fury: The bonus Righteous Fury from Tomes will now continue to function correctly after using Flee or dying


Zealot


  • Dark Medicine: The over-time portion of this ability will now correctly refresh itself if the same caster uses it repeatedly on a target.
    Content
  • Mount Gunbad: The mysterious Mourkain Portal Gem will once again appear when Gunbad dungeon boss ‘Ard ta Feed is defeated. As a result, players will once again be able to leave ‘Ard ta Feed's cavern.


Items


  • Fixed an issue with the Initiates Grimbraces that was causing them to display a boot icon, rather than a glove icon.


Quests and Public Quests


Quests



  • Champion of Ulthuan: Fixed an issue that was causing some steps of this quest line not to be offered to players. All steps will now be offered appropriately for this quest.
  • Tricks of the Trade: Fixed an issue that was preventing players from properly interacting with the Boiling Vat, causing the quest to become stuck
  • Striking the Heart: Players will now be able to properly obtain and complete this quest.


Public Quests



  • Black Orc Slog: Adjusted the amount of Influence awarded for successfully completing the this Public Quest in Dwarf Chapter 14. The Influence awarded is now consistent with other Public Quests of the same level.


Realm vs. Realm



  • Garrison of Skulls: Some adjustments have been made to this Keep in Praag to ensure that players can only enter the keep in the intended manner.
  • Kazad Dammaz: Some test NPCs were erroneously placed in this Kadrin Valley Keep. These have been replaced with the proper NPCs.
  • Stonetroll Crossing: Fixed an issue that could, in some cases, cause Order players in this Scenario to respawn in an incorrect location after dying.
  • The Grovod Cavern: This Scenario now requires that the two realms have balanced forces in order to start up.

2008/12/07

Should I buy Warhammer gold

I've been reading reviews, checking out some media and eying this game on the shelves for a bit. It sounds good, everyone says it's fun, and I'm interested in trying it. However, I had this type of interest with AoC as well, and that was $50 down the drain in the end.

While I'm not worried about Warhammer gold following AoC's $50 beta path, I have a slightly different concern this time around. I love MMOs for group play, particularly in dungeon situations and large group PVP (so RVR sounds great to me). Solo/small group PVP is not really my cup of tea, however, and I usually prefer to avoid it whenever possible.

So, how much small group/solo pvp is there? Will I get getting ganked as I level my characters? If that's the case, is there any way to really avoid it, like moving to an alternate area, or will I have to endure until I log off or the cavalry arrives?Also, how much max/high level PVE content is there? (Many reviews seems to ignore this). I'm a PVEer at heart, so if there is very little PVE content, even my love of RVR wouldn't get $50 out of my wallet.

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How to Get Rich in Warhammer Online

After years of development, Warhammer Online finally hit the market. It has been a long and painful wait for fans of the Warhammer Fantasy setting but initial feedback has been very positive. The Massively Multiplayer Online Role Playing Game (MMORPG) version of the tabletop war game has all the elements that can keep players interested. It was designed to give players several choices in which their characters can advance.

There are public quests, person versus person (PvP) contests, and an open world territorial control. These should keep players busy for days, weeks, or even months, until new content is introduced. It is no longer a surprise if players find the game a grind because it takes a lot of time to level a character. This is something that is inherent to all MMORPGs. Since the game world is persistent, leveling a character follows the condition that certain requirements need to be satisfies. As long as the content continues to be interesting, the grind will not burn out the player base.

One of the main goals of the game is to level a character in order to get on to higher level quests or content. With leveling comes the need for gold. Just like any other MMORPG, Warhammer Online has an economy. Warhammer Online Gold is the main means of exchange. Players sell their goods in exchange for gold pieces or better gears. The problem is that WAR gold doesn't grow on trees. You need to work hard for your gold; just like in real life. It entails camping out in areas that are known to have abundant gold supply.

You won't see Warhammer gold pieces lying around, but if you manage to kill some creatures, there is a chance that they will drop some gold. You can also get warhammer gold by completing quests. But don't get your hopes too high because you will not get a massive amount of gold as a reward for completion. It just doesn't work that way.

To get a huge amount of Warhammer online gold, you have to run quests over and over or camp out in areas where there is gold. Unfortunately, both efforts will require you to play hours on end. What's even more painful is that you have to compete with other players for gold droppings. This is the game reality that players will face as they progress in the game.

This doesn't mean that there is no solution to the grind problem. The key is to know the where the most profitable areas are. Given that the game is relatively new, you will not immediately know where the areas are or which quests give out the most number of gold upon completion.

The easiest way to accumulate warhammer gold is to make use of Warhammer gold guide. It will lead you to the path where gold is abundant. The beauty of it is that that many people know about the areas so you can mine the place before hordes of players can get wind of the news. You will have a head start and you can emerge as one of the richest players in the game.

Warhammer cities more than just a backdrop

Game journalist Alec Meer, well-known for his writing at Rock, Paper, Shotgun, recently contributed a Eurogamer piece on the "social and architectural heart" of Warhammer Online -- its cities. Meer looks beyond the RvR game mechanics, the classes, "man-slapping" and the other trappings that make Warhammer Online what it is, and focuses instead on the setting itself, as seen in The Inevitable City and Altdorf. When Meer looks at The Inevitable City, he points out how it's not just your normal MMO hive of activity and commerce, or a place to line up quests. "These are the reasons to visit it, but they're not its real purpose. What it really does is define what the Destruction races are, and what they're trying to turn the Warhammer world into... You only get an inkling of that in the main world," Meer writes.

Contrast this with Altdorf. Meer writes, "Cobbled streets, chunky stone buildings - very European. This is what Order are fighting for. Well, except it's really dirty. Altdorf is not a picture postcard - it's grim and crumbling, full of squalor and fear - as much because of the ongoing war as because of the despotism and aggression of the Empire's rulers," Meer states. Do you agree with Meer that the cities of Warhammer Online are more than just a backdrop for your activities? Do you think the look of WAR's capital cities accurately reflect the conflict between Destruction and Order to reshape the world, each according to their own opposing paradigm?

Warhammer cities more than just a backdrop

How to play on the Public Test Server

With warhammer patch 1.1 in the works, many of you might want to go ahead and test it before it’s launched — that’s what the warhammer PTS is there for anyway.

If you’re looking for a quick guide to get you up and running on the PTS in no time, here’s what you have to do:

To access the Public Test Server, locate the new patcher: testpatch.exe in your main Warhammer Online: Age of Reckoning directory. This file will be automatically downloaded when the Public Test Server is opened.

Simply run the testpatch.exe file to start the patcher. Just like the live game, it will download everything automatically, just click play and you’re good to go!

Creating a copy of your Live character to play on the Public Test Server is easy, too. Visit your Mythic Account Center, login, and click on the Character Transfer Button above your Game Account profiles. Then, follow the instructions to the Character Transfer Center. Once you are in the Character Transfer Center you will see three options at the bottom. Select “character copy” and then fill in the information on the next page to choose the character you wish to copy.

Once you have confirmed the copy you can view the status of the transfer as it is processed. Please note that you may be required to change the name of your character to avoid naming conflicts. If for any reason there is an error with your transfer, you can click on the “More Details” option to find out why the Character Copy was unsuccessful.

It’s pretty easy and straightforward and I’ll see you on the Warhammer PTS!
How to play on the Public Test Server

2008/10/20

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The difference between Server of wow in America and Asia

Recently, one of my friends begins to play world of warcraft, the most popular MMORPG worldwide; for a new player, he got little knowledge about wow;

One day he came to me, and asked me why he should buy another wow cd key to activate his account, and this isn’t a normal thing for players in Asia; for most players in Asia, the charges in a game are always free; Compare with that of Asia, games in American server need a cdkey which was issued by the manufacture of this game; You can buy a World of Warcraft CD Key in any supermarket in America;

Every wow cd key will cost about 15-20 dollars, including a client and two 14-day beta accounts; Apart from the 14-day beta accounts, the cd key is available for players to play without any fees for 30 days, then to register an account in the official web of wow; In addition, you need an international available credit card, which can pay by USD; server of games in Asia is different with that in America can also be shown in the proceeding development of wow, games in America paid a lot of money to the improvement of wow, including the addition of pictures in games, but agents in Asia care about the cost of the game and they prefer to develop a new game instead of improve it; But with the development of market of MMORPG in Asia, more and more developers and agents of games keep in the steps of that in America and Europe; Personally, I believe games in Asia will have a brilliant future with the efforts of everyone.
Now ,if you have one wow cd key , you could be straightway in Asia.

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warhammer at the first sight

Warhammer has been put into market for nearly ten days. As a fan of net game, I am keen of warhammer and want to play. With the curious mood, I buy a warhammer cd key in official website. At that time, I have heard my friend said that, I can buy a cheap cd key which player called it ‘black cd key’, but I didn’t buy that one, for it is an illegal product from illegal channels, anyone who bought it would have a result that his account of game would be banned.wow my guys don’t buy that if you love net game, ok?

I have made some joke at the time that firstly I got the warhammer online cd key , for I have longed for the warhammer for a long time, one day my friend call me to have lunch with him ,he ask me which do I favorite? I speak out ‘warhammer’. What a loyalty fan of me!
I don’t know why I have a special mood with net game! Especially the warhammer was been put into market ,my mind reminded me of buying a Warhammer cd key and went on the game .That’s so crazy .When I was a college student I have played it for a whole night sometimes even forgot having meal. Some of my friend began to advise me to give up the net game. Maybe they were worried about me immersing in the virtual world.
Frankly speaking, I was full of curiosity with warhammer.There were lot of vivid roles and races in it. When I was about to choose a race as my role. I did not know which to choose, for each of them was so charming.

Until now, from buying the war cd key to present, I have played it for ten days. Every day I would have a special feeling which was like falling in love at the first sight. Sometimes it makes me have the sense of strange and mystery .How wonderful experience! Oh, I got it. It makes me think of a Korean song “Never say goodbye”, I would never say goodbye to warhammer!!

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Choosing war power leveling

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Now there has many Warhammer online power leveling company .you choose it with noticing. The war power leveling is a new and huge game .So a lot of people want to win in the game beginning.When you choose war power leveling company, I advise you to see this article first .This can help you to choose correct and authority company.

Many players know that the cheapest warhammer power leveling company divided into the Asian, especially in Philippines, Thailand, Vietnam. But the Korea is always be in ahead attributed in cheaper labor and development game research.

Online Warhammer power leveling not only have a long way to go ,but also have a stronger competitive to continue. So the labor of cheapest and game research both the point of competitive. We hope there has a health War Power Leveling market to offer for players and let the players enjoy theirselevs happily in game.

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WAR begun to compete with WoW

If you've been following this particular exchange you'll know the score, but let's recap: Blizzard's Jeff Kaplan just like turned around and said some stuff about Warhammer Online, about how he wasn't even in the Beta and stuff, and Mark Jacobs was like whoa, and he totally turned around and said some stuff about World of Warcraft, and now Mark Jacobs is all, like, dude, bring it, and everybody's like, ohmygawd, it is so on.

In his discussion with gamesindustry.biz, Mark is upfront about competing with Blizzard. 'We're in this space to be successful and, when you have a competitor that is as successful and important to the games industry as WoW has been, you don't go into this space unless you're willing to spend money and spend time and really compete against them.'

He also makes the point that the first major patch to WAR is indeed one way of competing with the launch of Wrath of the Lich King, as observers had surmised.

But bellicose statements aside, Mark raises a point that's all too often missed by many advocates of particular MMOs: 'Any comment along the lines of 'well if they're in my game they're not playing in another game,' flies in the face of all research that's been done among MMO players... The idea that you only play one is really kind of silly.' This isn't tribal warfare; you don't have to pick one competing game and fly its standard above all others.

http://www.warhammergold-war.com/warhammer-online-news/WAR-begun-to-compete-with-WoW/

2008/10/14

Warhammer Guild Renown Chart Guide

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Below someone has listed the Experience that guilds are required to obtain to advance in their renown rank
- Warhammer Guild Renown Chart Guide

xxx.x M = (million pts)

TIER 1

Level 1 -- 0 [0]
Level 2 -- 1.5 M [1.5]
Level 3 -- 3.0 M [1.5]
Level 4 -- 5.0 M [2.0]
Level 5 -- 7.0 M [2.0]
Level 6 -- 10.5 M [2.5]
Level 7 -- 14.0 M [3.5]
Level 8 -- 18.0 M [4.0]
Level 9 -- 22.5 M [4.5]
Level 10 -- 27.5 M [5.0]


TIER 2

Level 11 -- 33.0 M [5.5]
Level 12 -- 39.0 M [6.0]
Level 13 -- 45.5 M [6.5]
Level 14 -- 52.5 M [7.0]
Level 15 -- 60.0 M [7.5]
Level 16 -- 68.0 M [8.0]
Level 17 -- 76.5 M [8.5]
Level 18 -- 85.5 M [9.0]
Level 19 -- 95.0 M [9.5]
Level 20 -- 105.0 M [10.0]


TIER 3

Level 21 -- 118.0 M [13.0]
Level 22 -- 131.5 M [13.5]
Level 23 -- 145.0 M [13.5]
Level 24 -- 160.0 M [15.0]
Level 25 -- 176.0 M [16.0]
Level 26 -- 193.0 M [17.0]
Level 27 -- 211.0 M [18.0]
Level 28 -- 230.0 M [19.0]
Level 29 -- 250.0 M [20.0]
Level 30 -- 272.0 M [22.0]


TIER 4

Level 31 -- 296.0 M [24.0]
Level 32 -- 322.0 M [26.0]
Level 33 -- 350.0 M [28.0]
Level 34 -- 380.0 M [30.0]
Level 35 -- 412.0 M [32.0]
Level 36 -- 446.0 M [34.0]
Level 37 -- 482.0 M [36.0]
Level 38 -- 520.0 M [38.0]
Level 39 -- 560.0 M [40.0] **not confirmed**
Level 40 -- 600.0 M [40.0] **not confirmed**

More Warhammer Online Hacks

Warhammer Shaman Class Review

Warhammer Shaman Class Review here, check it out below!

Quests / Public Quests in all zones
Scenarios in all zones
Open RvR in all zones

So here we go

Solo PvE Leveling via Quests:

The shaman does decent doing this. If you get a good spell rotation that works for you, you can pretty much pull mobs close to non-stop. Your ability to heal yourself makes you decent at same to higher level mobs. However Champion and Hero Mobs will compeltly eat you up, even if they are lower than you by 1 or 2 levels. They are completly squishy. Sure you can heal yourself, but then you arent damaging the mob, and eventually you will run out of APs, and die. Not to mention that champs will hit you for 10/20% of your hits, and your only big heal has a push back like WHOA. More on that in PvP section. Once you get moral 1 ability, you have a great get-a-way skill. POP your heal/dot on a mob, hot yourself, hit moral ability and sprint, and you will get away 95% of the time.

There was not a single time where I had any problem with any quest same level or 1 higher.

Public Quests:

If you are a shaman and not in the top 3, you are just flat out just sitting there and dpsing. If you heal and dps (the tools you are supposed to use) YOU WILL ABSOLUTLY BE TOP 3. I was doing PQs with people 3-4 levels higher than me and I was still top 3. Only ones I have trouble hanging with is Tanks. I think the PQs give extra credit for holding aggor (which I am glad they do because tanks dont do as much damage as the DPS classes).

Overall PvE weekness: Well if you even consider this a weekness. You cant solo Champ/Hero mobs, and you cant multi pull like the aoe-ers. But you more than make up but the compelte utility you have in the group PvE settings.

PvP Scenarios:

Hmm where to start. Even with the mechanic to split healing RPs within the group, There have been many Scenarios where I was first in healing and top 4 in DPS. Nothing irks me more than shamans that just sit there and DPS, and only heal themselves. This is the #1 reason I believe Order is winning more Scenarios than Destruction. They dont seem to have a problem being "support" with all of thier classes. I have been on my tank with 5 shamans behind me and I would not get a single heal. Geez. how hard can it be. Not to mention that with your 3 second heal you will get much RPs.

Now the difficult part, if you are healing in a Scenario. Order players WILL notice you, and you WILL absolutly be targeted by Witch Hunters and WPs.
For some reason, they seem to be the classes i have REAL problems getting away from.

NOTE: If a tank puts guard on you. HEAL HIM. PERIOD. Heal him.

Oh and last thing. King of the hill is SOOOOO fun. Keep your back to the wall and keeps your tanks up so they can protect you.. FUN!!!

Open RvR:

This is ABSOLUTLY where shamans shine. They have CRAZY utility. Keep fight/zerg fight/Battle Objective fights. Shamans can sit back and DPS the crap out of Order AND heal those tanks that are running back to the safty of the zerg. Keep fights you can heal heal heal, and drop some DPS on the occasional chucklehead that is foolish enough to stand in the way of DESTRUCTION.

They key is to get in a spot where you can heal with LOS, but Order has no LOS on you. Then you pop out and dump 5 WAAG DPS spells on them MUHAHAHAHA

PvP WEAKNESS:

Warhammer Shamans are OMG squishy. Any melee with a snare will put a hurting on you. Your only completly effective heal is a 3 second heal with CRAZY pushback. Any Lion Elf worth his weight in salt will put his pet on any shaman it sees not DPSing. If you dont have tanks smart enough to taunt them, you will effectivly be shutdown. Communication with your tanks is absolutly essential, as they are the only ones who can save you. This is why organized groups have so much of an advantage. I think if Mythic gives them some sort of PBAoE snare, they would be perfect.

If you level the way I think Mythic intended people to level, you should be roughly Rank 20 RR 12-15 depending if you win more than you lose in Scenarios.

This class is really fun to play, but not going to be easy to master. My idea of mastering a class is being able to utilize all of its tools no matter what spec you are. Warhammer Shamans who can DPs for 20k and heal for 0 are not masters of thier class. Same for those that heal for 20k and do no DPS.

Your job is to Heal for 20k and DPS for 10k :P And your ability to make any heal INSTANT by DPSing means that you absolutly should be able to keep the tank alive, AND get deathblows by dumping spells on those low health people trying to give you realm points. But in all seriousness, it will be your 15$ so play how you want to play.. have fun and dont let anyone else tell you how to play your class.

If enough people find this helpful, I will do more for the other classes I have spent a TON of my life playing since I got a chance.

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Warhammer Lore Beginner Guide

INTRODUCTION

Warhammer is a fantasy world created by Games Workshop in 1983 to play host to a tabletop miniature wargame. Originally intended to be another way for D&D players to use their legions of lead figures, Warhammer soon took a life of its own, spawning books, a role-playing game, computer games, jewelry, a heavy metal album, and a pub. Warhammer: Age of Reckoning (or "WAR") is based off of the intellectual property that creates the backdrop for these various bits of consumer media.

The Warhammer story, or background, is vast. It begins tens of thousands of years before the current day with the Old Ones: beings of vast power that sailed between worlds on a sea of infinite potential (known as the Warp, Aethyr, or Realm of Chaos). Armed with incomprehensible techno-magicks and knowledge, the Old Ones raised the races of the Warhammer World from barbarism, teaching elf and dwarf how to draw upon the Realm of Chaos to shape extra-dimensional potential into physical forms… or magic, and bestowing upon them the joys of enlightened civilization. This golden age ended too soon, however, as the Old Ones were exterminated or driven away by things from the Aethyr: the daemons of Chaos and Ruinous Powers native to that Realm. Given form and purpose by the Warp-reflected flaws of mortals, these daemons invaded the Warhammer World, ending the age of Law and advancement brought about by the Old Ones. Many millennia later, the children of the Old Ones continue the battle gainst Chaos.

It is important to note that there are many, varied, implementations of Warhammer lore; none are more "right" or "official" than others. To put it quite simply, according to GW: THERE IS NO WARHAMMER CANON. Players are free to pick, choose, and research the bits they like.

WHERE DID GAMES WORKSHOP COME UP WITH THIS STUFF?
Warhammer's imagery and style are influenced heavily by gritty, classic fantasy authors, such as Michael Moorcock, Robert E. Howard, and H.P. Lovecraft, as well as real-world history and a bit of Tolkien. Designers also list influences such as Terry Gilliam, Black Adder, and Monty Python. The Warhammer world is a playground-like amalgam of everything from Napoleonic gun lines, to sanity-blasting tentacled horrors, to halfings and their giant cocks (depictions of a large rooster that serves as a provincial symbol for the little folk). Those interested in learning more might be urged to pick up some of these older books; Warhammer’s roots are clearly evident in Conan, Elric, and Martin Luther.

THE WARHAMMER WORLD
The unnamed (to its inhabitants) Warhammer world roughly resembles our own. A map can be found here. At the “heart” of the known setting is the Old World, analogous to Earth’s Europe. Here one finds the human nations of the Empire, Bretonnia, Kislev, brutal Nosrca, Tilea, and Estalia as well as the remnants of the Dwarfs’ ancient empire beneath the mountains. Scattered pockets of wood elves (both civilized and less so…) share lands with the Empire and Bretonnia. To the south, past the rogue settlements of the Border Princes and orc-infested Badlands, lie trackless deserts. Cut through by the great River Mortis, the ancient, dusty realm of Nehekkarha lies not-as-silent as it should be, duly earning its title as the Land of the Dead. Past here, one finds the mysterious human nation of Araby, rife with proscribed cults and unknown magic, with the dark jungles of the Southlands engulfing the rest of the southern continent. Nothing but sun-mad orcs and the remains of the Old Ones’ world live here.

To the east lie the dead plains of the Dark Lands, choked with the fumes of Chaos Dwarf industry. Yet further east, in the Mountains of Mourn, are the Ogre Kingdoms. These inhospitable vaults are dotted with the scattered ruins of forgotten civilizations and shaggy prehistoric beasts, pierced in the south by the Silver Road, the sole not-so-safe route between the lands of the Old World and mysterious Far East. Of the kingdoms of Ind, Cathay, and Nippon little is known… other than that the presence of Chaos.

In the middle of the Great Ocean hides Ulthuan, the last great holding of the Asur, first and favorite children of the Old Ones. This magic and mist enshrouded isle contains the kingdoms of the High Elves, including mystical Avelorn and stately Eataine; recently opened to outsiders by the Phoenix King Finubar. Unknown to most of the Warhammer world, Ulthuan is of critical importance. In ancient times, the elves created a vortex of Chaos energy, woven of the structure of the island itself. This vortex drained the Chaos-stuff feeding daemonic legions after the fall of the Old Ones, allowing the elves to fight back and forestall the end of the world. Were this vortex to ever fail, Ulthuan would sink beneath the waves, heralding the final invasion of Chaos.

West of Ulthuan one finds the brooding forests and icy mountains of Naggaroth, the Land of Chill. Now refuge of the Druchii, exiled for millennia from Ulthuan, this is a land as cruel as its inhabitants. To the south is fabled Lustria, where the seat of the Old Ones lies rotting in the jungles. Overseen by things blindly following the edicts of the lost Old Ones, many attempt to enter these jungles to secure the gold and riches within. A few even make it back.

Finally, at the very ends of the Warhammer world lie madness and infinity. The collapsed interdimensional gates of the Old Ones spill Aethyr into the material, and thoughts of mortals into the Realm of Chaos. Surrounding the northern pole gate are the Chaos Wastes, lands of blended Warp and Material, realms of madness, eternal war, and the whims of the Chaos Gods. No one can leave this place entirely untouched by Chaos.

WARHAMMER ARMIES
Considering the wargame roots, Warhammer is often seen in terms of armies and military units, as well as nations and species.

Beasts of Chaos
Hidden in the darkest places of the world are the Beasts of Chaos. Beastmen, Minotaurs, Centaurs, and other spawn of the Dark Gods, these things are Warhammer’s version of the archetypal medieval daemonic satyr or beast in the woods. Beastmen were once human, but became the true and favored children of the Dark Gods when the Warp Gates fell, spilling pure Aethyr into the world. They’re still closely linked too; often a human baby is born horned and hoofed. These turnskins are either killed by Witch Hunters and priests, or taken by insane but loving parents into the woods, where they’re left for the Beasts.

Bretonnia
A thousand years younger than the Empire, the Bretonni tribe became the nation of Bretonnia under the guidance of Giles le Breton. Eschewing the philosophy and science of the Empire in favor of mysticism and feudalism, Bretonnians rely on the martial strength of their lordly knights in battle. They follow the edicts of the Lady, a goddess of suspect origin, but sometimes uphold her message of honor and mercy. A curious blend of pre-revolution France, English fighting styles, and Le Morte d’Arthur, the Bretonnians are a bit of an anachronism compared to the rest of the Old World.

Dark Elves
Warhammer’s version of the Melnibonean archetype, the Druchii have little to do with D&D dark elves or Tolkien’s fading perfect beings. Inheritors of the Phoenix King’s crown by way of heredity, the dark elves followed Malekith, son of the first Phoenix King, into exile after he was driven from Ulthuan by conspirators. The Druchii respect strength above all, and solely worship Khaine, the elven god of war. Taking a cue from the original sorcerers and their Chaos vortex, the Druchii do not fear Chaos, but seek to bind it to their will and purpose. Some would say this has corrupted them as a race and nation, but the dark elves don’t (officially) worship the Dark Gods- just see them as a means to an end.

Daemons ofChaos
At the heart of the Ream of Chaos lie the architects of the Old Ones’ fall. Born of fear and rage, ambition and despair, the most primal of these beings are the most powerful; the Great Gods of Chaos, four brothers who would see the end of the world. First among them is great Khorne, lord of all that is war, hatred, and bloodshed. There are few the martially-minded god hates so much as his sibling, the passionate Slaanesh. Patron of excess and indulgence, Slaanesh is least amongst the Chaos gods but popular with depraved cults of the Empire. Jovial grandfather Nurgle seeks to enrich the world’s despair by blessing mortals with virulent plagues and pestilences. Finally, of primary import to WAR is Tzeentch, the Architect of Fate. Tzeentch brings hope. Hope of change without reason or balance; Tzeentch is a manipulator, plotter, and sorcerer. His touch brings ambition and madness.

At times, the powers of Chaos put their differences aside and send splinters of their selves into the material world; where the skin of reality is thin, daemons can step into the mortal realms and fulfill the urges of their patron.

Dogs of War
As an army, Dogs of War include everything from Tilean pikes and crossbowmen to suicidal Dwarf pirates to an exiled Asur prince and his dragon. This has allowed GW to release a number of unique and interesting models over the years, often from nations that don’t warrant their own armies. Araby, Tilea, Estalia, and rogue elements of other armies have all been detailed.

Dwarfs
As those following WAR are probably aware, Warhammer dwarfs are the Nordic and Tolkien archetype taken to an extreme. More obsessive, drunk, and gold-hungry than most settings’ dwarfs, these guys are a major reason for the success of the Empire, having taught humans ironworking, gunpowder, and numerous other advances. The friendship between the dwarf kings and Empire is one of the few true alliances in the Warhammer world. The dwarfs once held a mighty empire running the length and breadth of the Old World. A mysterious cataclysm befell them many years before the founding of the Empire, followed by battles against the greenskins, then a costly war against the elves known as the “War of Vengeance”. These events saw the dwarfs greatly reduced in power, but through sheer spite and stubbornness, the race continues to survive.

The Empire
The point-of-view for most of the Warhammer World (and setting for WFRP), the Empire is an especially mad take on the 16th century, pre-Protestant Holy Roman Empire. The Empire learned metalworking and industry from the dwarfs, and were taught magic by the elves. The last true hopes of civilization against Chaos, Imperial armies combine gunlines, professional soldiers, knights, artillery, and magic to defeat their foes. Founded by Sigmar two and a half millennia before the current game period, Imperials now worship their founder as a god. It was Sigmar who forged the first true alliance with the dwarfs, saving their High King from capture by a superior band of orcs. For this, Sigmar was granted the hammer Ghal-Maraz, an heirloom dwarf runic hammer (and the titular weapon for the setting)… which is probably still carried by Karl-Franz, the current Emperor.

High Elves
First experiment of the Old Ones, these ancient and lawful beings taught the elves their magic, art, song, and civilization. Unlike other experiments, elven history vaguely remembers the Old Ones, giving them a racial memory and learning that vastly exceeds all others. Physically resistant to Chaos, the elves still suffer the moral and mental effects, especially when succumbing to their own arrogance and passions. High elf culture is extremely rigid and controlled because of this and they see themselves as the protectors of the world, justifying their near-fascism and unchallenged control of major sea-routes. Unlike the Tolkien archetype, the Asur are warriors and imperialists, with a strong fascination in the arts of warfare and bloodshed.

Lizardmen
During their time elevating the races of the Warhammer world, the Old Ones also created servants to help them with their work. After their fall, these servants blindly continued the Old Ones’ inscrutable plans, carrying on adjustment of the planet itself and battling Chaos in all its forms. The mighty Slaan, beings of immense Aethyric and psychic ability, interpret the Old Ones plans, while the Skinks act as their agents. Saurus warriors emerge from spawning pools, ready to defend their Lustrian homes, while Kroxigor and other prehistoric beasts are used for industry and war.

Ogre Kingdoms
One of the final experiments of the Old Ones, Ogres are among the most physically robust and resistant to Chaos. Not completely resistant, however, as an event early in their development lead them to worship of an entity known as the Great Maw, and granted the race an all-consuming hunger to fuel their massive bodies. Ogres have no allegiance to Chaos, though, nor hatred of it, often showing up as Dogs of War or mercenaries in the armies of humans, Orcs, Chaos, and anyone else willing to pay a bit of coin or bucket of stew.

Greenskins
Mushrooms? Monsters? Degenerate barbarians? However one classifies Orcs and Goblins, the only certainty is that they’re as certain as death and taxes. Little more complex than human two-year olds in massively tough and muscled bodies (or quick and wiry in the case of Goblins) greenskins enjoy nothing more than scrappin’ and fightin’. Dey’s ded ‘ard too, and dem Gobbos is pretty kunnin’ too, tho dey’s a buncha weedy gits. All ‘oomies need to know is dat da Waaagh! can’t be stopped and yous gonna get yer ‘ed bashed right in!

Skaven
There is no such thing as skaven. Just because you’ve seen evidence of rat-like beastmen doesn’t mean there’s some sort of intelligent Chaos beats below all the cities of the world, with technology that surpasses the Empire and a master plan to rule the ruins of civilization. That’s ridiculous.

Tomb Kings
Before the time of Sigmar, the first true civilization of Man arose in the deserts south of the Old World. Living amongst architecture strangely reminiscent of both Lustrian ruins and the monuments of the high elves, the people of ancient Nehekhara considered themselves the favored children of the gods. Over time, they came to fear and worship death above all else, believing their lives were mere preparation for a glorious and shining afterlife; much like the real world’s ancient Egyptians. For one Nehekharan, however, the afterlife was not enough; a brother of the Priest-King of mighty Khemri, this man sought eternal life and coveted the lands of all Nehekhara to be his shining paradise. After capturing and torturing the secrets of magic from stranded Druchii sailors, this man developed the science that would one day be known as Necromancy; power over the dead and death itself. Distilling an elixir from human blood, he was able to prolong his life, eventually usurping his brother and taking Khemri as his own. Eventually, the other Priest-Kings united and drove him into the desert, where he passed beyond the realm of the living, but did not truly die.

In his bitterness at being driven out, this man, known as the Accursed One to Nehekharans and He Who Shall Not Be Named to modern Arabyans, polluted the headwaters of the River Mortis, the very backbone of life in Nehekhara. Not content with merely bringing the ancient nation to its knees, he then attempted to cast a single spell that would awaken the entire nation from death and bind them to his will, creating an eternal army to rule the world with. Though he cast the spell and tore generations of Nehekharans from their graves, he was mysteriously interrupted at the peak of the spell, losing control of his would-be slaves. The Tomb Kings and their entombed soldiers were not put to rest, however, and have since resumed the activities of their lives, protecting their dusty homes from invaders and warring against each other. All of these undead, however, nurse a hatred for he who tore them from the afterlife, and the dry desert winds carry their whispers of the Great Necromancer’s hated name; Nagash.

Vampire Counts
As with most undead in the Warhammer world, the vampires have roots in old Nehekhara. When Nagash was driven from Khemri by an alliance of kings, samples of his Elixir of Life and notes were captured and taken as spoils. In the city-state of Lahmia, the queen and her court drank of the Elixir and continued Nagash’s experiments. Soon these depraved nobles learned to sustain themselves indefinitely, not just by consuming the Elixir, but by drawing the very essence of life from living beings. Their souls sustained thusly, their bodies became strong and fast, driven by their own willpower and able to grasp and manipulate the Aethyr. These beings, known later as vampires, were eventually discovered by the Priest-Kings of other cities and driven out, later allying with, then fleeing from, Nagash.

In the modern Warhammer world, the vampires are often split along lines of bloodline and creed, following common archetypes of vampires from all of fantasy stories. Some have infiltrated the nobility of the Empire, counts of the blighted province of Sylvania. Some vampires are physically powerful, while others great sorcerers and necromancers. Some are affected by curses laid upon them by Nagash for their escape and cannot tolerate sunlight or holy relics. All are selfish and driven to make use of their long lives; whether through study, survival, or conquest.

Warriors of Chaos
Mortals who flock to the standards of the Dark Gods can consist of the disillusioned, the corrupt, and the insane. Some are refugees from the civilized nations of the Old World, while the bulk come from tribes of corrupted Norse. Living in the ever-changing wastes beyond Norsca and Kislev, bands of these warriors dedicate themselves to the Gods of Chaos, fighting for glory, the capricious favor of the gods, and the ultimate gift of Daemonhood. At times, a great champion will arise, sometimes dedicated to a single god, others loyal to all Chaos as a pantheon. These champions will then sweep from the north at the head of a vast horde, encased in dark iron armor and wielding weapons of madness and gifts of mutation from their gods.

Wood Elves
Long before the birth of Sigmar, the elves withdrew from their extensive colonies in the Old World. Caught between an unwinnable war against the dwarfs and civil war led by Malekith, the Asur were forced to the defensive. Not all the elven colonists followed the Phoenix King’s call for retreat, however. Small pockets of elves remained behind, in particular the colonists who settled in an ancient and dark forest known as Athel Loren. One of the most ancient and untouched woods of the world, Loren is a living, breathing entity, jealous of its borders and willing and able to brutally protect itself. Allied with the forest, the former elven colonists, called Asraii have returned to many of their rustic roots, favoring bow and bronze spear, eschewing advanced metalworking and armor. Wood elves owe more to medieval legends of forest spirits than Tolkien’s elves; they’re feral and vengeful, uncaring for little but defending the forest.

2008/10/13

Warhammer Online update 1.02 info is here!

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Warhammer Herald has news on the next 1.02 update that is due up, and again Mythic has been hard at work addressing all the things that most of us bloggers have been talking about.

Here are some highlights of the upcoming patch:
Warhammer Online update 1.02 info is here!

We have added a 'Join All' button to the scenario window which now allows players to join all scenario queues in their current tier at once.

In order to promote realm and population balance, some realms on some servers will now award their players with a +20% bonus to renown and experience. This is not a permanent bonus, but rather a temporary incentive to promote balance. Realms currently offering this bonus are marked on the server list with a colored icon; blue for Order and Red for Destruction - Check the Herald for the latest list!

In response to player feedback, we’ve added RvR and NPC chat tabs for new players. These tabs filter scenario chat and NPC chat respectively. In order to minimize frustration to users who have already customized their chat window, we will not be overwriting any current settings, so this change will affect only new players. Players who wish to add these tabs may do so through the normal chat configuration options. While in scenarios, players will no longer be able to select "Need" in their loot windows unless their character can use the item being offered.

Once again, Mythic is on the ball, not pulling a Funcom here and getting what the players want out early. I am really starting to like these guys!

2008/10/08

Warhammer online builds: Marauder Template

Warhammer Online - This is going to be a single target DPS build, your three top stats will be:
Strength = adds to melee damage
Wounds = adds to hit points
Toughness - reduces incoming DPS The 25 points will be placed as follows: (There will be a few extra points awarded for RvR, however we will not use them here)15 in "Brutality"Buy the following skills in the Brutality tree for one point each:
Corrupted Edge
Guillotine
Mutated Aggressor
Unst. Convulsions
Wave of Terror
Forked Aggression Warhammer Skills in the tree you do not buy: "Growing Instability". The last 4 points will be put in the "Monstrosity". Any additional points should also be placed in "Monstrosity", there is no reason to buy the bottom skill in the tree.80 RvR points to be placed in:
Might level 1 = 1 point
Might level 2 = 3 points
Might level 3 = 6 points
Might level 4 = 10 points
Might level 5 = 14 points
Fortitude level 1 = 1 point
Fortitude level 2 = 3 points
Assault level 1 = 2 points
Assault level 2 = 4 points
Assault level 3 = 6 points
Opportunist level 1 = 5 points
Opportunist level 2 = 10 points
Opportunist level 3 = 15 points The purpose of this build is to put out a huge amount of single target DPS to kill your target as quickly as possible.Here are the planned active morale skills:
Level 1 = Sever Nerve
Level 2 = Great Fang
Level 3 = Tzeentch's Reversal
Level 4 = Forked Aggression Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would group each for a different purpose. However for the purpose of this build alone one group seems to do fine:
Brute Force
Unst. Convulsions
Corrupted Edge
Piercing Bite
Build Strength:Best possible single target DPSSince you are targeting nukers and healers first, they should be rather easy prey here. If you notice the tactics you are getting an additional 480 strength and a reduction of 50% of your targets armor.Build Weakness:No AOEThis is a single target build so you will be hurting to cause any type of AOE damage.

There is a short cut to make your WAR life better. Do you need a buddy help you warhammer powerleveling, or buy warhammer gold safely? joint us: gmbar.com

2008/10/05

Warhammer patch updates and bug fixes 9/30

The patch notes for updates implemented today, September 30, 2008, are now available for Warhammer Online: Age of Reckoning. Check out the changes, improvements and Warhammer bug fixes below.
Greetings!
It's been another busy day here at Mythic! In addition to the implementation of Cross Pairing Queues below is a list of today's Hot Fixes.
Enjoy and have fun!
Capital Cities
- The Mastiff's End Brawler in Altdorf will no longer start bar fights and kill the other patrons at the Mastiff's End Tavern.
Combat and Careers
Archmage- The tactic 'Golden Aura' will now only affect valid enemy targets.
Content
- Fixed an issue that was preventing players from completing the 'Fireforge's Trail' quest.- In the 'Honorable Deceit' quest, players will now receive the appropriate 'Karond Wine' to drink. This may require re-accepting the quest to obtain the correct item.- Fixed an issue in the 'Inevitable Power' quest that was preventing players from interacting with the statue.- Fixed an issue with the quest 'On the Brink of Chaos' that was preventing players from reading Lord Grauenberg's missive.- Players can now turn in the 'Caledor in Flames' quest to Kuvith Darkshadow.- The monster Suntear in Chrace is now friendly to Order-realm players- The monster Toof Maw in Gunbad has been adjusted to a more appropriate level for his surroundings- The quest 'Spotting Trouble' will now correctly advance when the player kills Warprot Stormvermin- The Uthorin Felshade will now attack all enemies, and not just melee ones
Realm vs. Realm
- The Stonetroll Pacifier in the Stonetroll Crossing scenario will now reset before players can obtain it again.
Sourse: http://www.gamevive.com/gamevive/mmorpg_news/483.html

Warhammer Patch v1.01 Is Live

Warhammer Live Producer Destin Bales has penned a letter outlining the major changes in patch v1.01. In addition, there is a large list of improvements, hot fixes, etc. Grab all the information below:

Warriors of Order and Destruction,

Welcome to the war-torn battlefields of the Age of Reckoning! My name is Destin Bales, and I'm the Live Producer for Warhammer Online. It's my job to ensure that we successfully make the transition from one of the smoothest launches in MMO history, to offering one of the most exhilarating and memorable gaming experiences you've ever had.

Now that WAR is living and breathing, we have players all across the globe battling it out in a relentless and brutal struggle to claim victory for their realms. Playing and improving Warhammer Online is a journey that we share with you, own with you, and drive forward together as a team. Our beta testers can attest to just how much we value your opinion, and you'll see this reflected in all that we do, even within a small maintenance patch such as this.

In fact, we've already made a number of improvements since launch to ensure that your gameplay experience is even better. Since Warhammer Online went live, we've identified and fixed several client crash issues, knocked out reported bugs on numerous quests, added a feature that allows players to queue for same-tier scenarios in other racial pairings, and rooted out hordes of gold farmers in game. These are just a few of the hundreds of small but impactful fixes we've made daily over the past week and a half.

Our maintenance patch 1.01 contains enhancements and fixes that you have rightly identified and brought to the forefront of our attention. Target Nearest has been revamped, the pesky "Target Out of Range" bug has been squashed, we've fixed bugs with /ignore and your friends list, resolved an issue with disappearing pet windows on zoning - and more!

To all of the players who take the time to report issues and send feedback we'd like to say a big "Thank you!" and we hope you like the changes we're making to improve the game. Please keep it up! We'll be depending on your input as we chart the course for the future of WAR.

After over three years in development, the Age of Reckoning has finally arrived. But if you think this is the end of the journey, think again, because this WAR is just getting started!

WAR is everywhere, and we couldn't be more excited.
- Destin Bales, Live Producer

2008/09/28

Warhammer Online Tops 500,000 Accounts

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The initial tallies are now in! Warhammer Online: Age of Reckoning has seen a staggering number of first month subscribers, totaling more than 500,000 player accounts created. While some developers tout box shipments, these numbers are people who have purchased the game and are currently playing it.

¡°In just one week we have a half a million people playing WAR online, and the ranks of Order and Destruction are growing at a record-breaking pace for a new MMORPG,¡± said Mark Jacobs, co-founder and general manager of Mythic Entertainment. ¡°We spent years working to provide players with the most stable, epic, and polished online world we could, but it is the players that have truly brought the Age of Reckoning to life.

With the game only being out for a bit over a week now, this is very impressive for EA and Mythic Entertainment. Now the ball is in their court to ensure continued growth.

Are you one of the more than 500,000 currently playing the game? What are your thoughts? Will Mythic Entertainment finally show that there can be more than one successful MMO at the same time?

Warhammer Online: A Guide to Playing the Chosen

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MMORPG.com Warhammer Onine Corresponsent Lou Rossi writes a guide to playing Destruction's Chosen class in Mythic Entertainment's Warhammer Online: Age of Reckoning. If you haven't already had a chance to try this class, this article will surely motivate you. Check the full article below, enjoy!

It’s not hard to notice the lack of actual informational material presented about Warhammer’s career paths these days. Sure, there’s plenty of glorification of their ‘mechanics’ available, with some lore mixed in, but when it comes time to sit down and get into the action – all that really accounts for is a nice back story about how angry you are from your troubled childhood, and how you somehow got hold of that gigantic sword you suddenly decided it was a good idea to start swinging around.
The intention with these articles – focused on RVR and PVE career mechanics for Warhammer’s characters, is to really provide an in depth look at what each of the many paths has to offer.
Now you may find yourself asking, “Who the heck is this guy, and who cares what he has to say?” I wish I had a satisfactory answer that could convince everyone I’m 100% right about everything. I’m sure most of us would like that ability. I’m simply someone who’s been PvPing in online games (mostly MMO’s, earlier on in MUD’s) since their debut well over a decade ago. I look at myself as a fair and balanced writer with an approach to analysis that provides everyone with a fair and in depth glimpse of what they can expect as if they were actually playing the character.

I should note that I’ve beta’d WAR for the majority of their closed beta, and leave it at that. Each analysis posted isn’t from a 3-4 hour experience I had RVRing one day like so many others decide to throw up because they got rolled in Nordenwatch. They come from hundreds of hours of playtime in PVE and PVP scenarios. I won’t review classes I haven’t extensively played – and I won’t assume to provide you with any information I haven’t acquired first hand.

With that out of the way, I’d like to start with the Chosen career – A tank class that can best be described by combining EQ’s Bard class with Steroids and enough utility skills to fill up four action bars. I date myself a bit and reference a class from the first Everquest because the Chosen use auras to buff themselves, and/or debuff anything within 30 feet of them. These auras activate instantly, with a 2.5 second cool down; lingering for 12 seconds before they deactivate – meaning you can have as many as three active at one time if you constantly rotate their activation, and sneak in an attack every once in awhile. Granted, its worth the buffs, but as anyone who played a Bard back then knows its not very fun to constantly spam 3-4 buttons over and over and over while watching everyone else smash things.

The auras range from strength and toughness buff/debuffs, to adding resistances to yourself and your group and even making everything around you more vulnerable to magic. There’s a lot of utility at the Chosen’s disposal, and not just from his Chaotic Auras.

While some of your skills are general cookie cutter push X to deal damage, push Y to taunt skills, the Chosen gets quite a few skills early on that really stand out. As early as level 5, you’ll receive a melee attack that does entirely spirit damage (Ravage) which completely ignores your target’s armor and goes straight to a resistance check, which is lovely because lower level NPCs (and a decent amount of PCs until their 30’s) actually have nearly zero resistances to magic, and you’ll mow right through them, cleaving off about 1/10th of their total wounds each shot. While you obviously won’t be doing 10% of someone’s total hp in PvP using Ravage, you’ll still be dealing spirit damage and seeing a very irrelevant amount of it mitigated.

At level 8, you’ll get an attack that can’t be defended against (Cleave), however it really doesn’t do enough damage to warrant usage. With Ravage’s spirit damage, it just makes more sense to keep using what works – even if it occasionally gets blocked, it still does more damage over a period of time. Cleave does come in handy if you find yourself against another tank class that’s used a morale ability or just happens to be blocking everything you throw at them, whack then with Cleave a few times, while low on damage, its better then not doing any.

At level 9 you get your standard snare + damage ability (dizzying blow). It’s nice to have something to keep things from getting away, it cools down in just 5 seconds (it lasts for 7) so you’ll be able to spam it on someone attempting to get away.

Before mentioning the very tactical skill you get at level 10, I should state that the Chosen have very high Wounds, and coupled with some toughness points from your equipment and RR abilities, you’ve really got a character that can withstand a ton of punishment. Hold the Line is a shield skill that increases your chances to dodge and disrupt (essentially ignore) enemy skills by 45%, for 12 seconds. It also provides everyone in your group (behind you, up to 40 feet) with the same bonuses at 15% as long as they stay behind you. This effect can stack three times on someone, meaning a tank could have 75% (45 + 15 + 15) added to their dodge and disrupt chances if they had 2 tanks in front of them using the skill. Hold the line is a very cool and potentially life saving skill if you’re covering healers and/or ranged DPS while under heavy fire.

Another attack that should be noted is Withering blow, which deals damage and removes your target’s action points (great for shutting down healers). Along with Repel, a knock back ability with often hilarious results, as at times it looks like you picked up the player and threw them like a hail mary pass instead of just tapping them back a few yards. Try knocking someone off a hill when the opportunity arises… wave afterwards. This tactic is effective with all classes that receive a knock back ability, as you can literally propel your target completely out of a fight by knocking them down a hill or off a cliff. Instead of bothering to go straight for the healers, or to focus your damage on a particularly tough tank, just line yourself up and smack them out of the area – they’ll have to waste valuable time heading back, and will be completely taken out of the action for a while.

Another ability of the Chosen that really stands out is acquired at level 16 – a morale ability (built up over time in combat, triggered at any time you’d like – they’re found in the lower right hand side of the screen by default) called Grapple. Grapple holds you and your target in place for 10 seconds, and there isn’t anything they can do about it except hope you die. While you can still cast spells and use abilities, it effectively denies any escape, or tactical advantages some classes receive by attacking from the side/rear. A truly fantastic and menacing skill, usable once every minute as long as you’ve built up your morale bar.

Getting tied down too much in PvP? You’ve got the Juggernaut ability to look forward to; it removes all roots, snares, stuns and disarming effects immediately, and can do so again in 60 seconds. Later down the road you’ll receive a career tactic that reduces that cool down to every 20 seconds – aptly named Unstoppable Juggernaut. I really don’t see a need for that tactic, however, if you’re getting disarmed over and over, retreat and throw up a few auras to debuff your enemies a bit. Aside from in PvE, I rarely get disarmed in PvP at any level, its just one of those situations that doesn’t arise often enough to warrant tactical consideration.

Blast wave (level 15) is another notable ability, as it deals PBAOE (point blank area of effect) spirit damage to everything within 30 feet, which is also the range of your auras. I note that here because everything under the effect of an aura when this spell is cast also loses a ton of resistances for 20 seconds. And by a ton I’ll throw in some perspective. At level 5, your targets would lose 47 to all their resists. This scales almost ludicrously with your level. It’s enough to effectively negate any chance they have of not taking almost complete damage from any spell cast at them. You can use the Blast wave skill in conjunction with the level 25 aura, Dreadful agony, which deals moderate spirit damage every 3 seconds. This effectively makes you a walking DPS machine to an opposing group, dealing damage after nullifying their resists. Follow up a target of choice with an ability like Ravage, which just deals spirit damage, and you’ll watch them scatter or drop like files.

Maybe you’re still having a problem getting things to stick around when using the combo mentioned above. Are dizzying blow or grapple just not cutting off your enemies escape quick enough? Use the petrify ability (level 30); it’ll root anything within aura range (30 feet, up to 4 targets) for 10 seconds. Damage gives them a chance to break the root, however. So pick your target wisely when you decide to start swinging after activating petrify.

Finishing up the Chosen’s already insane number of aggravating abilities are the Bane Shield, and Touch of Palsy skills (attained at levels 35 and 40, respectively). Bane shield is one of those abilities you activate when you know you’re probably about to die anyway. Let’s say the enemy group finally decided to single you out and surrounds you, 8 or so enemies swinging away. Bane shield makes them all take a moderate amount of spirit damage every time they hit you. Every time. If they hit you 7,234 times, they take damage each time. Combine this with the blast wave and dreadful agony and you’ve got a decent chance at wiping out half the enemy group before they get you.

I mentioned touch of Palsy in the previous paragraph; however it really bears mentioning separately, as it’s absolutely devastating. If you haven’t figured out by now, it’s difficult to get away from a Chosen. However, now I’m going to say let them run – but cast touch of palsy on them first. They’ll take damage, albeit low damage, every half second they’re moving. Every half second. Even if it deals 50 damage, every half second, just about anything will be dead or close enough to it when it realizes what is happening. It only lasts 10 seconds though, so be careful when you cast it, if it’s a healer standing still, don’t bother; however if they turn and run, let em have it. Also, note the people that jump around and think that circling you makes them good at PvP, hit them with this too. Point and laugh after they kill themselves.

Now when it comes down to picking a mastery tree, really any of the three are viable paths. While you can’t directly enhance the Blast Wave/Dreadful Agony combo from one tree, splitting your points between the Dread and Discord trees is certainly an OK move in my book – as much as I’m usually opposed to that sort of thing. Doing this will enhance a lot of key abilities and really give you the spirit damage and debuff skills you need to tear through just about anything.

Throwing three points into Corruption for the Dire shielding tactic isn’t a bad idea either if you’re just playing around. This allows your Bane shield to also take hold on any group mates within 30 feet of you. Great for those situations when everything just turns sour and you’d like to walk away knowing at least a few people went down with you.

In terms of overall statistics for your Chosen, go with Wounds for . . . wounds, Toughness for the damage reduction and strength for damage. Ballistics and willpower are almost useless – but you can throw some extra RR points (if you have them) into intelligence to boost your spirit damage on some attacks. You can also consider the initiative tactic so you’ll have a slightly smaller chance to get critically hit and evade attacks.

I should mention two more things to wrap this up. Most people’s perception of 30 feet in real life is probably quite wrong. It’s just as inaccurate in WAR, as 30 feet roughly equals between three or four of your characters put side by side. Closer to 3. Line of sight applies to all auras, as it should. I should mention that anyone wishing to play a Chosen really needs to be aware when playing this class. To put it nicely, to be effective you need to know what your doing. If you can’t watch your targets debuff bar (under their picture when you target them) while timing auras and attacks correctly, you really won’t be much more than a glorified meat shield lumbering around aimlessly. Anyone looking to just run around and smash things should probably steer clear of the chosen class, as you won’t even be close to as effective as you could be if you weaved auras and used your debuffs and skills effectively. Anyone who likes to play a melee utility class, the Chosen really stands alone, I should note, however, that without timing and skill behind your ability activation, your dps will be rather low compared to most other classes. So what is the downside to all this? Action Points. Your abilities need to be used in constant succession and tactically in order to remain effective. If you’re sloppy, can’t stop hitting the “1” key over and over, or do some other mundane effects and mismanage your action points, you’ll find yourself standing around unable to do anything for a few moments. While this is generally not a big deal – your auras and other skills cool down slightly longer then the global cool down. You’ll really be hurting if all you’ve got left is expensive-to-cast skills at a crucial moment while your lacking the action points to use them. Finishing this off - you’ll want to stick with the sword and board combo (Shield + a one handed weapon) while its tempting (and certainly viable since you have such high HP) to go with a two-hander for the extra damage you lose your mitigation from your shield’s armor and blocking % (which can easily get over 30%), meaning you’ll die faster overall, and your auras and abilities won’t have the time they need to really harass your enemies. The RVR shields have almost unfair blocking %’s on them. I fully expect them to be toned down a bit, but for now using a shield = a whole lot of damage not getting through.

Warhammer Weekly Hot Fix Summary

Buy Warhammer Gold at Cost.

General Changes and Warhammer Bug Fixes:

In some very rare cases, players would have their weapon deleted upon logging out of the game. This issue has been fixed.
Fixed an issue with chat channels in the Chaos Wastes that was preventing some players from accessing area chat in that zone.
Some monster abilities had improper values set. These have been fixed.
Some monsters would become stuck when attempting to attack from range. They will now behave properly.
Adjusted some abilities with a root effect so that the root properly diminishes or breaks when the target takes damage.
Art and Animations
Lady Kreuger now has the top of her head back.
You might see that some NPCs who were previously mounted are now standing on the ground. Work is in progress to fix an issue with the mounted animations, and these NPCs will return to their mounts when that fix is complete.
Fixed an art-related issue that allowed players to reach the Eternal Citadel before it has become unlocked.
Cities
Disabled the spawns of some monsters in the Inevitable City who were not intended to spawn there.
Removed some merchants from the Inevitable City who were not needed.
Corrected inconsistencies with bag drops in the cities.
The Guild Tavern had not been accessible to guild members using non-standard guild titles. This has now been fixed.
Combat and Careers

Magus

A few Magus abilities were adversely affecting friendly players. These have been fixed.
Marauder


Fixed an issue causing Marauder mutations to behave improperly in some cases.
Swordmaster

The visual effects on the "Nature's Blade" ability were improperly playing on all targets in the area of effect. This has been corrected.
Content

Adjusted spawn speeds for several monsters to avoid having some monsters respawn too quickly or too slowly.
Tweaked the levels of several monsters slightly upward or downward to better fit the areas where they were placed.
Amethyst Wizards will no longer spawn naked.
Fixed an issue that was preventing players from completing the "Burning Down the House" quest.
Fixed an issue that was preventing players from completing the "Unholy" quest.
Fixed an issue that was preventing players from completing the "Fleetfoot" quest.
Fixed an issue that was preventing players from completing the "Leashing the Beast" quest.
Fixed an incorrect waypoint in the "Missing in Action" quest.
Fixed an incorrect waypoint in the "Sewer Invasion" quest.Fixed an issue with the "The Threat Revealed" quest.
Fixed several issues with the "Blood on the Leaves" quest.
Fixed several issues with the "An Empire Away" quest.
The Shattered Rubble should now properly despawn for players on the "Corruption" quest.
Corrected an issue with the "Finding the Fight" quest in which multiple Gors could be summoned at the same time.
Some epic quest chains were issuing rewards at the wrong step. These issues have been corrected.
Corrections to some quests that were giving out inappropriate level rewards.
Corrected journal entries and directions for several quests to make them clearer.
A few quests were not awarding experience. This has been fixed.
In a few rare cases, players were required to kill a Champion-con monster to complete a quest. These have been reduced to Core-con monsters.
Fixed an XP exploit in the Slayer Keep public quest.
Fixed an influence exploit in the Burn Rock Tower public quest.
Adjusted the respawn rate of the Dwarfs in the Axerust Peak public quest.
Fixed an issue that could in some cases cause the Blightstone Trolls public quest to stop working properly.
Corrected an issue that made it possible for the Burn Rock Tower public quest to get stuck in some rare cases.
Corrected an issue that could cause the "Welcome to Troll Country" public quest to break in some rare cases.
Fixed the respawn rates of the monsters in the first stage of the Baradum public quest.
Fixed several issues that would allow players to disrupt public quests for players of the enemy realm.
Damage output on some Hero-con monsters was too high. This has been adjusted.
Euphoric Barb monsters are now mobile and have a ranged attack.
Adjusted the levels of some monsters in the Gunbad dungeon.
Fixed an exploit involving the Gunbad Laboratory's instance boss.
Corrected the spoken dialogue for Korolir Blackbolt.
Some NPCs in chapter hubs were incorrectly set to a dormant state. This has been corrected.
Some NPCs were inadvertently set to the wrong realm, and were attacking friendly players. This has been corrected.
Boss monsters in lairs now have a chance to drop loot items for all careers currently in the game.
Realm vs Realm

Fixed a terrain exploit in the Phoenix Gate scenario.
Replaced missing Tier 2 renown merchants.
Corrected an issue with some RvR quests that were returning a message "Target not a viable class in Warhammer at present."
The Mourkain Temple artifact will now work properly after being recovered from a dead player.
Tweaks and adjustments have been made to zone control contribution to city level.
Tweaks and adjustments have been made to capital city quest contribution to city level.
Fixed an exploit involving players attempting to leave the scenario.
Fixed an issue that was sometimes queuing players for scenarios in the wrong tier.
Corrected an issue that was improperly buffing players on Open RvR servers with the "Bolster" buff used on Core ruleset servers.
Items

Adjusted loot drops for some monsters that were dropping items of the incorrect level.
Adjusted the stacking properties on some items.
Removed extraneous stores from some merchants.
Adjusted the inventories of some merchants.
Fixed an issue with the number of charges on the Collector's Edition reward items "Librams of Insight" and "Adventurers Handbook."
Many corrections to items with incorrect armor icons. (For example, gloves with a shoulder armor icon.)
Fixed some repairable items that were not properly returning usable items after being repaired.
The Collector's Edition ring reward items will no longer delete themselves when the last of their charges is expended.
Some war standards did not have race restrictions. These have been added where they were missing.
Some low-level monsters had been dropping inappropriately high-level loot. This has been corrected.
Fixed the Soggy Stunty Beard item used in the "Dead and Bloated" quest.
Adjusted the loot drop rates for Champion-con monsters.
In some cases, players incorrectly received a sell bonus when selling stacked items. This has been fixed.
Corrected influence rewards for the White Lion in High Elf chapter 2.
Revised the block rating on renown gear shields.
Corrected some butcher items that had incorrect stats.
Some career-specific items were incorrectly using art for items of other careers. These have been corrected.
Equipping the Witchslayer Tunic will no longer cause the player to appear naked.
The Fiery Draught item will no longer talk like an Elf when the player holding it undertakes certain actions.
In some very rare cases, players would have their weapon deleted upon logging out of the game. This issue has been fixed.
Fixed an issue with chat channels in the Chaos Wastes that was preventing some players from accessing area chat in that zone.
Some monster abilities had improper values set. These have been fixed.
Some monsters would become stuck when attempting to attack from range. They will now behave properly.
Adjusted some abilities with a root effect so that the root properly diminishes or breaks when the target takes damage

Warhammer Witch Hunter Leveling Guide

The following Warhammer Witch Hunter Leveling Guide will reveal the exact leveling path to rank up from 1 to 40 in less than a week. You won't waste any time grinding mobs with little or no experience gain, or have to do public quests with useless rewards which are merely a time sink.

Equipment
Every single item useable by your Witch Hunter is listed in this guide, as well as exact ways to get them. The unique loot ranking system will show you exactly which item is best for your level and how much time it requires to get it. Saves you from hours of research, literally!

Skills, builds and abilities
If you're confused with all the skills, abilities, tactics, masteries or combo points, this guide will answer every single question and show you exactly how each of your abilities work, and ways to optimize it's performance via masteries and items.

Making warhammer gold
If you're having trouble leveling up your professions or you want to buy gear from the auction house, after reading this guide it will not be a distant goal. There's heaps of insider info about making gold in Warhammer Online other players either don't know or don't want you to know. There's plenty of farming spots listed which not only yield insane amounts of gold, but also experience and rare items. If you don't feel like grinding, the auction house reselling tactics will reveal how to make hundreds of gold each day just by spending 30 minutes on the auction house.

Crafts
If you're unsure which professions to choose for your Witch Hunter, this guide has all the benefits outlined for you. It's up to you to choose which ones to level up, but at least you will know what you're getting into. It also features exact costs and powerleveling guide for each craft skill.

RvR strategy
Keep dying in RvR? You didn't pick the wrong career. Witch Hunter is more than capable of defeating any opponent you face once you know the right masteries, and learn to manage action points and properly utilize combos. This guide has it all outlined for you and will help you achieve a top skill level in just a few days of practice.

Warhammer Witch Hunter Leveling Guide

The following Warhammer Witch Hunter Leveling Guide will reveal the exact leveling path to rank up from 1 to 40 in less than a week. You won't waste any time grinding mobs with little or no experience gain, or have to do public quests with useless rewards which are merely a time sink.

Equipment
Every single item useable by your Witch Hunter is listed in this guide, as well as exact ways to get them. The unique loot ranking system will show you exactly which item is best for your level and how much time it requires to get it. Saves you from hours of research, literally!

Skills, builds and abilities
If you're confused with all the skills, abilities, tactics, masteries or combo points, this guide will answer every single question and show you exactly how each of your abilities work, and ways to optimize it's performance via masteries and items.

Making warhammer gold
If you're having trouble leveling up your professions or you want to buy gear from the auction house, after reading this guide it will not be a distant goal. There's heaps of insider info about making gold in Warhammer Online other players either don't know or don't want you to know. There's plenty of farming spots listed which not only yield insane amounts of gold, but also experience and rare items. If you don't feel like grinding, the auction house reselling tactics will reveal how to make hundreds of gold each day just by spending 30 minutes on the auction house.

Crafts
If you're unsure which professions to choose for your Witch Hunter, this guide has all the benefits outlined for you. It's up to you to choose which ones to level up, but at least you will know what you're getting into. It also features exact costs and powerleveling guide for each craft skill.

RvR strategy
Keep dying in RvR? You didn't pick the wrong career. Witch Hunter is more than capable of defeating any opponent you face once you know the right masteries, and learn to manage action points and properly utilize combos. This guide has it all outlined for you and will help you achieve a top skill level in just a few days of practice.

Mythic Take on Overpopulated Servers

Typically when an MMORPG experiences server overcrowding due to one reason or another, the developer of said game attempts to alleviate those issues by introducing new servers to the game. This was commonplace for Blizzard’s World of Warcraft at the end of 2004, well into 2005 and continued sparingly even into 2007. However, Mythic Entertainment is trying something new. Rather than simply deploying new, empty servers for players to migrate to in the hopes of a server’s population decreasing, they’re creating “clones” of the overpopulated servers in the hopes that it will be more enticing for players to make the switch.

The five servers in question, which you can read about here, are Phoenix Throne, Skull Throne, Volkmar, Badlands and Dark Crag. Essentially, Mythic Entertainment will be taking all data from these servers and making copies of them – allowing you the choice of playing on another, potentially lower population server, without having to re-level. Your characters, guilds, auctions, mail, and everything else related to the game will be copied over to the clone server.

Below are the servers being cloned and the names of the new ones they are being copied to, these servers will maintain the same ruleset as their parent:

Phoenix Throne (RP) => White Tower (RP)
Skull Throne (Core) => Tower of Doom (Core)
Volkmar (Core) => Magnus (Core)
Badlands (Core) => Mordheim (Core)
Dark Crag (RvR) => Eerie Downs (RvR)

The cloning process will require several hours of downtime, Phoenix Throne will be cloned first, our anticipated downtime is approximately 7AM EDT this morning. We will then begin cloning the other servers once Phoenix Throne and White tower have been brought back online

Will this make a difference in the queue times for the five overburdened servers? Obviously it’s only launch day, so to see this already taking place is very reassuring that Mythic Entertainment is interested in making sure the playerbase has the most enjoyable experience possible while playing, but how do you think players will react to this new opportunity?

How many of you on these overpopulated servers will be making a switch to the new cloned versions?

More info please check back here: http://www.warhammergold-war.com/

Warhammer Gold Guide and Strategy

Welcome to http://www.warhammergold-war.com/.

Here you can find the largest and latest collection of war gold guides or war leveling guides and walkthroughs for Warhammer Online. Warhammer is likely to become one of the biggest MMORPGs to date. As the main goal for WAR is Realm vs Realm where you activly engage in epic battles against other players, competition will be fierce.

This site is provided as a large resource for players to give them warhammer gold guides or strategy and walkthroughs on various aspects of this game.Guides for leveling, crafting, RvR, and war gold are all found here for both Order and Destruction sides.Check back often for daily updates.WAR is here!

500,000 New Player Accounts Created For Warhammer Online

The Armies have assembled and the Worldwide WAAAGH! is Underway! Mythic Entertainment, an Electronic Arts Inc. (NASDAQ: ERTS) studio, today announced that in the first week since launch over 500,000 new players have registered for fantasy MMORPG, Warhammer Online: Age of Reckoning (WAR), in North America, Europe and the Oceanic territories. EA's most highly pre-ordered PC title, Warhammer has now become the fastest-selling new MMO of all time.
"In just one week we have a half a million people playing Warhammer online, and the ranks of Order and Destruction are growing at a record-breaking pace for a new MMORPG," said Mark Jacobs, co-founder and general manager of Mythic Entertainment. "We spent years working to provide players with the most stable, epic, and polished online world we could, but it is the players that have truly brought the Age of Reckoning to life."

Based on the popular tabletop war game from Games Workshop, Warhammer Online: Age of Reckoning features revolutionary Realm vs. Realm conflict that will provide an engaging battleground for years to come. Available for PC and rated "T" for Teen by the ESRB, WAR is now in stores everywhere at an MSRP of $49.99. For more information, visit http://www.warhammeronline.com/.

2008/09/25

Age of Conan direct download available on Steam

Age of Conan is now available for purchase and download on Steam, the direct download service run by Half-Life 2 publisher/developer Valve Software. It joins EVE Online in representing the genre in the massive digital store.

To celebrate the game's launch, Funcom and Valve are selling the game for 10% off -- at $45 instead of $50. We doubt that $5 are the difference between you buying this game and not, but if you've been planning to do it anyway this is a good way to go. Not only is it cheaper, but Steam will let you download it at any time, so you won't have to worry about losing the discs.

Then again, a complete installation of AoC is more than 20 gigabytes. Maybe that's more than you want to download. Up to you!

AoC Gold Tips: Buy cheapest Age of Conan Gold

Age of Conan aiming for the Xbox 360

Have you been wondering what's been happening about Age of Conan for the Xbox 360? Come on, you were, weren't you? You're all ready to vent your endless barbarian rages in digital Hyboria via Microsoft's premier console, right? Well Funcom have confirmed that it's still definitely in the pipe, and not (for example) stealthily canceled.

While work began on Age of Conan as a console title in late 2006, console development for AoC went on hold while Funcom worked to get the troubled MMO games across the line at launch for the PC platform. Obviously the MMO games hasn't been without its troubles, so Funcom's 2009 release for the console version might not end up being very early in 2009.

Funcom's got a few obstacles to overcome for this whole effort. AoC ( Age of Conan Gold) has to keep bringing in the money, which means satisfying existing PC subscribers and bringing in enough new players to offset attrition. Not only does the actual development of the title come with a price tag attached, but consoles feature a little detail called code-signing.

Code-signing is a process where the console manufacturer has to digitally sign code before the console is willing to run it. Potentially any patch that isn't a pure data patch may need to be signed. Signing console code is generally not a swift process and the cost of each signing is substantial. Code signing is why you don't see so many patches for console games, even though hard-drives in consoles have become something of a norm. It's really expensive ? though console manufacturers negotiate all manner of deals.

Code-signing is largely a response to many circumstances of the North American video game crash of 1983. If you weren't about during that period, it's shows how (among other things) a glut of quality-control-free third-party titles crippled the industry and put hundreds of companies out of business. Code-signing allows console manufacturers to combat that, while also profiting from it enormously. Win-win for the manufacturer, but a long and potentially expensive road ahead for Funcom.

2008/09/24

Easy Basic Warhammer Starting Tips

Warhammer Online is another massively multiplayer online role playing game which will require lots of learning and adapting. Warhammer Online is very similar to Dark Age of Camelot and World of Warcraft. Like most MMOs available, each game has their unique game features and styles. It offers unique quests and missions that you are required to complete along with high end raids and dungeons. The distinct difference between Warhammer Online and any other massively multiplayer online role playing game is that is has a realm vs. realm system which almost no other game has. The race to hit the max level and the best equipments to defeat the opposing faction is on.

During your game play, always make sure to always have room in your bag for loot, weapons and armors fully repaired. The last thing you want is to have to head back to town to repair and wasting time in your travels. If a mob drops some nice loot and you’re out of space would be a killer on your warhammer gold. Why would you want to chuck away something because you’re out of space and a really nice item had just dropped? Don’t forget to bring some potions and stock up on consumable items to aid you in your long battles. Don’t forget to always these things checked and ready before leaving any town.

Always grab every mission, quests and kill tasks whenever available. Often, quests you grab can be completed nearby, some which includes kill tasks. If you are already grinding on a specific mob, chances are there’s a quest that will revolve around them. In addition, many quests yield great rewards. Some of these rewards include lots of bonus exp, unique items, weapons and armors that can greatly help you through the leveling process. Biggest benefit of all they may even offer you gold that you can spend on whatever you like.

Once you’ve hit the second chapter of Warhammer Online Gold, pick up a profession as soon as possible. Grabbing a trade skill will help you earn extra war gold and benefits. If you grab a gathering profession you can gain extra resources and items that you can sell to earn gold. If you pick up a crafting profession, you use items you loot and craft them into useful pieces to aid you on your journey. There are potions, powders and other magical items that can be crafted which will give you buffs and other benefits.

Quest and level with friends or guilds. It’s always good to travel in a group as you can aid each other when needed. There are many different warhammer classes that can offer different benefits. A class can take lots of damage has weak attacks, a caster on the other hand would be the opposite. A healer is always efficient to keep the tank healed up and ready for battle. Having an area of effect class is always beneficial as well as you want to be able to kill large groups of mobs with a few powerful blows. A group effort will yield more exp on kills than on single kills. If you’re in trouble a friend is always available to help. Plus, wouldn’t you find it boring playing a game alone than with a friend?

Will Warhammer Gold for Sale?

Many Warhammer Online players in the warhammer open beta or the head start program are already impatiently waiting for sellers to carry Warhammer gold. When a game is first released it usually takes an average store about 2 weeks before they are able to supply any type of gold. Even if the store has them by then, it would not be in high abundance for the entire market and the price for the gold itself would be pretty hefty due to the high demand. It is obvious having more warhammer gold than another player in the game can yield great benefits, especially when you are in a realm vs. realm situation. Your goal is be able to maximize your gears quick and head out and destroy your enemies.

Warhammer Online is currently the most highly anticipated massively multiplayer role playing game for the last 2 years. Experts expect it to be a great battle against the current king of MMORPGs, World of Warcraft. World of Warcraft currently holds 10 million subscribers world wide. Warhammer Online is expected to have close to half that population. At this point, Warhammer Online is still a long battle away but has a great advantage going their way.

The advantage Warhammer Online has is the long history of a successful MMORPG in the past, Dark Age of Camelot. Dark Age of Camelot has dropped in subscriber base heavily over this year, but we’re almost certain those players will be moving to the new Warhammer game. Another great advantage is that Warhammer Online will have a realm vs realm system that World of Warcraft was unsuccessfully able to create. World of Warcrafts player vs player system could not compare to what Dark Age of Camelot has and what Warhammer will enhance to their previous system.

World of Warcraft gold prices will probably not be able to drop down too much anymore as many of the current Chinese farmers will be moving to a new game to profit off of. You can expect Warhammer Online to have a great market for the Chinese farmers. That will also include an abundance of Warhammer gold that will be available for sale. Mythic has never quite been fully against players selling their currencies, at least not for Dark Age of Camelot plats. We hope Mythic also now known as EA Mythic will be just as lenient towards players that are interested in purchasing and selling gold for Warhammer. Even if they should be against players selling, Chinese farmers will yet continue to provide gold to players as it is difficult to constitute and prevent their actions.

There are many Chinese farmers that uses illegal techniques of obtaining war gold but yet there are always some that will follow the game and will only use legal methods of grinding for gold. Beware of who you purchase the gold friend. Often, the lower the price, the riskier it is to make that purchase. Always choose a more prestigious store over a store providing a cheaper price. Use services your friends have used to avoid risking your account getting banned.

Author: Tila Miles

2008/09/17

Warhammer Public Quests

Warhammer Online is a new MMORPG created by Mythic and Electronic Arts and will be released on September 18th. Amidst all the hype, many are wondering what sets Warhammer apart from other MMOs.

One distinguishing feature is the Warhammer Online public quest system. As you roam across the map, you will encounter certain events. These events are usually in progress when you arrive and all you have to do to participate is jump in and help with the objective. The quest proceeds in stages and usually ends after three or four stages. The first stage is usually not timed but involves killing 100 or so of some type of mob. The final stages are timed and become increasingly more difficult.

Once the last step is complete, the loot rolling will begin. Those who contributed to the Public quest will be listed and the highest contributors are awarded bonuses. The dice are rolled and the rolls are added to the bonuses to calculate the final placement and award loot. In this fashion, your contribution is a factor in what kind of loot you receive but a really bad roll can still dash your hopes.

With only eight players participating, a public quest would probably only reward three loot bags and none of them would be all that great anyway. The really great loot drops when there are more people involved.

After the quest is completed or failed, it will automatically restart in a couple of minutes. This means, if you arrive at the end, or were afk and missed the last round, or just want to try for a better roll, you can just wait a bit and try the whole thing again.

Another advantage to Warhammer public quests is that you gain influence in the area by participating. There are usually two public quests per area and somewhere nearby is a Rally Master who will reward you for gathering influence in his region. The influence is broken in to three levels. As a reward for the first level is a choice of 4 potions with varying effects; the second tier is your choice of boots or gloves. Once you have maxed out your influence in a certain area, you can choose between a new robe and weapon. In this way, your are rewarded for completing public quests even if your dice are stacked against you and you don't get any of the loot bags from the quest itself.

Overall, the Warhammer public quest system is a great way to foster a sense of community, get people working together and get great rewards.