2008/09/28

Warhammer Online Tops 500,000 Accounts

Useful link: Buy Warhammer High Level Accounts, let's start the WAR!

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

Useful Links: Get Free Warhammer Gold in Warhammer Power Leveling

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

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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/.