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Filed under: Undead

Forum Post of the Day: Chatroom of the Scourge


I don't know exactly what's so funny about this long chatlog between some of the more popular undead and evil NPCs of the game (maybe just how similar this crowd ends up being to us), but it is hilarious. Basically a sequel to the old boss chat, this one has "theLichKing" chatting with "Killzone'jaeden" and "An00barak" about everything from how cold it is in Icecrown to just where Sargeras is from. Very well done, Warraven of Ravenholdt. He even gets some nice lore in there even between all of the pony jokes.

And this little chatlog reminded me of all the funny stuff over at Wowbash. If you've never looked through the archives over there, definitely check them out, but be careful. Browsing all of those funny quotes is almost more addictive than actually playing the game.

All the World's a Stage: So you want to be a Skinner


This installment of All the World's a Stage is the thirtieth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class (or profession!) well, without embarrassing yourself.

I should say at the outset of this article that I am a vegetarian, and I generally think of animals as cute and fuzzy friends of the human race. I have no moral objection against hunting animals and using their bodies for food or clothing, however. Logically, it makes sense that people have needed this to survive, but emotionally speaking, I find skinning and eating animals rather distasteful. Things would have been different for me if I had been raised on a farm or in a hunting community instead of a city thoroughly saturated with the culture of Disney movies about cute animals singing songs and having adventures, but... anyways, you are what you are. Hunting enthusiasts should feel free to write their own articles on the topic if they have different points of view.

So, anyway, as my vegetarian brain started churning around this idea of how skinning can be roleplayed in World of Warcraft, I couldn't help but admit to myself that I don't have so much real life experience of the topic. In fact, my first google search of "Skinning" turned up none other than WoWwiki's page on skinning in WoW, and I realized most people living in cities probably haven't got the first clue of what skinning animals is really like.

So I searched again for "skinning animals," and this time I found various articles about how to skin an animal for people who are interested in surviving in the wilderness, or just into hunting in general. One site even had simple hand-drawn animations of the proper way to kill and skin a rabbit, and I was struck by how very different this was from my experience of skinning in WoW. In the animation, we see the head and feet get cut off, a slice go down the middle of the animal's body, and the skin slowly peeling away to reveal all the flesh underneath... while in WoW we just right-click on a dead animal, loot its hide, and poof -- it disappears before our eyes.

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All the World's a Stage: So you want to be an Alchemist


This installment of All the World's a Stage is the twenty-sixth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class (or profession!) well, without embarrassing yourself.

Too many people roleplay alchemy as a glorified fast food restaurant, with typical phrases such as, "Would you like some healing potions to go with your strength elixir?" or "If you give me just one more herb I could throw in a mana potion too..." Of course, the game mechanics often put us in the salesman position. Limited supply and demand force us to compete with other alchemists for herbs and customers, so to some extent we may have to deal with the capitalist food chain to matter what we do.

But there's so much more to an alchemist than just magical boosts and bonuses! An alchemist has the potential to be the other mad scientist! Why should they let engineers have all the fun? Just because engineers can craft their own vehicles and whatnot doesn't mean that alchemists don't have something (or someone) of their own to experiment on.

Today we shall take a closer look at the depths of madness which alchemists are capable of reaching, if only they dig a bit into the unlimited supply and demand of the imagination.

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DC shows off Series 5 figures


DC has officially announced their latest series of World of Warcraft action figures, and while there are only four figures shown off so far, they look awesome. These are the same figures we saw in the coverage of the New York Comic Con -- there's Lo'gosh (better known as Varian Wrynn, the new King of Stormwind), Hunter Alathea Moonbreeze and her pet Sorna, a demon form Illidan (hot!), and Rottingham, a Ghoul. We've got pictures of all the new figures in our gallery below.

Unfortunately, we aren't going to see this for sale for a long, long time -- DC has the date of release set as October 28, 2009. That doesn't really seem right to us (they only want to release four figures this year?), but that's what they say, so we'll go with it. Still, that Illidan figure looks awesome. The Hunter would be cute, and Lo'gosh would be nice to have if you're a fan of the comic book series, but Illidan is definitely the standout so far. Also check out all of our other DC figure galleries after the break.

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All the World's a Stage: So you want to be a Horde Rogue

This installment of All the World's a Stage is the twenty-third in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

Any class needs its role models. Rogues don't have all that many great heroes from lore, but the ones they do have stand out, especially for the prominence of women in this class.

Garona Halforcen is probably the most famous of rogue protagonists, one of the main characters of the original Warcraft I storyline that launched the whole Warcraft series. She's been strangely missing ever since the end of the First War, actually, but it seems that she is finally making her comeback to the story in the World of Warcraft Comic Book. Her full story is best left for others to tell (such as the immensely talented Elizabeth Wachowski, or the mysterious collective mind known as WoWWiki), but for now, suffice it to say that she represents a lot of what makes rogues who and what they are. Here's a few reasons why:
  • She's incredibly cool.
  • She doesn't talk about how incredibly cool she is.
  • She has conflicted loyalties, neither all good nor all bad.
  • There's so much we don't know about her, and so much we want to discover.
  • She's something of a lone wolf, extremely independent and active.
  • Her skill with words was just as important as her skill with weapons.
  • She has a great wealth of complicated emotions and ideas that drive her deeper into the story.

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Back to the Horde


Six months ago I wrote this post, detailing why I prefered the Alliance to the Horde.

Now I'm here writing about how I've gone back to the Horde.

While I do still find the lore of certain Horde races perplexing and confusing, and I do still maintain that much of the Horde/Alliance hostility is due to the legacy of the Old Horde that the New Horde simply hasn't dealt with (Varian Wrynn being a standout example of a guy who hates the New Horde almost entirely because of things the Old Horde did, like burn his city and kill his father) I also can't deny that given the opportunity to go back, I took it with very little hesitation. A solid 50% of that is the excellent folks I know who play Horde side, but the other 50% is the inherent coolness factor of the Horde. And I'm not just talking about blood and glory histrionics here, either.

Although yeah, that's fun too. But for me, it's the constant struggle to make the future out of the horror of the past that defines what I admire and enjoy about playing Horde.

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Priests: 2008 the year of change

That year flew by really quick, didn't it? Last year, I remember I was working my way through Tempest Keep (Kael'Thas even). 2008 brought in a complete set of additions and changes for the Priest class across all 3 specs.

So, shall we get down to Priest class changes? Ranked in no particular order, we'll go over a few of the changes and the impact they had on the current game.

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All the World's a Stage: So you want to be a Priest

This installment of All the World's a Stage is the seventeenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

Priests in the World of Warcraft are a single class that incorporates a wide variety of characters. They are best known for casting spells that call forth the power of the Holy Light, but the priest using these spells in the game mechanics doesn't necessarily have much connection to the Light as such -- rather they have a connection with their own religion which grants them similar effects to those of the Light.

When WoW was being developed, Blizzard realized that night elves and trolls, for instance, would not follow the Light in the same way humans and dwarves do, so they tried to represent a bit of this diversity through race-specific spells. It didn't work out, though -- some were too powerful, while others weren't worth reading about, much less putting on one's action bar. The end result was that they made some of these spells universally available to all priests, and completely removed the rest. Here the lore had to surrender to the game mechanics in order to provide the best game balance.

In roleplaying, however, there is a lot of room for players of different races to behave differently, and draw their powers from totally different sources. Greater Heal, for instance, could come either from the Light or the power of Elune. A Shadowfiend could either be a spawn of the Forgotten Shadow, or a dark trollish voodoo spirit. If you are roleplaying a priest, the only thing that really matters is that your character have some sort of faith or profound belief, which could serve as the source of their divine magical power. A priest's magic revolves around his or her strong beliefs and ideas -- but what those beliefs are is entirely up to you.

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All the World's a Stage: So you want to be a Mage

This installment of All the World's a Stage is the sixteenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself. It's also the first installment with a title that rhymes!

The Mage is the foremost master of magic in the Warcraft universe. Although all the other classes excluding the Warrior and the Rogue use magic of one sort or another with equally wonderful effects, the Mage is the class that's named after the stuff.

But what is magic? What does it feel like to harness it? Does the mage have to do a strange ritual or utter incomprehensible words in an ancient language in order to cast her spells? Other fantasy settings often have one or more of these elements together, but as far as I can tell, Warcraft lacks them.

Arcane magic in the World of Warcraft is an ever-present energy field surrounding the whole world. Mages access it by concentrating in the magic energy within themselves, feeling it rush through their body, and directing it as they please. Those spells that require reagents need an extra focusing item with magical properties of its own in order to bring about the desired effect, but for the most part, fireballs, frostbolts and arcane explosions can be created through the mere act of will on the part of a properly educated mind.

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Will of the Forsaken nerf is a reason for quitting


Reader Dave M. sent this little gag to us from Blizzard's "Account Cancel" page. He was leaving the game (and frankly, we're sorry to see him go), and he noticed that if you choose "other" as the reason for leaving your account behind, you get another list of more wacky options. And among them (right between "All of my friends quit playing" and "Offline play not available") is that constant point of QQ: "Will of the Forsaken nerf."

Pretty funny that in terms of game mechanics, that's really the only listed reason for quitting ("it takes too long to move between regions" is in there as well, though it seems like a strange complaint that the game is too big). You'd think that the Ret Pally nerfs or Shaman QQ would at least be listed in there somewhere. But no, apparently for all the players that are saying "That's it, I quit" in response to nerfs, only the ones angry about the WotF nerf are actually doing it.

All the World's a Stage: So you want to be a Warlock

This installment of All the World's a Stage is the fifteenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

The Warlock is the ideological counterpart to the Paladin. Where paladins strive to wipe out evil wherever they see it, warlocks enslave those evils and use them for their own purposes. Being a warlock is all about harnessing the most wicked, corrupting, and evil forces in the universe.

Why are these forces evil, you ask? Aren't magical powers neutral in themselves depending on how you use them? Isn't killing with one weapon more or less the same as killing with another? Well, if you consider that a warrior basically cuts or bashes things, and a paladin cuts or bashes and brings down the righteous energy of justice. But a warlock uses curses and spells, which, like horrifying biological weapons of modern days, destroy his enemies' minds and eat away their bodies from the inside; wreaks massive havoc with great explosions and persisting fire; and sucks the souls out of people and creatures and uses them to power even more horrifying abilities, such as summoning demonic creatures who would just as soon pluck out your eyeballs as look at you.

To suffer at the hands of a warlock is significantly more excruciating than the attacks of any other class -- a slow, painful, torturous, agonizing death. If warlocks existed in modern earth, their abilities would be against all international agreements on human rights and rules of warfare; they would be squarely in the evil company of terrorism, drug-trafficking, slavery, and biological germ warfare development.

And yet if your warlock works for the Alliance or the Horde, he or she claims to do all of these things all for the greater good.

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All the World's a Stage: So you want to be a Horde Warrior

This installment of All the World's a Stage is the thirteenth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

The Warrior is not merely a well-trained fighter who loves his weapons and armor and takes great care to wield them well -- inside each one is a boiling cauldron of rage and passion. By and large, warriors feel at home on the battlefield because it is the one place where they can express themselves, where they can finally let go of all the restraint society imposes on them and unleash all their emotions. Without his raging passion, a person would be much better suited to some calmer form of work -- it is this unquenchable fire which sustains a warrior, driving him into action in the midst of mortal peril.

Alliance warriors tend to focus more on training and weapon mastery, sometimes downplaying their rage so much that you hardly even see it. Some warriors like this (even in the Horde sometimes) may be so stoic that even they do not believe that they have any emotions whatsoever, although I doubt anyone who watched them fight could really agree. Something's got to make you willing to put on all that armor and risk death every day.

But Horde warriors are more likely to display their rage, bloodlust, and other aggressive emotions much more freely. Of course, it's possible that a Horde warrior could have a collection of stuffed animals, write poetry, and even play hopscotch with children, but their rage lurks deep within, and the essence of their profession is to let it loose.

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All the World's a Stage: So you want to be Forsaken

This installment of All the World's a Stage is the ninth in a series of roleplaying guides in which we find out all the background information you need to roleplay a particular race or class well, without embarrassing yourself.

There are those who like to buy Hello Kitty paraphernalia, decorate their bedroom with stuffed animals, or perhaps just smile at anyone they pass on the street. The Forsaken would eat those people for breakfast.

I see, dear readers, that I have caused some of you to recoil in horror at the very thought of such depravity. But to the Forsaken it is not uncommon to view other people as potential lunch -- the reason being that the Forsaken are not really "people" as such. They used to be people, they remember being people, and yet now they are not. Their bodies are decayed and some of their flesh is missing -- and yet they are doomed to walk this world under the curse of undeath, animated by evil magic rather than natural life energy, denied all those things that living people enjoy.

Consider for a moment the pleasures of the flesh: the rich taste of food in your mouth, the soft touch of the breeze in your hair, or the embrace of your dearest loved one. Consider also the feeling in your body when you rise to heights of anger or fear, joy or sadness. Now imagine if all those were taken away -- you may still eat, but your meals no longer taste good or bad; the breeze simply disturbs the stiff remains of hair on your head; and the embrace of your loved one would feel like the touch of wax upon wax, if anyone could love you enough to touch you anymore. You don't even feel that love in your heart anymore -- no feeling, no matter how passionate, can make it beat even once more. The feelings you used to live with every day are merely ideas now, reminders of a time when you lived in the body that now traps you in its cold and dark materials.

If you were thus afflicted, could you maintain any sense of compassion?

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Barrens Chat: Spoiled Rotten


So, this is somewhat of a spoiler strip. It is something that has been mentioned and posted in previous articles, but just in case you skipped those for obvious reasons, you probably should skip this, also.

That being said, I noticed while drawing this out and looking at a screen shot of Thrall that he looks like a green, balding version of the Geico cavemen. With big teeth, of course. Maybe it's just me.

I know I've started doing them on the computer entirely again, but I uh... misplaced my drawing paper. When I get paid this Friday maybe I'll go pick up more, but that's a really long drive to the nearest art store.

Possible alternate text for a couple of the panels after the jump!

Gallery: Barrens Chat

Spoiled RottenBubbles bubbles everywhereAlways a catchDead RingerRevolution evolutionAll hands on deck

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Spiritual Guidance: Level 5 to 20

Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks (unless it's something game breaking), Matt will do his best to guide you through the Priest leveling process!

Wrath is almost upon us. As a result, you may have decided that you have nothing better to do then to roll a Priest! A quick glance at the WI leveling guides shows completed class guides for every almost every other class but Priests!

This must be changed. The countdown has begun.

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