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Reply 12 OOC: Chat, Discuss, and Advertise
Fifth War of Azeroth-- official OOC thread [POST IF WANT]

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Scraps 2-point-0

PostPosted: Wed Aug 27, 2008 7:52 am


This is the OOC thread for The Fifth War of Azeroth. Feel free to post. In fact, I encourage it, if you're truly interested.

EDIT: My bad, it actually turned out to be the fifth. *needs to read better*
PostPosted: Thu Aug 28, 2008 10:52 am


... Races and Classes


Races
  • Humans:
    "The noble humans of Stormwind are a proud, tenacious race. They bravely fought the orcish Horde for generations as the patrons of the Grand Alliance. Just as they thought peace had at last settled over their war-torn kingdoms, an even darker shadow descended upon the world. The undead Scourge unleashed a foul plague of death upon humanity and succeeded in decimating the northern human kingdom of Lordaeron. The few humans who survived fled south to the protection of Stormwind." (Source.)
    Generally Side With: Aldor or Argent Dawn, but are easily corrupted by greed into other factions.
    Base Stats:
    Strength: 20
    Agility: 20
    Stamina: 20
    Intellect: 20
    Spirit: 21
    Racial Feats:
    Perception: Activate to increase stealth detection radius by ten yards. Lasts 20 sec, 3 min CD.
    +10% Spirit.
    When using swords or maces, Expertise increased by 5.

  • Dwarves:
    "The dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The dwarves have always been fast allies to the humans and they revel in the prospects of battle and storytelling alike."(Source.)
    Generally side with: Aldor.
    Base Stats:
    Strength: 22
    Agility: 16
    Stamina: 23
    Intellect: 19
    Spirit: 19
    Racial Feats:
    Stoneform: Activate to gain immunity to poison, disease, and bleed; +10% Armor; Lasts 8 sec. 3 min CD.
    +1% crit chance with Guns.
    +10 Frost Resistance.
    Treasure Finding: Easier to find hidden treasure chests.

  • Night Elves
    "The kaldorei are an ancient and reclusive race born during the waking of the world. Their ancient heritage has shaped them into a devoted warrior race, with a reverence for nature and animistic mystical forces. The kaldorei are practical but superstitious, and often a paradox. They are a people possessed with a deep spiritual passion and a desire to find solace." (Source.)
    Generally Side With: Aldor.
    Base Stats:
    Strength: 17
    Agility: 25
    Stamina: 19
    Intellect: 20
    Spirit: 20
    Racial Feats:
    Shadowmeld: Become invisible to enemies. Cannot move. Can be done during combat. Night Elf becomes visible upon movement or being attacked.
    Wisp Spirit: When in spirit form, movement speed increased by 50%.
    +10 Nature Resistance.
    +1% Dodge chance.

  • Gnomes
    "Gnomes are a diminutive, wiry race of tinkers who live underground. In the Second War, they built vehicles and gadgets for the Alliance — submarines and flying machines — to combat the Horde. They are great mechanics and inventors, and are renowned for their knowledge and eccentric natures." (Source.)
    Generally Side With: Aldor. The Rogues, however, can vary.
    Base Stats:
    Strength: 15
    Agility: 23
    Stamina: 19
    Intellect: 24
    Spirit: 20
    Racial Feats:
    Escape Artist: Escape the effects of any immobilization or movement speed reduction effect. Instant cast. One (1) minute 45 second CD.
    +10 Arcane Resistance.
    +5% Intellect.
    +15 Engineering skill. (If a gnome is not an Engineer as a profession, they are still decent. Also increases skill cap by 15.)

  • Draenei
    "The Draenei are a faction of uncorrupted Eredar who fled their home world of Argus. Their base is on the Azuremyst Isles, near the west coast of Kalimdor, and they are part of the Alliance in the Burning Crusade expansion. Their capital is Exodar." (Source.) They are a deeply religious and spiritual group. They also have gifts from Naaru, granting them great healing abilities.
    Generally Side With: Aldor or Argent Dawn.
    Base Stats:
    Strength: 21
    Agility: 17
    Stamina: 19
    Intellect: 21
    Spirit: 22
    Racial Feats
    Gift of the Naaru: Activate to heal your target for 35 + 15 per Level over 15 sec - 40 yd range - 1.5 sec cast - 3 min cooldown. (Heals 1085 at level 70+)
    Heroic Presence: Increases chance to hit by 1% for you and all party members within 30 yards. (Warriors, Paladins, and Hunters)
    Inspiring Presence: Increases chance to hit with spells by 1% for you and all party members within 30 yards. (Priests, Mages, and Shaman)
    +5 Jewelcrafting Skill. (Increases skill cap by 5.)
    +10 Shadow Resistance.
    Priests: Symbol of Hope and Chastise. Symbol of Hope is an instant cast spell with a 5 min CD. It gives all party members 33 mana every 5 sec for 15 sec. Chastise causes holy damage to the target and roots it for 2 sec, it is an instant cast with a 30 sec CD.

  • Orcs
    "Long ago, the noble orcish race was corrupted by the Burning Legion and transformed into the merciless, destructive Horde. Lured to the world of Azeroth, the orcs were forced to make war upon the human kingdoms of Stormwind and Lordaeron. Though the Horde nearly succeeded in annihilating humanity, it ultimately devoured itself from within and collapsed. The defeated orcs spent many years within guarded prisons, unable to function without the prospect of conquest and warfare. After many years, a visionary young warchief rose to lead his people in their darkest hour. Fittingly enough, the young orc’s name was Thrall. Under his rule, the orcs freed themselves from the chains of demonic corruption and embraced their shamanistic heritage." (Source.)
    Generally Side With: Scryers.
    Base Stats:
    Strength: 23
    Agility: 17
    Stamina: 22
    Intellect: 17
    Spirit: 23
    Racial Feats:
    Blood Fury: Activate to increase attack power and spell damage/healing by (CharLv / 2) for 15 sec, decreasing healing done to the user by 50% for the duration. 2 min CD.
    -15% to duration of stun and movement antibuffs.
    +5% Damage done by hunter/warlock pets.
    +5 Expertise when using an axe.

  • Tauren
    "Tauren, or Shu'Halo in their native tongue of Taurahe, are huge nomadic creatures who live on the grassy, open plains of Mulgore in central Kalimdor. Tauren are large, muscular humanoids and bovine in appearance, complete with hooves and horns. They stand anywhere from six and a half to nine feet tall, and weighing anywhere from 400 to 700 pounds. Their immense bodies are covered with fine, short fur that ranges in color from black to gray to white to red to brown to tan and any mottled combinations or variations thereof. After generations of nomadic existence the tauren have recently made permanent settlements in Mulgore and The Barrens." (Source.)
    Generally Side With: Cenarion Circle. They prefer the peaceful life, and these people do almost nothing but help nature restore itself. A great many Tauren are now Druids.
    Base Stats:
    Strength: 25
    Agility: 15
    Stamina: 22
    Intellect: 15
    Spirit: 22
    Racial Feats:
    War Stomp: Activate to stun up to 5 enemies within the area for 2 sec. 2 min CD.
    +5% Max HP.
    +15 to Herbalism Skill (also increases skill cap by 15).
    +10 Nature Resistance.

  • Trolls
    "During Thrall’s exodus from Lordaeron, the Horde rescued the Darkspear tribe of jungle trolls from the mysterious Sea Witch. The Darkspear tribe owes Thrall and the orcs a great debt, and allied themselves with the Horde in gratitude. Their relationship with the noble orcs and tauren has begun to change the Darkspear trolls’ savage natures. Darkspear trolls, however, deny their dark legacy. The Horde has taught them camaraderie, restraint and, to a lesser extent, kindness." (Source.)
    Generally Side With: Now, Scryers. But if the Orcs were to suddenly change their alliance, the Trolls would follow promptly.
    Base Stats:
    Strength: 21
    Agility: 22
    Stamina: 21
    Intellect: 16
    Spirit: 21
    Racial Feats:
    Berserking:Activate to increase attack and casting speed for 10 sec. Speed is raised by 10% at max HP, 15% if HP is between 85-99%, 20% if HP is between 60-84%, and 30% if HP is lower than 59%.
    +10% regens (including HP during combat). 110% base regens outside combat.
    +5% damage to Beasts.
    +1% crit chance with bows and thrown weapons.

  • Blood Elves:
    "The blood elves, or Din'dorei ("Children of the Blood" in Thalassian), are a race composed of former high elves who renamed themselves in honor of their people that were killed during the siege of Quel'Thalas by the Scourge during the Third War. The blood elves of Azeroth have joined the Horde in the Burning Crusade expansion, seeking to reunite with Prince Kael'thas Sunstrider in Outland." (Source.)
    Generally Side With: Whoever the hell they want to. Most combatant Blood Elves now are mercenaries.
    Base Stats:
    Strength: 17
    Agility: 22
    Stamina: 18
    Intellect: 24
    Spirit: 19
    Racial Feats:
    Mana Tap: Reduce target's mana by (50 + YourLevel) and charge you with arcane energy for 10 min. This effect stacks up to 3 times. 30 yd range - Instant - 30 sec CD.
    Arcane Torrent: Silence all enemies within 8 yards for 2 sec. (They can't cast magic). In addition, you gain (5+ Level) mana for each charge of Mana Tap currently affecting you. 2 min CD.
    +10 Enchanting skill.
    +5 all resistances.
    Priests: Consume Magic dispels one magic buff from the caster and gives them 120 to 154 mana. (660 to 694 mana at level 70) - instant cast, 2 min CD. (Use a random number post to find how much is restored.)


  • Tuskarr
    "The tuskarr are peerless fishermen and whalers. Their self-contained economy is based on the ocean's bounty. These stout-hearted creatures have a budding society along the frozen coasts of Northrend. Yet tuskarr do not yet have an organized society, their villages lying scattered across icy beaches and bustling with activity and commerce. Communities are established to help with fishing, animal husbandry, and defense rather than through political interests. The family is the primary social structure, and tuskarr have no community figureheads aside from familial leadership roles. Kinship usually involves three generations from both the mother and father's sides. Functionally, these extended families are treated as one, so the action of a member is the responsibility of the entire group. Marriage occurs as soon as a man can support a wife, and for females as soon as they reach puberty." (Source.)
    Generally Side With: Kulu'Ak, and are often neutral to all conflict.
    Base Stats:
    Strength: 23
    Agility: 17
    Stamina: 24
    Intellect: 18
    Spirit: 20
    Racial Feats:
    +10 Frost Resistance.
    Shaman get +10 Spirit.
    +15 Fishing skill.



~*~

Classes
Standard classes, plus others. Check out WowWiki for rank info. Some of these have links.

Priest
Priests are mainly healers, and not exactly the best in combat. They have holy magic abilities for fighting, but are mostly oriented with healing.
Playable Races: Human, Draenei, Dwarf, Night Elf, Blood Elf, Troll, Tuskarr.
Stat Mods:
Spirit: +2
Intellect: +3

Special Abilities
Priests can be powerful healers, formidable pvp opponents, or dangerous damage-dealers.
  • Healing. Priests have a large and versatile collection of healing spells, including:
    • Renew: An instant cast heal-over-time spell.
    • Greater Heal: A large heal with a long cast time.
    • Flash Heal: A fast cast medium-size heal.
    • Binding Heal: A low-threat heal with a fast cast time that heals both the priest and their target for a moderate amount.
    • Prayer of Healing: A long cast time heal that heals all party members within 30 yards for a moderate amount.
    • Prayer of Mending: An instant cast pre-emptive heal, which heals the target for a moderate amount when they next take damage and gives the threat from the heal to the target, rather than to the priest. When used, this buff then hops to a random raid member within 20 yards. Has 5 charges.
    • Circle of Healing: An instant cast minor heal that heals everyone in a selected group, within its radius, and that has no cooldown (other than the global cooldown). This spell is the 41-point talent in the Holy tree.
    • Power Word: Shield: Temporarily block a certain amount of incoming damage on the target.

  • Buffs:
    • Power Word: Fortitude or Prayer of Fortitude, which increases a player's stamina for, respectively, 30 minutes or 1 hour.
    • Shadow Protection or Prayer of Shadow Protection, which increases a player's resistance to shadow spells for, respectively, 10 minutes or 20 minutes.
    • Divine Spirit or Prayer of Spirit, which buffs a player's spirit for, respectively, 30 minutes or 1 hour. This spell is a 21-point talent in the Discipline tree, and can be further buffed with talents to increase spell damage and healing by up to 10% of the target's total spirit.

  • Removing harmful effects:
    • Dispel Magic— Removes harmful magic effects from a friendly target, or helpful magic effects from a foe.
    • Mass Dispel— Works like Dispel Magic but affects multiple targets at once.
    • Cure Disease or Abolish Disease- Removes a disease from a friendly target.

  • Controlling their own threat:
  • Discipline or Holy Priests can take the Silent Resolve talent to decrease their threat from discipline or holy spells by up to 20%.
  • Shadow Priests can take the Shadow Affinity talent to decrease their threat from shadow spells by up to 25%.
  • Priests also can Fade to temporarily decrease their threat on all targets for 10 seconds.

  • Resurrect other players (out of combat).
  • Shadow Priests can restore all party member's health and mana based on their shadow damage using Vampiric Embrace and Vampiric Touch. These are, respectively, the 21-point and 41-point talents in the Shadow tree.


Rogue
Rogues are the ultimate melee combatants. However, they must be close to their enemy to deal the most damage. They can use thrown weapons, but they are not as effective. Rogues can use cloth or leather armor.
Playable Races: Dwarves, Humans, Gnomes, Night Elves, Orcs, Trolls, Blood Elves.
Stat Mods
Strength: +1
Agility: +3
Stamina: +1

Special Abilities
  • Stealth: Rogues have the ability to stealth and become essentially invisible, while moving at slower speed. Stealthed rogues are detectable at close range, though will remain stealthed and appear translucent. Many rogue abilities require stealth, and others require being behind the target, which is often achievable (while solo) only in stealth. Other rogue abilities, notably Sprint and Distract, interact well with stealth, although some actions, like lockpicking, will break stealth.
  • Poisons: The Poisons skill allows the Rogue to brew poisons, which can then be applied to their weapons. Poisons generally either cause damage to the target (either instantly or as damage over time) or cause other effects (slowing the target, removing the effectiveness of healing on the target, etc.). Different weapons can have different poisons applied, and faster weapons cause the poison to proc more often. Poisons are a temporary weapon buff, and as such do not stack with other enhancements such as sharpening stones or buffs from shaman totems.
  • Lockpicking: This ability allows them to open locked chests, lockboxes, and doors, depending on the Rogue's skill in lockpicking and the level of the locked object (note that blacksmiths can create keys to open locked chests and engineers can manufacture explosive charges that can open locked doors, in the case that a skilled Rogue is unavailable.) Lockboxes can be pickpocketed from mobs or found as loot and are essential to Rogues trying to level their lockpicking skill -- their color (grey - red) represents the skill necessary to open them (red means the Rogue's lockpicking skill is too low to open the object and must increase his/her skill level before attempting again.) Your lockpicking increases at the same rate as weapon skills (5 * Level) to a maximum skill of 350 at level 70.

    Stuns, Incapacitates and Disorients:
  • Cheap Shot: Stuns a target for 4 seconds and awards 2 combo points for use on a finishing move. This is a very useful opener that requires stealth and usually allows the Rogue to get 1 or 2 instant attacks off in addition to auto-attacks before an opponent can recover.
  • Kidney Shot: Kidney shot is an excellent finishing move which stuns for up to 6 seconds depending on skill rank and number of combo points. It can keep a PvP opponent stunned long enough for you to kill them (especially if you master stun-locking). But in PvE it's also a great ability to help keep your group mates alive or to interrupt a spell being cast.
  • Gouge: Gouge is not a stun, but is a very important skill that incapacitates your target. This is used frequently to stall an opponent allowing you time to regenerate energy and get behind your opponent to allow a backstab. Since it is considered an incapacitating effect, any damage caused afterwards breaks the gouge. This ability turns off auto-attack when used.
  • Blind: Allows you to stop an opponent for 10 seconds. More than enough time to bandage and restealth in pvp.
  • Mace Specialization: Placing talent points in mace specialization under the combat tree gives your maces a chance on hit to stun your opponent for 3 seconds. With one point in this talent you have a 1% chance of stunning your target, and with 5 points you have a 6% chance.




Warrior
Warriors are the premier tanking class. They use rage to use their abilites, whereas most classes use mana or energy. The warrior is the most versatile of the combat classes, and he supplements his fighting prowess with the ability to rally his allies and spur them to victory, but not only can he rally his allies into victory; he can himself charge into the heart of the battle, take several lives and live to tell the tale.
Playable Races: Humans, Dwarves, Gnomes, Night Elves, Draenei, Orcs, Trolls, Tauren, Tuskarr.
Stat Mods:
Strength: +3
Stamina: +2

Special Abilities
Stances:
  • Battle Stance: The standard starting stance for all Warriors. A balance of offensive and defensive abilities. (-20% Threat Generated)
  • Defensive Stance: As it suggests, more defensive oriented and fewer offensive damaging moves. Best used when playing in the main tank role (-10% Damage Received, -10% Damage Inflicted, +30% Threat Generated).
  • Berserker Stance: All out attack with little regard to the Warrior's own health. Best used when somebody else is tanking and you need full-on DPS (+3% Crit, +10% Damage Received, -20% Threat Generated).


All Abilities


Mage
Mages, or magi, are casters that specialize in burst damage and area of effect spells. They cast elemental magic: either Fire, Frost, or Arcane. Mages can only use cloth armor, so their armor is not very high.
Playable Races: Human, Gnome, Draenei, Troll, Blood Elf
Stat Mods
Intellect: +3
Spirit: +2

Special Abilites
Arcane:
  • Amplify Magic - Short duration magic damage and heals amplification "buff".
  • Arcane Blast - Single target damage with increasing mana cost and decreasing cast time.
  • Arcane Brilliance - Long duration equivalent to Arcane Intellect that affects your whole party.
  • Arcane Explosion - Point blank area of effect damage.
  • Arcane Intellect - Long duration Intellect buff.
  • Arcane Power (talent) - Instant cast spell, next spell adds 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.
  • Arcane Missiles - Channeled single target damage.
  • Blink - Teleport forward and break free from stuns and roots.
  • Conjure Food - Conjures bread that can be eaten to restore health out of combat.
  • Conjure Mana Stone (Agate/Citrine/Jade/Ruby/Emerald) - Conjures a soulbound stone that can be used to instantly restore mana.
  • Conjure Water - Conjures water that can be used to restore mana out of combat.
  • Counterspell - Instantly stops an enemy spell, and blocks that whole school for a brief duration.
  • Dampen Magic - Short duration magic damage and heal reduction "buff".
  • Evocation - Channeled - Restores 60% of total mana over 8 seconds.
  • Invisibility - Fade out to invisible, dropping all threat.
  • Mage Armor - Personal buff that increases all magic resistances and allows limited mana regeneration while casting.
  • Mana Shield - Short duration physical damage conversion buff. Damage taken will draw from mana instead of health while it lasts.
  • Polymorph - Removes the enemy from combat by changing them into an animal (sheep, pig, etc.), but also quickly heals them. Attacking will break the effect.
  • Portal: - Creates a portal (usable by group members) to a friendly capital city.
  • Presence of Mind (talent) - Instant cast spell, next spell with a casting time less than 10 sec. becomes an instant cast spell.
  • Remove Lesser Curse - Removes a curse from a friend.
  • Ritual of Refreshment - With the help of two other players, conjures up a table from which party members may acquire up to 4 stacks of Conjured Mana Biscuits.
  • Slow (talent) - Reduces target's movement speed by 50%, increases the time between ranged attacks by 50% and increases casting time by 50% for 15 seconds.
  • Spellsteal - Steals a beneficial magic buff from an enemy target, removing it from the target and applying it to the mage for up to 2 minutes.
  • Teleport: - Teleports the caster to a friendly capital city.


Fire:
  • Blast Wave (talent) - Instant cast area of effect damage with daze effect.
  • Combustion (talent) - Instant cast spell causes each Fire damage spell you cast to increase your critical strike chance by 10% until 3 critical hits occur.
  • Dragon's Breath (talent) - Area of effect fire spell that also disorients enemies.
  • Fire Blast - Instant cast single target direct damage.
  • Fire Ward - Short duration fire damage absorption buff.
  • Fireball - Single target direct damage with added minor damage over time.
  • Flamestrike - Area of effect direct damage with added damage over time.
  • Molten Armor - Personal buff that increases the chance to critically hit with spells, reduces the chance to be critically hit and inflicts minor fire damage to melee attackers.
  • Pyroblast (talent) - Slow-casting single target massive direct damage with added damage over time.
  • Scorch - Fast-casting single target direct damage.

Frost:
  • Blizzard- Channeled area of effect damage.
  • Cold Snap (talent)- When activated, this spell finishes the cooldown on all of your Frost spells.
  • Cone of Cold - Instant cast area of effect and snare.
  • Frost Armor - Personal armor buff that snares and slows attackers.
  • Frost Nova - Instant cast point blank area of effect root with light damage.
  • Frost Ward - Short duration frost damage absorption buff.
  • Frostbolt - Single target direct damage with snare.
  • Ice Armor - Personal armor buff with frost resist that snares and slows attackers. Overwrites Frost Armor.
  • Ice Barrier (talent) - Instant short duration personal damage absorption buff. Spells become un-interruptible while it lasts.
  • Ice Block - Instant personal invulnerability buff, but prevents you from moving or taking any other action.
  • Icy Veins (Talent)- Instant reduces casting time for spells by 20% and increases the chance that your chilling effects will freeze the target by 10%.
  • Ice Lance - Instant single-target direct damage that deals triple damage on frozen targets.
  • Summon Water Elemental (talent)- Summon a water elemental to fight along with the mage.


Druid
The Druid is a shapeshifting hybrid class, and is also one of the most versatile classes in the game. It is the only class that can fulfill all four roles in battle: Tank, Healer, and melee or ranged Damage Dealer. As with every other hybrid, Druids need to specialize to be effective in any role. Due to their need to shapeshift to fulfill roles, they can only perform one role at a time. Druids must switch between the different shapes in order to adapt to situations as they come.
Playable Races: Night Elves, Tauren.
Special Abilities:
Bear/ Dire Bear Form: Uses rage.
  • Growl: Taunts an enemy, increasing threat.
  • Maul: Basic melee attack. May increase threat at higher levels.
  • Demoralizing Roar: Reduce enemy attack power
  • Enrage: Generates 20 rage over 10 sec, but reduces base armor by 27% in Bear Form and 16% in Dire Bear Form.
  • Bash: Stun enemy for 2-4 seconds
  • Swipe: Hit three enemies.
  • Faerie Fire (Feral): Decreases enemy armor and prevents them from stealthing or turning invisible.
  • Feral Charge: Interrupt a caster or stop a fleeing enemy.
  • Challenging Roar: Hey! Look at me! I'm a big, scary bear. Yes, that means all of you!
  • Frenzied Regeneration: A handy self-heal.
  • Mangle (Bear): Mangle the target, inflicting damage and causing the target to take additional damage from bleed effects for 12 sec. This ability can be used in Cat Form or Dire Bear Form.
  • Lacerate: Stacking bleed effects.


Cat Form: Uses energy.
  • Claw: Claw the enemy, causing X additional damage. Awards 1 combo point.
  • Prowl: The Druid's equivalent to the Rogue's stealth.
  • Rip: Finishing move that causes damage over time. Damage increases per combo point and by your attack power:
    1 point : X1 damage over 12 sec.
    2 points: X2 damage over 12 sec.
    3 points: X3 damage over 12 sec.
    4 points: X4 damage over 12 sec.
    5 points: X5 damage over 12 sec.
  • Shred: Deals 225% damage plus X damage to target.
  • Rake: Deals direct damage plus damage over time.
  • Tiger's Fury: Temporarily increases damage done.
  • Dash: Increase movement speed for 15 seconds.
  • Cower: Reduce threat.
  • Faerie Fire (Feral) See Faerie Fire (Feral) for Bear Form.
  • Ferocious Bite: Finishing move that causes damage per combo point and converts each extra point of energy into X additional damage. Damage is increased by your attack power.
    1 point : Y1-Z1 damage
    2 points: Y2-Z2 damage
    3 points: Y3-Z3 damage
    4 points: Y4-Z4 damage
    5 points: Y5-Z5 damage
  • Ravage: Sneak attack that deals 385% of base damage plus extra damage. Requires being stealthed.
  • Track Humanoids: Make it much easier for you to find nearby humanoids.
  • Pounce: Stuns and deals damage.
  • Feline Grace: Passive ability which reduces damage from falling.
  • Mangle (Cat): See Mangle (Bear)
  • Maim: Finishing move that causes damage and incapacitates the target. Any directly damaging attack will revive the target. Causes more damage and lasts longer per combo point:
    1 point : 193-216 damage, 2 sec
    2 points: 277-300 damage, 3 sec
    3 points: 361-384 damage, 4 sec
    4 points: 445-468 damage, 5 sec
    5 points: 529-552 damage, 6 sec


For Talents.


Hunter
Hunters have an affinity with beasts and the unique ability to tame them for battle. Though not as nature-oriented as Druids, they still tend to care about nature's safety. They are generally better at ranged combat.
Playable Races: Night Elves, Dwarves, Draenei, Orcs, Trolls, Tauren, Blood Elf, Tuskarr.
Stat Mods:
Agility: +3
Stamina: +1
Spirit: +1

Special Abilities
Pet Abilities
Pet scaling
1 stam gives 0.3 to your pet.
1 resistance gives 0.4 to your pet.
1 armor gives 0.35 armor to the pet.
1 spell damage gives 0.15 spell damage, and 0.57 attack power to your pet.
  • Beast Taming: Tame a beast for battle. After taming, it will be unhappy, so feed it so it will gain loyalty. There are six loyalty levels for pets: Rebellious, Unruly, Submissive, Dependable, Faithful, and Best Friend. Based on the pet's happiness, it will gain or lose loyalty. Pets should be kept well-fed.
  • Call Pet: If your pet is alive but not next to you, whistle for it.
  • Dismiss Pet: If your pet is in the way, dismiss him. This makes it lose 50 happiness.
  • Mend Pet: Heal your pet for channeled health over time.
  • Revive Pet: Ressurrect your dead pet with 15% of its health. Death makes the pet lose 350 happiness.


Beast Mastery

  • Beast Lore: Lets you find out information on a beast. It shows you its current health (and mana or other energy, if applicable), whether it is tamable, and what its tamed abilities are, if tamable.
  • Bestial Wrath: Send your pet into a rage causing 50% additional damage for 18 sec. While enraged, the beast does not feel pity or remorse or fear and it cannot be stopped unless killed. This is acquired in the Beast Mastery talent board.
  • Eagle Eye: Zooms hunter's vision. Only usable outdoors. Lasts up to 1 post. Costs 25 mana.
  • Eyes of the Beast: Take control of your pet for up to 1 post. Range: 50,000 yards.
  • Scare Beast: Temporarily send a beast to run away in fear.
  • Animal Aspects:
    • Aspect of the Monkey: The Hunter takes on the characteristics of a monkey, increasing chance to dodge by 8%.
    • Aspect of the Hawk: The Hunter takes on the characteristics of a hawk, increasing Ranged Attack Power by X.
    • Aspect of the Cheetah: The hunter takes on the characteristics of a cheetah, increasing movement speed by 30%. If the hunter takes damage, he will be dazed for 4 sec.
    • Aspect of the Beast: The hunter takes on the characteristics of a beast, becoming untrackable.
    • Aspect of the Pack: The hunter and his/her group take on the characteristics of a pack of cheetahs, increasing all their movement speeds by 30%. If a pack member takes damage, they will be dazed for 4 sec.
    • Aspect of the Wild: The Hunter and his group take on the characteristics of the wilderness, gaining +X resistance to Nature damage.
    • Aspect of the Viper: The Hunter takes on the characteristics of a viper, regenerating mana equal to 55% of his intellect every 5 seconds.


Marksmanship
  • Aimed Shot: 3 sec cast. Effect lasts 10 sec. An aimed shot that increases ranged damage by X and reduces healing done to that target by 50%.
  • Arcane Shot: An instant shot that causes [Ranged AtkPwr * 0.15 + X] Arcane damage. (Also dispels one magic buff after rank 6)
  • Concussive Shot: Dazes the target, slowing movement speed by 50% for 4 sec. Costs 8% of base mana.
  • Distracting Shot: Increase threat.
  • Hunter's Mark: All attackers gain X Ranged Attack Power against this target. Duration: 2 minutes.
  • Multi-Shot: Ranged, hits three enemies, dealing extra damage.
  • Rapid Fire: Increases ranged attack speed by 40%. Costs 100 mana. 5 minute cooldown.
  • Scorpid Sting: Reduces chance to hit with melee and ranged attacks by 5%. Costs 9% of base mana.
  • Serpent Sting: Deals X nature damage over 15 seconds every 3 seconds.
  • Viper Sting: Makes enemy caster lose X mana over 8 seconds. 15 seconds cooldown.
  • Volley: First obtained at level 40. Does X Arcane Damage to all non friendly units in an 8 yard radius every second for 6 seconds. 5-35 yard range.


Survival
  • Counterattack: Survival talent. A strike that becomes active after parrying an opponent's attack. This attack deals X damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, dodged, or parried.
  • Deterrence: When activated, increases your Dodge and Parry chance by 25% for 10 sec. 5 minutes.
  • Disengage: Attempts to disengage from enemy, reducing threat. Character exits combat mode. New ranks are more effective.
  • Feign Death: Fake death, greatly reducing threat. Enemies can still attack you if they think you are alive. Requires melee range. 5 seconds cooldown. Lasts up to 6 min.
  • Flare: Lights a flare, showing nearby hidden targets. Lasts 20 seconds. 20 yard range.
  • Misdirection: Redirects threat caused by the hunter onto a friendly target for 30 seconds. Costs 9% of base mana. Requires level 70.
  • Mongoose Bite: Counter attack the enemy for damage equal to X plus 20% of your Attack Power. Can only be performed after you dodge. 5 seconds cooldown.
  • Raptor Strike: Done on next melee attack. 6 seconds cooldown.
  • Wing Clip: Inflicts +X damage and reduces the target's movement speed to Y% of normal for 10 seconds.
  • Wyvern Sting: Initially gained as a survival talent. A stinging shot that puts the target to sleep for 12 sec. Any damage will cancel the effect. When the target wakes up, the Sting causes X Nature damage over 12 sec.

    Traps: always laid in front of the hunter. 30 seconds (1 post) universal cooldown. (Meaning that you have to wait 1 post after setting one trap before you can set ANY other trap of any kind.) Traps exist for 1 minute or until activated. Only 1 trap per hunter may be active at once.
  • Frost Trap: Place a frost trap that creates an ice slick around itself for 30 sec when the first enemy approaches it. All enemies within 10 yards will be slowed by 60% while in the area of effect. Costs 60 mana.
  • Freezing Trap: Freezes target in place for X seconds or until attacked (interrupts effect.)
  • Immolation Trap: Deals X fire damage over 15 seconds.
  • Explosive Trap: Deals X fire damage over 20 seconds. Hits all enemies within 5 yards.
  • Snake Trap: Place a trap that will release several venomous snakes to attack the first enemy to approach. The snakes will die after 15 seconds.
  • The various forms of tracking: Humanoids, Undead, Demons, Giants, Hidden, Elementals, Beasts, Dragonkin.

Scraps 2-point-0


Scraps 2-point-0

PostPosted: Thu Aug 28, 2008 10:54 am


... Classes (cont'd)


Warlocks
Warlocks were once arcanists or, in case of the orcs, shamans, who, in pursuit of greater sources of power, abandoned their studies of Nature or Arcane and delved into darker Fel-based magic. Warlocks still retain their skills in the manipulation of the chaotic element of Fire, although their focus is on delivering excruciating pain and drawing out the suffering of their victims.
Playable Races: Humans, Gnomes, Orcs, Blood Elves.
Stat Mods:
Stamina: +1
Intellect: +2
Spirit: +2

Special Abilities:
Minions:
Warlocks can summon a variety of minions, each exhibiting different skill sets which are useful in different situations.

  • Imp (Level Obtained: 1)
    The Imp's main role is a support minion, designed to do additional damage alongside the caster via its Firebolt attack. The Imp is very fragile and will die very quickly if attacked, but it requires no Soul Shard to summon, and is often used to farm new Soul Shards when you run out and cannot summon a different minion.
  • Voidwalker (Level Obtained: 10)
    This demon deals little damage, but has very good armor and good hit points. He is excellent while soloing, because he is an excellent tank, is able to keep aggro and has high armor and health. He is also excellent for farming Soul Shards (provided you have one to summon him with). The Voidwalker's main ability, Torment, is a taunt that causes enemies to lose interest in the warlock and instead attack the Voidwalker.
  • Succubus (Level Obtained: 20)
    The Succubus is replete with spells that deal damage and mesmerize the enemy in different ways. Her first ability, Lash of Pain, is a direct-damage, low-mana cast that deals shadow damage to her target. Other spells include Soothing Kiss, which will reduce threat (the reverse of the Voidwalker's Torment ability) and Seduction, which charms a target for 15 seconds (or until attacked).
  • Felhunter (Level Obtained: 30)
    The Felhunter is your anti-caster minion. Where the Succubus deals lots of melee damage, the Voidwalker is a great tank and the Imp deals lots of ranged damage, the Felhunter has high magic resist and has abilities to Counterspell (Spell Lock), remove buffs from enemies and remove debuffs from friendlies (Devour Magic).
  • Infernal: (Level Obtained: 50, from Grimoire of Inferno or Kroshius' Infernal Core)
    While it deals better melee damage than the Succubus, has higher HP, fire immunity, and more AC than a Voidwalker; it needs to be enslaved (with the Enslave Demon spell) after the first five minutes. This demon can break loose unexpectedly, causing it to turn on its former master. It can be enslaved again (at the cost of one Soul Shard per attempt), but Enslave is subject to diminishing returns -- the duration decreases with each successive casting on the same demon.
  • Doomguard (Level Obtained: 60, from Curse of Doom or Ritual of Doom)
    The Doomguard is the most powerful Warlock minion. It has the highest HP and AC, as well as having Rain of Fire, Dispel, Cripple and Warstomp. A properly used Doomguard can take out entire camps of enemies at a time before perishing. However, like the Infernal, it requires Enslave Demon to be cast on it to stay within the Warlock's control, but unlike the Infernal, it MUST be enslaved right away, or it will start attacking you or your party. It can be re-enslaved after but the Enslave's duration diminishes after each casting.
  • Felguard (Obtained: from 41 demonology talent)
    The Felguard is the most powerful non-enslaved Warlock minion. Overall effectiveness compared to other warlock minions is in a rapid state of flux. Intercept is among one of the many abilities which allows the Felguard to charge and stun whoever the warlock targets for 3 seconds (30 sec cooldown). It uses a single soul shard to summon.


Pet scaling
1 stam gives 0.3 to your pet.
1 resistance gives 0.4 to your pet.
1 armor gives 0.35 armor to the pet.
1 spell damage gives 0.15 spell damage, and 0.57 attack power to your pet.
1 int gives your pet 0.3 int.

Mounts
Warlocks get special mounts. They don't need to pay as much as other classes pay for their mounts, and they go 5% faster than normal mounts.

  • Felsteed (Level Obtained: 40, from trainers)
    The Felsteed is the 'free mount' that Warlocks receive at level 40. Other than Paladins, all other classes must pay 10 for a mount and 90 for training to ride it. This is a great help since Warlocks must purchase spells for their summoned minions as well. You also gain riding skill 75.
  • Dreadsteed (Level Obtained: 60, from Mor'zul Bloodbringer in Burning Steppes near the Altar of Storms)
    The Dreadsteed is the Warlock Epic level 60 mount. This minion is obtained though a long quest line. It is not free, but it is still available to Warlocks at a significant discount compared to other classes (roughly 406, compared to ~600 for everyone else).

Damage over Time Spells
A Warlock's DoTs are the bread and butter of their arsenal, regardless of talent specialization.

  • Corruption- Corrupts the target, causing X Shadow damage over Y sec.
  • Immolate- Fire damage which also includes direct damage. Burns the enemy for X Fire damage and then an additional Y Fire damage over 15 sec.
  • Unstable Affliction- Shadow energy slowly destroys the target, causing X damage over 18 sec. In addition, if the Unstable Affliction is dispelled it will cause Y damage to the dispeller and silence them for 5 sec. Obtained at lvl 50.
  • Siphon Life - Transfers X health from the target to the caster every 3 sec. Lasts 30 sec. Obtained at level 30.


Direct Damage Spells
  • Shadow Bolt- Sends a shadowy bolt at the enemy, causing X Shadow damage.
  • Searing Pain- Inflict searing pain on the enemy target, causing X to Y Fire damage. Causes 100% extra threat.
  • Shadowburn- Instantly blasts the target for X to Y Shadow damage. If the target dies within 5 sec of Shadowburn, and yields experience or honor, the caster gains a Soul Shard.
  • Death Coil- Causes the enemy target to run in horror for 3 sec and causes X Shadow damage. The caster gains 100% of the damage caused in health. 2 minutes cooldown.
  • Conflagrate - Ignites a target that is already afflicted by Immolate, causing X to Y Fire damage and consuming the Immolate spell. 10 seconds (1 battle paragraph)
  • Incinerate- Deals X to Y Fire damage to your target and an additional A to B Fire damage if the target is affected by an Immolate spell.
  • Shadowfury- Shadowfury is unleashed, causing X to Y Shadow damage and stunning all enemies within 8 yds for 2 sec.


Channeled

  • Rain of Fire- Calls down a fiery rain to burn enemies in the area of effect for X Fire damage over 8 seconds.
  • Drain Life- Drains the target's health, healing the warlock for an equal amount.
  • Drain Mana- Transfers X Mana every 1 sec sec from the target to the caster. Lasts 5 sec.
  • Drain Soul- Drains the soul of the target, causing X Shadow damage over 15 sec. If the target dies while being drained, and yields experience or honor, the caster gains a Soul Shard.


Curses
The Warlock has available a variety of curses, but only one can be cast upon an enemy at a given time per Warlock.

  • Curse of Agony- Curses the target with agony, causing X Shadow damage over 24 sec. This damage is dealt slowly at first, and builds up as the Curse reaches its full duration. Can be stacked.
  • Curse of Weakness- Reduces the target's attack power. Lasts 2 minutes.
  • Curse of Recklessness- Decreases the target's armor value, increases its attack power, makes it immune to fear, and prevents it from running away at low health.
  • Curse of Tongues- Increases the target's casting time by a percentage.
  • Curse of Exhaustion- Reduces the target's movement speed by 30% for 12 sec. Costs 6% of base mana.
  • Curse of the Elements- Curses the target for 5 min, reducing Fire and Frost resistances by X and increasing Fire and Frost damage taken by Y%.
  • Curse of Shadow- Curses the target for 5 min, reducing Shadow and Arcane resistances by X and increasing Shadow and Arcane damage taken by Y%.
  • Curse of Doom- Curses the target with impending doom, causing X Shadow damage after 1 min. If the target dies from this damage, there is a chance that a Doomguard will be summoned. Can be stacked.


Conjured Items
Conjured items disappear if left unused overnight.

  • Healthstone- Creates a consumable stone that will heal its owner. It can be given to other players and used like a health potion, but is on a separate timer.
  • Soulstone- Creates a consumable stone used by the warlock to cast a spell that allows the targeted player to self resurrect if they die while the soulstone is active.
  • Firestone- Creates a stone that cannot be given to other players, which adds Fire damage to your wielded weapon and increases Fire spell damage.
  • Spellstone- Creates a stone that cannot be given to other players, which when equipped increases the warlock's critical strike chance, and when used, will remove all negative magic effects. It also has a three minute cooldown.


Healing
While a Warlock is by no means a healer, they do have some limited ability to heal themselves and their minions while in combat.

To heal themselves there are Drain Life, Siphon Life (an Affliction talent) and Death Coil which, conveniently, also damage the target. Demonic Sacrifice (a Demonology talent) restores 2% of total Health every 4 sec, at the cost of a summoned Voidwalker. The Demon Armor spell also provides a small health regeneration effect, including during combat. The newer Fel Armor spell, included in the 2.0.1 patch, increases healing done to the Warlock by 20%, from any source (even bandages and potions), but does not stack with Demon Armor. Warlocks can also regain health equal to 20% of damage caused by Shadowbolt, Shadowburn, Soul Fire, Incinerate, Searing Pain, and Conflagrate though the talent Soul Leech (a Destruction talent).

To heal others (or himself), a Warlock can create a Healthstone and hand it to another friendly player. These can be improved through talents. Burning Crusade introduced the Ritual of Souls which creates a Soul Well from which 10 Master Healthstones can be extracted by members of the party or raid group.

To heal their minion they have Health Funnel. This can be improved through talents.

To resurrect a target a Warlock may use a Soulstone on the target before it dies (30 minutes Buff duration and Cooldown), allowing it to resurrect on death. If a warlock uses a soulstone on another member of their party and the warlock (or that member) leave the party, the buff is dismissed.

Miscellany

  • Fear- sends an enemy fleeing for a period of time (depends on rank), and is a key ability in preventing the warlock from receiving damage.
  • Howl of Terror— sends 5 enemies around you fleeing in terror for 8 seconds.
  • Banish— freezes a demon or elemental, preventing them from attacking, though they are also immune to all damage while banished. Can also be used against enemy demons, Treeform Druids or Treants summoned by Druids.
  • Ritual of Summoning— a ritual requiring 2 other party members which allows you to summon another party member to your location.
  • Eye of Kilrogg— a fragile but speedy eye that allows you to scout out dangerous areas from a safe distance. The eye has a slow fall ability.
  • Unending Breath— allows a target to breathe underwater for 10 minutes.
  • Detect Invisibility— allows a target to see invisible units for 10 minutes. To alleviate a common misunderstanding, it should be emphasized that stealth and invisibility are entirely different mechanics. This ability affects only invisible units such as the succubus, mages, and ghosts, not units who are in stealth such as rogues and druids.
  • Sense Demons— helps you find nearby demons.


Shaman
Shamans are spiritual visionaries of tribes and clans. These gifted healers can see into the world of spirits and communicate with creatures invisible to eyes of normal beings. They are beset by visions of the future and use their sight to guide their people through troubled times.
Note: The plural of Shaman is Shamans (not Shamen), and a female Shaman is actually called a Shamanka.

Playable Races: Draenei, Tuskarr, Orcs, Trolls, Tauren.
Stat Mods:
Strength: +1
Stamina: +1
Intellect: +1
Spirit: +2

Special Abilities
Totems
Totems are unique to the Shaman, and must be obtained by completing certain quests. A shaman can use one of each elemental type at any one time. Once a totem is put down, it cannot be moved - but a new totem can always be used to replace it if it requires the same Elemental Totem to cast it. Shamans can instantly remove all of their totems for no mana and receive 25% of the mana spent on the totems back.

Spells. Too many to list here.

Paladins
The paladins are the virtuous defenders of the weak and tireless enemies of the undead. Mixing elements of the warrior and the priests of the Holy Light, the paladin is a tough melee fighter. The tradition of the Holy Light is unique to a few of the Alliance races and the blood elves of the Horde.
Playable Races: Dwarves, Humans, Draenei, Blood Elves, Tuskarr.
Stat Mods:
Strength: +2
Stamina: +2
Spirit: +1

Special Abilities
OMG TOO MANY.

Auras

In addition to spell buffs paladins have the ability to use auras, area-of-effect buffs that boost the abilities of all party members within a certain radius. Only one aura may be active per paladin, but multiple paladins can use different auras within a group. The auras themselves cost no mana to operate, have no innate cooldown (other than the Global Cooldown), and may be switched between at will.

Blessings

Blessings are spell buffs that can be cast on most friendly targets. Normal blessings last 10 minutes. Greater Blessings, learned at the higher levels, give the effect of a normal blessing to every person of the same class in a raid, and last for 30 minutes (for example, casting Greater Blessing of Might on one Warrior will give all Warriors in the raid the same effect). In addition, there are three short term Blessings (Blessing of Freedom, Blessing of Sacrifice, Blessing of Protection) that have powerful and unique effects for a short period of time.

Seals

Seals are short-term self-buffs which boost the Paladin's power temporarily. Effectively, they add a weapon proc to their melee strikes. Additionally, Paladins can unleash these seals upon an enemy with the Judgement ability. Each type of seal will have a different effect when unleashed.

~*~

... Prestige Classes

Prestige classes have higher power than other classes. I reserve these spots for characters most important to the RP. That means that prestige players will probably only be major war generals, political leaders, etc. No standard warrior will be prestige. If you have any ideas for other prestige classes, they are welcome, but run it by me first. The default starting levels are just the lowest level this class can be. Depending on your character's position in the RP, you may start higher.

Death Knight
The fearsome death knight is not your average adventurer seeking to prove his or her worth on Azeroth’s fields of battle. No longer servants of the Lich King, they begin their new calling as experienced, formidable adversaries, heavily armed and armored and possessing an arsenal of deadly and forbidden magic learned in the Lich King’s thrall.
Playable Races: All.
Default Starting Level: 55
Stat Mods:
Strength: +10
Agility: +8
Stamina: +9
Defense: +75
Nat. Armor: +150


Special Abilites

Runes
Death Knights have a unique energy source: Runes. Instead of mana, energy, or rage, Runes enable the Death Knight to customize their weapon. The Death Knight can choose any six Runes to put on their weapon while not in combat. The Runes reflect the Death Knight's talents: blood, frost, and unholy. Different abilities use different types of Runes. It would behoove Death Knights to specialize their talents very specifically.

Runes act similarly to rage. When in combat, the Death Knight's Runes will gain energy. Only after they have that energy can they be used for their special abilities. Also like rage, they lose energy if left unused for too long. One rune will lose its energy if left unused for one minute in combat (two combat posts). All Runes lose all energy outside of combat.

Talents

Blood: Talents in this tree focus on weapons, armor, and strikes.
Frost: Talents in this tree focus on control, counters, and combos.
Unholy: Talents in this tree focus on spells, summons, and diseases.

Blood Presence: Lvl 55. Strengthens the Death Knight with the presence of blood, increasing damage done by 15% and healing the Death Knight by 4% of damage dealt. Only one presence may be active at a time. Instant cast, 1 second cooldown. Costs 1 Blood Rune.
Blood Strike:Lvl 55. Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target. Instant cast, 1 second cooldown. Melee range. Costs 1 Blood Rune.
Icy Touch: Lvl 55. Deals 217 to 235 Frost damage modified by attack power and reduces the target's ranged, melee attack, and casting speed by 15% for 20 seconds. Instant cast, 6 second cooldown. 20 yard range. Costs 1 Frost Rune.
Death Gate: Lvl 55. Returns you to Ebon Hold. 10 second cast, 15 minute cooldown. Costs 1 Unholy Rune.
Death Grip: Lvl 55. Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 3 seconds. Instant cast, 35 second cooldown. 30 yard range. Costs 1 Unholy Rune.
Plague Strike: Lvl 55. A vicious strike that deals weapon damage plus 37 and plagues the target, dealing 350 shadow damage over 12 seconds. Instant cast. Melee range. Costs 1 Blood Rune and 1 Unholy Rune.
Chains of Ice: Lvl 56. Freezes the target in place for 3 seconds. the target regains 10% of their movement speed each second after breaking free of the chain. Instant cast, 16 second cooldown. 20 yard range. Costs 2 Frost Runes.
Raise Dead: Lvl 56. Raises a ghoul from a corpse to fight by your side. If the target corpse is not humanoid, Corpse Dust must be supplied to complete the spell. Instant cast. 30 yard range. Costs 2 Unholy Runes. If used on the corpse of a friendly player the player will be able to control the ghoul.
Frost Presence: Lvl 57. The death knight takes on the presence of frost, increasing armor by 45% and threat generated by 25%. Instant cast. Costs 1 Frost Rune.
Mind Freeze: Lvl 57. Strike the target's mind with cold, dealing 100 frost damage modified by attack power and interrupting spellcasting while also preventing any spell in that school from being cast up to a maximum of 4 seconds. 10 second cooldown. Costs 2 Frost Runes.
Death Strike: Lvl 58. A deadly attack that deals 60% weapon damage. If the target dies within 6 sec and yields exp or honor, Death Strike heals the Death Knight for 406 damage. Costs 1 Unholy Rune.
Death and Decay: 60. 100 shadow damage modified by Attack Power is inflicted every 2 seconds to all targets in the affected area for 10 seconds. Chance to cause affected targets to cower in fear. 30 second cooldown. 30 yard range. Costs 1 Unholy Rune, 1 Blood Rune, 1 Frost Rune.
Obliterate: 61. A brutal instant attack that deals 100% of weapon damage plus 330 and 122 additional damage for each of your diseases on the target, but consumes the diseases. Costs 1 Blood Rune, 1 Frost Rune.
Degeneration: 62. Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing 91 damage over 21 seconds. Any existing heal over time spells on the target become corrupted, dramatically increasing the damage done by the disease and removing the healing effect. Stacks up to 3 times. Costs 1 Unholy Rune.
Blood Tap: 64. Immediately activates a blood rune and temporarily converts it into a death rune. This rune counts as a blood, unholy, or frost rune. Lasts 10 seconds.
Death Pact: 66. Sacrifice an undead minion, healing the Death knight for 1200 health.
Empower Rune Weapon: 68. Empower your rune weapon, immediately activating one of each rune type. 3 Minute cooldown. Instant cast.
Unholy Presence: 70. Imbues the Death Knight with unholy fury, increasing attack speed by 15% and reducing the global cooldown on all Death Knight abilities by 0.5 seconds.
Icebound Fortitude: 72. Consumes all available runic power, causing the Death Knight to become immune to stun effects and increasing armor by 50% for up to 12 seconds. Does not remove existing stun effects. 1 minute coooldown. Costs 2 Frost Runes.
Anti-Magic Shell: 75. Surrounds the Death Knight in an anti-magic shell, absorbing 75% of the damage dealt by the next harmful spell. Damage absorbed by anti-magic shell energizes the Death Knight with additional runic power. Lasts 5 seconds. 20 second cooldown. Costs 1 Unholy Rune.
Army of the Dead: 80. Summons an entire legion of your best ghouls to fight by your side. 10 minute cooldown. Costs 2 Unholy Runes.

Blood Mage
The Blood Mage is a special type of mage that utilizes the blood of others to cast special spells. The first Blood Mage was an evil mage surrounded by enemies. He had a wounded soldier in his reach and grabbed him hoping to use death magic to free himself from their reach. A little bit of the soldier's blood fell on his hand and a new power rushed through him. The blood seemed to unlock new possibilities for this cornered mage, and he utilized this potential to get out of his tight situation.

The mage started an order after a vision from a dark and mysterious deity (possibly Sargeras), who helped him escape, showed him what this order would be for. The deity renamed him Isidari Hexodai, and he began the Order of Hexodai.

To become a Blood Mage you must first join The Order of Hexodai as a lowly follower and go through their training program. After about four years you enter the time of your transformation, at which time you pass into the Temple of Hexodai, where Isidari Hexodai tests you to see if you are worthy. If you pass the tests (no one knows what the tests are), then he changes you into a Blood Mage. When you leave the temple you look just like you did before but your body has undergone some transformations. Such as: your body can now absorb and store blood for years at a time, there is a mark of Hexodai on the back of your neck, and you can feel when blood has been spilled recently in an area.

(Based heavily off the Blood Magus of D&D.)
Playable Races: Humans, Gnomes, Blood Elves, Orcs.
Default Start Level: 50
Stat Mods
Agility: +8
Intellect: +10
Magic Defense: +55
Holy Resistance: +130
Nat. Max. HP: 4500 + (5 CharLvl)
Blood Capacity: 100 + (.5* (Int*CharLvl)), in mL.

Special Abilities

Blood
As their energy source, Blood Magi use the blood inside their bodies. This blood is not necessarily their own, for they can absorb blood that touches their skin. But unlike other forms of energy, it can only be replenished by absorbing blood. Naturally, these Magi also lose this energy when they bleed. They are immune to most bleeding antibuffs, but normal bleeding will deplete their energy source very quickly.

  • Special Weapon: Claws of Hexodai: Hexodai grants all Blood Magi this precious fist weapon. The Mage can choose to have either one, both, or none equipped.
    • Stats (double if both equipped)
      Unique, fist.
      Dmg: 270-400
      Speed: 1.7 sec (197.1 base dmg)
      + 38 Int
      + 25 Str
      Use: Increases damage done by blood pact spells by 50% for 30 sec. 10 min cooldown.

  • Blood Absorption: When blood lands on the Blood Mage's skin, it is absorbed and turned either into HP, Blood, or can be used instantly for a special ability. Lv. 50.
    For gaining HP: 5 mL of blood = + 5 * (CharLvl / 10) HP
    For Gaining Blood: 1 mL of blood = + 10 * (CharLvl/10) Mana
  • Sense Blood: Enables the Blood Mage to detect when and where blood has been recently spilled in the area. Only works within the zone the Blood Mage is currently in. Lv. 50.
  • Blood Magic Aura: Passive. As long as you have 2 mL of blood in you, you gain a +10 bonus to your stamina. This bonus goes up by 1 every level. Lv. 50.
  • Sense Magic: Can use 20 mL of blood to be able to sense when magic is being used or has been used within the past hour. This lasts for 24 hours or until dismissed. Lv. 50.
  • Blood Soaked Bite: Can use 50 mL of blood to add a +10 bonus to your damage done. This bonus increases by 1 every 5 levels. Lv. 52.

    Bloodpact Spells:
  • Blood Dominance: Allows the Blood Mage to take control of the blood of one enemy. The enemy is completely at the Mage's mercy. He can freeze the enemy's blood in place (causing 1500 damage over 10 seconds), or even create a deathgrip around the enemy's heart (will kill the enemy if uninterrupted for more than 2 min). The Mage can do whatever else he can think of with his enemy's blood. Damage to the blood mage will interrupt the effect, but beware: his victim's blood has a 15% chance of being completely drained into the Blood Mage, killing the affected target (with resurrection). Costs 75 mL of blood.
  • Armor of Blood: Creates a thick plate of armor around the mage, increasing his armor by 1000. Costs 30 mL of blood. Lasts up to 30 min.
  • Blood Arrow: Shoots projectiles of blood at the enemy from the Mage's hand. Costs 10 mL of blood per arrow. Deals (CharLvl/10 [Round down])d20+15 dmg per arrow.
  • Blood Touch: With this spell the caster causes every person with in 20ft of any direction of him to go insane and attack the person nearest to him. They will not attack the caster for they think they are on a holy crusade for Hexodai and he is one of his disciples. This spell lasts for 1d4+the level of the caster rounds. Costs 100 mL of blood.
  • Congeal Blood: Heals the Blood Mage for 1700 + (2 x CharLvl) hp. Costs 20 + (CharLvl/2) mL of blood.
  • Erupting Blood: When this spell is cast any one target within 30ft of the caster has one of his blood vessels erupt. This causes 2d6+30 damage. Unless the bleeding is stopped, he receives 50 damage every minute after that. If the bleeding is internal (dm discretion) then a healer must use a restoration spell (or something close to that nature) to fix it or the damage will continue for ten minutes.


((More to be added.))

Summoner
The Summoner is an agile caster class. Similar to Warlocks, they can summon creatures to assist them in battle. But Warlocks summon demons. Unlike Warlocks, Summoners call forth deities to help them in battle. Very few have the patience, dedication, and piousness required to become a Summoner. All Summoners are of the faction most typical of their race.

((Note. I will probably only allow one, maybe two summoners in the RP. The gods can't be bothered to assist everyone in battle.))
Playable Races: Humans, Night Elves, Draenei, Trolls.
Default Start Level: 70
Stat Mods
Agility: +15
Intellect: +10
Spirit: + 17

Special Abilities

Deity Summoning
Any summoning costs 50% of the Summoner's base mana. Depending on the Summoner's Race, they can summon a different deity to their aid. A deity will remain with the Summoner for no longer than seven posts (from the player, not seven posts in general).

Humans: Khaz'Goroth the ShaperUser Image - Blocked by "Display Image" Settings. Click to show.
A Vanir Titan who formed the mountains, and originally created the Dwarves to help form them. Khaz’goroth begins most conflicts by summoning an elemental swarm to aid him and using greater dispel magic on an obviously enchanted foe. He then casts crushing fist, imprisonment, and Avatar before engaging melee. If reduced to low health while in combat, he uses wish — to flee, finish off his opponents, or return himself to full health, depending on the situation.

Stats
Level: 95
Max HP: 1,500,000
Max Mana: 900,000
Strength: 775
Agility: 300
Stamina: 875
Intellect: 275
Spirit: 500
Armor: 15,500

Nature Resistance: 360

Special Abilities

Summon Elementals: Summons 2 lesser fire Elementals to fight with him. Costs 50,000 mana.
  • Elemental Stats:
    Level: 65
    Max HP: 130,000
    Max Mana: 90,000
    Strength: 300
    Agility: 125
    Stamina: 700
    Intellect: 170
    Spirit: 150
    Base Physical Dmg: 450 (451-470 Nat.) 60% accuracy. 15% crit chance. 120% crit dmg.
    Base Magic Dmg: 700 (701-720 Nat.) 90% accuracy. 30% crit chance. 200% crit damage.

Greater Dispel Magic: Remove 2 buffs from each enemy within 40 yards. Costs 40,000 Mana. 1 minute cooldown. 100% accuracy. 20 min cooldown.
Crushing Fist: Brings his fist down upon the nearest enemy in front of him (probably the tank). Costs 100,000 mana. 10 min cooldown. 40% accuracy. 50% crit chance. 250% crit dmg.
Imprisonment: Immobilizes 2 targets for 2 mins. Imprisoned targets can still use ranged dmg.

Night Elves: Elune, the Mother Moon

User Image - Blocked by "Display Image" Settings. Click to show.Elune is one of the few true deities in the world, and the most powerful Eternal in Azeroth. In the world's infancy, she protected all living things and allowed them the chance to grow and thrive. Whenever she found violence, she would cast her calming influence across the land so that peace and healing might be given another chance to thrive.

Stats
Level: 95
Max HP: 850,000
Max Mana: 3,500,000
Strength: 150
Agility: 220
Stamina: 1500
Intellect: 950
Spirit: 500

Holy Resistance: 360

Special Abilities

Draenei: Velen the Divine Prophet

User Image - Blocked by "Display Image" Settings. Click to show.Once the leader of the Draenei, his mortal life is now over. But instead of moving onto the spirit world as most people would, he had become a deity of sorts. He never created a new race or world, but continued to lead the Draenei. He will aid any loyal Draenei if asked ((Blessing of Velen. Will add to Draenei info)).

Stats
Level: 90
Max HP: 800,000
Max Mana: 3,000,000
Strength: 75
Agility: 150
Stamina: 300
Intellect: 950
Spirit: 1200

Special Abilities

Trolls: Hakkar the Redeemed

User Image - Blocked by "Display Image" Settings. Click to show. Once the malevolent Blood God of the Gurubashi trolls, he has now transcended to being a higher deity. The Gurubashi trolls were, for the most part, wiped out, so he now primarily supports the Darkspear trolls of the Horde. After he declared his new allegiance, Aman'Thul, leader of the Pantheon, granted him more power. He remains loyal to the Darkspear Trolls for now.

Stats
Level: 85
Max HP: 950,000
Max Mana: 950,000
Strength: 650
Agility: 175
Stamina: 850
Intellect: 200
Spirit: 650
PostPosted: Thu Aug 28, 2008 10:57 am


... Factions


Within the worlds of Azeroth and Outland, conflict is inevitable. Conflicts need sides and factions. Here are the most major ones:

User Image - Blocked by "Display Image" Settings. Click to show.The Aldor: They originally began as a group of Draenei in Shattrath city. They worship the Naaru, who have an affinity with the Holy Light (Paladins) and blessed the Draenei in an attempt to assist their plight. They will eternally fight against the Burning Legion and Ilidian Stormrage the Betrayer (who reigns over Outland from the Black Temple). As a Shatar'i faction, they will accept anyone who wishes to join their ranks, but do favor what was once the Alliance. They are currently led by High Priestess Ninelya.

Marks of Kil'Jaeden and Marks of Sargeras, obtained from followers of the Burning Legion or Illidian Stormrage, may be turned into Ninelya at the Aldor Rise in Shattrath to increase reputation with The Aldor.


User Image - Blocked by "Display Image" Settings. Click to show.


User Image - Blocked by "Display Image" Settings. Click to show.The Scryers: A group of Blood Elves who broke away from Kael'thas, their race's old leader. The Scryers owe their allegiance to Shattrath because the naaru there saved them from the wrath of Ilidian Stormrage. Because they once sided with Ilidian, they are hostile with the Aldor of Shattrath. This is another faction that anyone can join, but they favor old Horde forces. For this reason, some Blood Elves are hesitant to join either the Scryers or Aldor. They are currently led by the young Sairalinde of the Blood, a Blood Mage.

Firewing and Sunfury Signets, obtained from followers of Kael'thas (currently with the Burning Legion), can be turned in to Sairalinde at the Scryers' Tier in Shattrath to increase reputation.

User Image - Blocked by "Display Image" Settings. Click to show.


User Image - Blocked by "Display Image" Settings. Click to show.Cenarion Circle:

Scraps 2-point-0


Scraps 2-point-0

PostPosted: Thu Aug 28, 2008 10:58 am


... Spirits and Resurrection

Every living thing has a spirit. Some, like those who worship Elune or the Earthmother, even believe that herbs and flora have some kind of spirit. However, only races blessed by an Ancient can bring their spirits back to their bodies after death. But be aware, for there are limitations.

Upon death, the spirit appears at the nearest graveyard. The spirit is now on the Spirit Plane, a level of the world on a higher level than the Living Plane. Those on the Spirit Plane are invisible to those on the Living Plane in the early stages. From the graveyard, they can Resurrect by either navigating their way back to their corpse and Resurrect where they died, or Resurrect with the power of the Spirit Healer there. Using the Spirit Healer's power will give the person Resurrection Sickness, which reduces all stats by 75% for 10 mins.

If one suddenly loses the favor of their race's preferred Ancient, they will cease to have the ability to resurrect their spirit until they obtain the favor of another Ancient. Once one loses an Ancient's favor, it is very difficult to redeem it.

If the Spirit's body was mutilated beyond conditions of survival, the Spirit cannot return to its body. It remains in the Spirit Plane, and eventually turns into a ghost, though this takes decades without Resurrection. Only powerful magic can reverse this. Only level 60+ Priests, Paladins, Shaman, and Druids can Resurrect these Spirits, though the one Resurrected is often left unable to fight.
PostPosted: Thu Aug 28, 2008 10:59 am


Reserved.

Scraps 2-point-0


Scraps 2-point-0

PostPosted: Thu Aug 28, 2008 11:01 am


Reserved.
PostPosted: Thu Aug 28, 2008 11:03 am


Reserved.

Scraps 2-point-0


Scraps 2-point-0

PostPosted: Thu Aug 28, 2008 11:04 am


Reserved.
PostPosted: Thu Aug 28, 2008 11:05 am


Reserved. Post away!

Scraps 2-point-0

Scraps 2-point-0 rolled 8 100-sided dice: 99, 53, 27, 64, 21, 9, 79, 75 Total: 427 (8-800)

Scraps 2-point-0

PostPosted: Thu Aug 28, 2008 11:09 am


Roll Die for Sairalinde's (NPC prestige, lv 80) attributes.
Reply
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