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Cat, Bear Forms for Worgens and Trolls Unveiled

Blizzard recently posted a sneak peak of the new cat and bear forms that will be available for troll and worgen Druids in the upcoming Cataclym expansion, and you can check out the screenshots after the jump. The infamous troll tusks and hair play a prominent role in that race's animal forms, while the worgen forms are distinguished by their teeth and claws.
What do you think of the new designs? Which race are you more likely to pick if you plan on rolling a new druid in the expansion? Let us know in the comments section, or head over to our WoW general forum for more discussion surrounding Cataclysm.
Worgen Cat Form


Worgen Bear Form


Troll Cat Form


Troll Bear Form
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Quest Designers Outline Upcoming Ashenvale Changes


When Cataclysm changes the face of Azeroth as we know it, Ashenvale will become a warzone. A volcano will erupt in the center of the map, disrupting the Night Elves and giving the Horde the opportunity to take control of several Alliance strongholds. Intrigued? Then you should definitely check out the Q&A that Blizzard recently posted with quest designers Eric Maloof and Steve Burke that focuses on how the zone will change in the exapansion. We've posted the entire interview after the jump for your reading pleasure.
Ashenvale will be a major questing hub for both Horde and Alliance players from levels 20-25. According to the Q&A, "Horde players will have much more to do" in the zone, including a variety of new quests. There are no significant changes planned for Blackfathom Deeps at this time, but the changes to the storyline and terrain should be more than enough to keep players occupied. More details can be found in the Q&A below.

Q. What was the original concept for the zone?
A. The concept for Ashenvale was to show the effects of the Cataclysm while taking the opportunity to streamline the zone's level design. There were areas of Ashenvale that were pretty unfriendly in terms of accessibility and quest flow. The level designers and quest designers worked together to alleviate the problem areas and highlight the big changes.
Q. Who will be using this zone (what levels/factions)?
A.Both Horde and Alliance players, roughly from levels 20–25. We anticipate that this will be a well-traveled zone in terms of general player flow.
Q. Without giving up any spoilers, what's the general storyline for this zone? How has it changed from the original design?
A. Among other catastrophes, an enormous volcano has erupted in central Ashenvale. As the night elves struggle to deal with the chaos caused by the Cataclysm, the Horde is seizing what it perceives to be a golden opportunity. Garrosh Hellscream's forces are now bearing down upon the night elves and have overtaken several key positions that once served as Alliance strongholds. There is a definite feeling that the balance of power in this region now teeters on a goblin tripwire….

These changes also mean that Horde players will have much more to do in Ashenvale.
Q. What do you think is the most exciting new feature of the zone?
A.Visually, it has to be the volcano. It's stunning, and it provides a great landmark in a place otherwise known for its dense forest. Thematically, the tension present in the zone gives it a whole new feel. The Horde is barricaded inside the walls of Splintertree Post under a massive assault by the night elves and their allies. Meanwhile, Astranaar is desperately fighting off waves of Hellscream's forces. Practically everywhere you go in Ashenvale, it's impossible to escape the fact that it has become a warzone.
Q.What goes into redesigning a zone like this?
A.A bit more than meets the eye, we think. Ashenvale is deceptively large, and previously there were many issues in terms of quest flow and Horde/Alliance content balance. Soon after we rolled up our sleeves and broke ground, we realized that our work was cut out for us. There were numerous quests we wanted to keep, but there were also a great many that no longer fit or didn't play out efficiently. We also needed to create a variety of new quests, especially ones "For the Horde"™.
Q. What was the most challenging aspect about implementing these changes?
A. It can actually be a bit tougher to come in and "do surgery" to an existing zone than it is to completely gut it and start from scratch. Given our ambitious time constraints, trying to determine what stays, what goes, and what other changes to make is certainly a challenge.
Q. What should players do or go see first?
A.Horde players should visit the Mor'shan Rampart first. There's a new Horde contingent there who is fighting hard to make sure that no night elves escape Hellscream's onslaught -- not that they'd make it far into the Northern Barrens! Alliance players who come down from Darkshore will want to help defend Maestra's Post and Astranaar as both settlements struggle to keep from falling under Hellscream's control.
Q. Who seems to have the upper hand in the zone: the Horde, the Alliance, or the elementals?
A.The Horde and the Alliance are throwing themselves at each other on many fronts; neither has a clear upper hand here. The elementals in Ashenvale are a minor nuisance in comparison to the faction struggle.
Q. Should we expect any changes within Blackfathom Deeps?
A.There are no significant changes planned for Blackfathom Deeps at this time.
Q.What has happened to Silverwind Refuge?
A.The Horde has happened!
Q. What has changed the most: the storyline or the terrain?
A.The amount of change has been pretty equal between storyline and terrain. The terrain is much less frustrating than before, and the visual results of the Cataclysm tell the story as much as the quests do. Story-wise, the theme hasn't changed so much as its intensity has.
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Blizzard Explains Upcoming Currency System Changes

Blizzard poster Bashiok has just posted an in-depth explanation of the PvE/PvP currency system changes that are coming in Cataclysm, and it's an informative read. The lengthy post can be found in its entirety after the jump, but I'll attempt to summarize the important parts.
The upcoming 4.0 patch will convert Emblems of Triumph and Frost into Justice Points (PvE), and Arena Points, Honor Points, Battleground Marks of Honor, Stone Keeper's Shards, Venture Coins, and Spirit Shards into Honor Points (PvP). Simple, right? All PvE badges below Frost and Triumph will be converted into gold.
There will be a limit to the amount of new currencies you can hold, but Blizzard's providing a grace period in the form of a soft cap. This means your conversion can go over the hard cap, but you can't earn more until you go below the hard cap. Here's an example: the conversion gives you 4,200 Justice Points, but the hard cap is 4,000. You'll have to spend some points to dip under 4,000 before you can earn more. Another patch before Cataclysm will actually enforce the hard cap, and your excess points will be turned into gold.
Keep reading below for more details. Bashiok said that all conversion math should be posted tomorrow afternoon if you're curious how many Justice and Honor Points you're going to earn in patch 4.0.

From Bashiok's post:
As we discussed in our previous announcement (http://forums.worldofwarcraft.com/thread.html?topicId=24401796793), we're refining the currency systems used for purchasing PvE and PvP items in World of Warcraft: Cataclysm, and the transition to this new system will take place in two stages. Today, we're going into more detail on how these changes will be rolled out, so if you haven't yet, make sure to check out the prior article to get up to speed on the currency names.

One change of note since that original announcement is that we've changed the name of the low-tier PvE currency from Hero Points to Justice Points. The original announcement post has been updated to reflect this.

Out With the Old

In the upcoming 4.0 patch we'll begin the first stage of the conversion to the new currencies. Emblems of Triumph and Emblems of Frost will be converted into Justice Points. For this initial conversion there will be a soft cap of points you can have, with a hard cap enforced later as detailed below. All PvE emblems and badges below Frost and Triumph will be converted into gold. This even includes legacy badges, like Badges of Justice. If any of these older currencies are converted into gold, the player will receive it through an in-game letter.

At this time any bosses a player defeats that are level-appropriate to them (and previously awarded badges or emblems upon defeat) will award them with the new Justice Points. Similarly, any items that previously cost emblems or badges of any type will now cost Justice Points instead.

On the PvP side, Season 8 will end with the release of patch 4.0, and all Arena Points, Honor Points, any leftover Battleground Marks of Honor, Stone Keeper's Shards, Venture Coins, and Spirit Shards will be converted into the new Honor Points. The new Honor Point pool will also have a soft cap for these conversions, but a hard cap will be enforced later. At the time of conversion, items that previously cost Honor or Arena Points will be sold in exchange for the new Honor Points. Rated Arenas and Rated Battlegrounds won't be available again until Season 9 (shortly after the release of Cataclysm), when they can be entered to win the higher-tier PvP Conquest Points.

In addition, purchasing any item with these secondary currencies (Honor Points and Justice Points) will now require that the purchaser meet the item's minimum level requirement.

It's important to note that these conversions are not 1:1, but are indicative of the level and relative worth of each before the conversion to the new point systems. For example, Stone Keeper's Shards will convert into more Honor Points than Spirit Shards.

Tip of the Cap

While we previously announced that there's a limit to the amount of these new currencies you can stockpile, we're providing a grace period in the form of a soft cap. This soft cap will allow the initial conversion to push the amount owned over the cap, but will not allow any further points to be earned (or returned through item refunds) until enough points are spent to put you below the hard cap.

For instance, a player has 3000 Emblems of Triumph, and 1200 Emblems of Frost; at the time of conversion they'll be given 4200 Justice Points. The hard cap for Justice Points is 4000, so that player won't be able to earn any more Justice Points until he or she spends enough points to reduce the total to under 4000. This also applies to the new PvP Honor Points, which also have a cap of 4000.

Shortly before Cataclysm is released, another patch will enforce the hard cap, marking the second stage of the currency conversion. Any Justice or Honor Points above the hard cap will be converted to gold, and just like in the first stage of the conversion, the player will receive an in-game letter explaining that some of their currencies were converted into gold as well as delivering the gold itself.

Let us know what you think and if you have any questions. We're planning to post all of the conversion math tomorrow afternoon for those that want to know how many of each they'll be getting.
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Blizzard Outlines Math Behind Currency Conversion

Blizzard posted an informative look at the upcoming PvE/PvP currency changes yesterday, and they've fulfilled their promise of posting the conversion math today. It can get a little confusing, but here's the main idea straight from Nethaera: "Just know that our intent is to appropriately value each mark and provide a conversion we feel is fair."
As a reminder from yesterday's post, the upcoming 4.0 patch will convert Emblems of Triumph and Frost into Justice Points (PvE), and Arena Points, Honor Points, Battleground Marks of Honor, Stone Keeper's Shards, Venture Coins, and Spirit Shards into Honor Points (PvP). All PvE badges below Frost and Triumph will be converted into gold.
According to the math post, your Emblems of Heroism, Valor and Conquest will be converted to 5.5 gold each. Badges of Justice will be turned into 1.833 gold each. I'll leave it to Nethaera to explain exactly how many Justice Points and Honor Points you can expect to have once this change goes live. All the details can be found after the jump.

From Nethaera's post:
Here's some information on how each of the currencies will be converted in the next content patch. Keep in mind these values may change, and they can get a bit math heavy. Just know that our intent is to appropriately value each mark and provide a conversion we feel is fair.

The following items are immediately converted to gold:
  • Emblem of Heroism = 5.5 gold each
  • Emblem of Valor = 5.5 gold each
  • Emblem of Conquest = 5.5 gold each
  • Badge of Justice = 1.833 gold each
Your New Honor Points total will be the sum of the following amounts:
  • Old Honor * 0.024
  • Old Arena Points * 0.85
  • Battleground Mark of Honor * 2.976
  • Wintergrasp Mark of Honor * 19.08
  • Stone Keeper Shard * 1.6
  • Venture Coin * 3
  • Spirit Shard * 1
Your Justice Points total will be equal to (Emblems of Triumph + Emblems of Frost ) * 2.75

Again, the softcap for both Honor and Justice conversions is 4000 points. This means that if a character converts to above 4,000 points, it will not be possible for them to earn more until they fall below the 4,000 cap.

A hardcap will be implemented in a following patch before Cataclysm's release. At that time, any excess points above 4,000 will be converted as follows:
  • Honor points above 4,000 are converted to gold at a rate of 35 silver per point of Honor.
  • Justice points above 4,000 are converted to gold at a rate of 2 gold per point of Justice.

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    WoW Harvest Festival Kicks Off Today


    Blizzard poster Slorkuz has posted a friendly reminder on the official World of Warcraft European forums that today marks the start of the Harvest Festival! The event runs until Sept. 23 and commemorates those who have sacrificed their lives to help their allies with feasts outside Orgrimmar and Ironforge.
    September is actually a big month for in-game holidays. Pirates' Day will be held on Sept. 19 in honor of International Talk Like A Pirate Day, and the Brewfest party kicks off the next day on Sept. 20 and runs through Oct. 6. And don't forget to mark Hallow's End on your calendars (even though Blizzard already did it for you). The Halloween event begins Oct. 18 and ends Oct. 31.
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    Archaeology Artifacts: Submit your suggestions

    One of the new additions in the Cataclysm expansion will be a new secondary profession: Archaeology.  Blizzard has recently posted some details about the new profession.  Even more exciting is the fact that they have decided to ask players to suggest artifacts that they would like to see in the game.
    Lore is a great part of the game and takes what can otherwise become very repetitious and makes it interesting.  This gives players the opportunity to exercise their creativity, which I know ZAM has lots of.  User emmitsvenson has started a thread in the wow general forum, so drop by and share your thoughts.
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    Preview: The Battle for Gilneas Battleground


    Blizzard just posted a preview of The Battle for Gilneas, the new level 85 battleground that is coming in Cataclysm. The 10 vs. 10 battleground is similar to Arathi Basin in that you must battle for control of three resource points. The first team to gather 2,000 resources wins!
    You can read more details in the preview, which we've posted after the jump. What are your thoughts on The Battle for Gilneas? Will you be entering the queue once Cataclysm is live?
    When King Greymane severed ties with the Alliance after the Second War, the kingdom of Gilneas became independent from all other nations and opposing forces. Although the massive Greymane Wall protected Gilneas from outside threats, a virulent worgen curse and civil war crippled the kingdom from within. As the Cataclysm strikes and the Greymane Wall's gates are destroyed, the people of Gilneas must come to terms with their dark curse and learn to persevere through catastrophic earthquakes and an unrelenting Forsaken invasion. The Horde recognizes this land as a strategic location with key resources to fuel the faction's war effort against the Alliance, and Horde forces will not stop their siege until the city and its surrounding territories are under their control. To protect its lands from the Horde, the once-isolated nation of Gilneas must now work with the Alliance.
    Controlling Resources
    The Battle for Gilneas is a new 10 vs. 10 Battleground for level-85 players. Much like they do in Arathi Basin, teams must control strategic capture points on the map to accumulate resources. The first team to gather 2000 resources wins.
    The Battle
    Teams will start at opposite ends of the map with default graveyards nearby. Once the match begins, teams will race toward each other to vie for control of three strategic points; each point will allow your team to gain resources and additional graveyards. Adding to the intensity of the battle are many obstacles that block line of sight, as well as chokepoints for fending off enemy advances.
    The Overlook
    In the center of the map is an area known as the Overlook. Hills on either side of the map create chokepoints, while narrow paths through the hills provide teams with alternate routes. A river dividing the map will also lead opponents toward a single bridge. In some cases, dominating the Overlook might be the key to controlling the capture points.
    Capture Points
    In The Battle for Gilneas, three distinct resource points are available for the taking by either the Horde or the Alliance: the Mines, the Lighthouse, and the Waterworks. Once any of these points is held by a team, access to nearby graveyards will be granted. In addition, workers from the controlling faction will show up to collect the resources necessary to win the battle.
    Chaos will be unleashed upon Azeroth when Deathwing returns, but many steadfast leaders will see the Cataclysm as an opportunity to further the cause of their people... or simply attain more power. The situation in Gilneas is no different. Will the embattled Gilneans be able to defend their land after realigning with the Alliance? Or will the Forsaken, reinforced by Garrosh's Horde, seize this near-forgotten territory as a new stronghold in the Eastern Kingdoms?
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    World of WarcraftPirates' Day is on its way!



    The pirates have landed at Booty Bay, so it must be time for this year's Pirates' Day. They've taken over the bank and the Auction House, and there's celebration in the air! Rumor has it there will be costumes, drinking and an achievement; so you know you'll have to go check out the action on Sept. 19. Just be sure to save a pint for me, matey!
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    Guild Chat Coming to a Mobile Armory App Near You

    Talk about growing more and more connected through our MMORPGs! Today, Blizzard has just announced that a new feature will soon be coming to their Mobile Armory Application: Guild Chat! With this new app update, all World of Warcraft remote subscribers will gain the ability to chat with their guildmates from their mobile devices. Unfortunately, this does mean that you need to subscribe for the World of Warcraft Remote Auction House ($2.99 amonth), but the Guild Chat feature will not add on any additional expenses. This new Guild Chat feature will allow you to chat with your Guildmates via Guild Chat, Officer Chat and Whispers, so you'll never leave your guild hanging in the air when you're late for a raid again!
    Blizzard has also noted that soon after the launch of the mobile version of this app, they are also planning on adding the ability for premium subscribers to use Guild Chat through any browser on the Armory website.
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    Brewfest Has Begun in World of Warcraft

    We hope you all enjoyed talking like a pirate for a day, but now it's time to drink like a dwarf! Brewfest has begun and runs through Oct. 5, so you have a little over two weeks to complete the achievements and earn prize tokens to spend on various items, from outfits to Blix's Eyesight Enhancing Romance Goggles (warning: side effects may be less than desirable).
    Our friends over at Wowhead have posted a helpful Brewfest guide that explains how to enjoy the event to its fullest. You can now queue up to battle Coren Direbrew using the Dungeon Finder for a chance at earning loot like item level 200 trinkets, the Tankard O' Terror and the epic Brewfest mounts.
    So what will you focus on during this year's Brewfest? Do you want to complete all the achievements for the Brewmaster title? Will you keep running the Coren fight at the hopes of grabbing a mount? Or do you ignore in-game holidays?
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    Worgen will sprint on all fours instead of getting a physical mount.

    Zarhym just confirmed on the official forums that Running Wild is the new racial "mount" for worgen. Zarhym says it best, so I'll let him do the talking:
    "Ultimately, we feel Running Wild fits very well with the nature of the worgen race. Rather than getting a physical mount, they get down and sprint on all fours. When you're playing a worgen, it just feels awesome. :)"
    So yeah, worgen are going to run really, really fast. Sounds like fun to me! Of course, this means other Alliance races won't have access to a worgen faction mount. What are your thoughts on running wild as a worgen?
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    And they all lived happily ever after

    Shapes and shadows dance around me, spirits of the dead taunting me, mocking my own clumsy movements. Behind them, the sea crashes and foams, dark against a pale sky, and smoke rises as bat riders circle. I smell blood on the wind that lashes at my face, tangling coarse hair about my tusks. He's out there.

    "ZALAZANE!"

    I bellow like a raging elekk, tossing my head to clear my eyes. I draw my sword, grip firm and familiar in my hand after so many years of use. I'm ready, I'm coming for him, I--
    The spirits swarm around me, grabbing me, snatching at my hands, tugging at my armor. Eyeless sockets leer at me, whispers fill my ears, voices too low for me to make them out. Just one makes it through, and at that one I grip my sword tighter, swinging down to cut at the ghost in front of me. It laughs and darts away, replaced by another as I shout my denial. I'm no weak woman to sit by the fire and wait for a mate that never returns, not anymore. I'm a fighter! A troll! But the spirits don't seem to care. They close in, pulling at my arms, wrapping bony fingers around my legs. I have to get away, have to pull free. There's a battle coming, and I have to be there.

    The more I struggle, though, the stronger they become. A pit opens under me and they drag me down, deep under the ground. My mouth and nose fill with earth, and I look around desperately as my lungs cry out under the crushing weight. I can somehow see, as if the dirt pressing down around me was murky water, and I wish I couldn't. I'm drowning in a mass grave, surrounded by the bodies of hundreds, maybe a thousand other trolls. Broken tusks, exposed bone, and ravaged, eyeless faces, tongueless mouths open in silent shrieks of terror. Most look familiar, though I can't quite place them, and some of them are still fighting. There's a young warrior next to me, bony fingers clawing at the shadows wrapped around his throat, and another further below tangled in combat with yet another ghoulish figure.

    I can feel something prying my jaws open further, slithering inside. I can't breathe, and it's got me by the tongue, pulling at it, ripping it loose. I only realize I've been screaming when I'm no longer able to. My vision darkens, and my ears are filled with a warbling hum that trickles through the earth, becoming louder and louder as I sink further into my grave.

    . . . . .

    I open my eyes, blinking at the face in front of me. Jagged teeth, bulging eyes, a ragged green crest of hair... The rest of my armor lies behind it, propped up against a pile of the ethereals' storage devices. The buzzing in my head wavers, settling into the steady hisses and pops from a gate behind me, and I look down at my hands. No muddied earth, no sign of the nightmare there. Just strips of bloodied bandage wrapped around where my gauntlets ought to be. I remember now. I must have pounded at the earth for hours, ripping at the blood-soaked grass with my bare hands as the hexer, the traitor, sank beneath it. No body for me to burn, to spit on. The loa took it as an offering. I should be glad, even not knowing myself what sort of tortures wait for him on the other side of things. I'm not.

    That one's gone now, but it still won't bring him back. The face I saw inside the circle of dancers is gone now, too, as is the half-glimpsed child beside him. My family, my enemy... and here I am, alone. I ran out of things to live for a while ago, but I never expected to run out of things to die for, too.

    I stare at the helmet a moment more, vaguely aware of wispy shapes moving behind it, fuzzy and indistinct. The bandage ghosts can't have helped my dreams any. Some idea, a new goal, tickles at the back of my mind, but I push it away as I shove my hands against the ground and rise to my feet. Less thinking, Zaa. The kid has a stash of drink somewhere around here, and I'm sure he won't mind if I track it down. It's an easy solution to the problem of what the hell to do next.

    After that, well, there are always ogres to kill.
    -----------------------
    This was Isyris's character's response to the latest horde quest to take out Zalazane.  How did your characters deal with the aftermath of these events?  Does it haunt their dreams?  Let us know!  If you're interested in writing RP style stories, drop by the story thread in the WoW General Forum.  Also feel free to send me a PM (Xsarus) if you'd like a story of yours put on the front page.
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    Operation Gnomeregan / Zalazane's Fall

    During the latest maintenance blizzard has introduced the beginning of the pre-Cataclysm events with Operation Gnomeregan and Zalazane's Fall for the alliance and the horde respectively.

    Rather then try to explain the events to you I will simply let you experience them yourself.  The first part of the quest is available to low level characters, but to finish the quest series you need to be level 75 or above.  These adventures give us an opportunity to finally take the fight to the enemy, and crush them.  So go, brave adventurers and take part in this epic quest.

    User Criminy has made a thread about the event on the forums so after you lay down the hurt, drop by and share your experiences.  Feel free to share screenshots as well.

    Blizzard links and user screenshots after the jump
    Blizzard links
    Zalazane's Fall
    Operation Gnomeregan
    Horsemouth - pictures from the horde quest
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    Announcing Allakhazam Featured Blogs

    Have you ever come across a blog that was a great read and you wondered why it didn’t have more followers? How about one you started, that you think the members here would find interesting; or one written by a friend or guild mate perhaps?

    Well here’s your chance to get it more publicity. We’re looking to highlight blogs that have caught our reader’s attention. Not just any blog will do; there are a few criteria that it should meet after the jump:

    1)    It needs to be about World of Warcraft.

    Your mother’s blog about her flower garden may be interesting, but it isn’t necessarily what we are looking for!

    2)    It should have a decent number of articles, be well written, in addition to being actively updated.

    Older blogs are welcomed along with newer ones. However a submission should have at least 10-15 articles, and be at least a few weeks old; updates at least once a week or so would be nice. Proper spelling and grammar is a plus.

    3)    More popular blogs need not apply.

    The thought isn’t to give more traffic to well-known blogs out there, but instead to highlight some of the more interesting reads that people may not come across otherwise.

    4)    Specific is okay, but general is better.
    Good theory-crafting and class-specific blogs can be interesting, but often only appeal to a small subset of WoW players. That being said, a class-specific blog can still be featured. It’s only natural that a blog by someone who plays a hunter will have articles discussing hunter-specific macros and mechanics; but some general WoW related articles are a definite plus.
    For example, here’s a recently started blog by Merinna of Nagrand (US-Oceanic) server. The blogger’s main character is a Restoration Shaman, so the blog has a few articles about shaman healing. There are also articles about the writer’s experiences in the Cataclysm Beta (a Hunter with a Felsteed?) as well as some thoughts about raiding and World of Warcraft in general. Feel free to check it out.

    So if you have a blog you’d like to see featured send an e-mail to zamfeaturedblogs@gmail.com. Allakhazam staff will review the entries and choose one from among those that meet the criteria. We’ll periodically feature a new blog with a short summary article and a link. This will happen more or less frequently depending on the number of submissions.
    -SomeProteinGuy
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    Cataclysm Beta: Portals gone from Dalaran / Shatt.

    UPDATE: Zarhym addressed the portal removal in the official forums. It looks like class trainers and Auctioneers will be added in Dalaran and Shattrath! You can read the post after the jump.
    According to a news post by WoW Insider, it seems as though the portals in Dalaran and Shattrath that lead to the major cities in Azeroth have been replaced by class trainers in the Cataclysm beta. In other words, if you want to pop between Ironforge, Stormwind and Darnassus (just kidding, who goes to Darnassus) quickly, you're going to need to find an alternate route. Obviously, with the entire remake of Azeroth come Cataclysm, it seems as though Blizzard really wants to usher their playerbase back into their home land, so it makes sense to take away some of the comforts that made Dalaran and Shattrath such fantastic home cities.
    They do note, however, that with Cataclysm will come some more convenient methods of travel, like Deepholm (a new zone) having portals to Stormwind and Ogrimmar, and vice versa. We'll just have to wait and see what comes next in Cataclysm!
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    BlizzCon Sweepstakes Are Almost Over!

    This is your last chance to possibly earn yourself two tickets to the always uber-hyped BlizzCon! This sweepstakes, hosted by SteelSeries, J!NX, BradyGames and Cryptozoic Entertainment, is only lasting until October 2, and some of those prizes are definitely drool-worthy. Of course, everyone's going to be gunning for that Grand Prize round trip to BlizzCon for two, two nights of hotel accomodations (for two), BlizzCon tickets for two and $300 spending money, but the first, second and third prizes, all of which involve some hefty gaming swag, should be encouragement enough for you to enter.
    Either way, the sweepstakes are ending in a mere four days, so if you wanted to get in on this, now's your chance!
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    ZAM user Hyolith is Hosting a Design Competition


    Two weeks ago we featured a blog by our very own user Hyolith.  Recently he contacted us with some pretty exciting news: he's hosting a contest for the posters of ZAM and fans alike! Keep reading for the details, and go to the thread in the WoW general forum to add your comments!


    The current template for Land of Orcs doesn't do the name any justice. This is why I would like to present you with a chance to earn a 3-month premium subscription to ZAM and a 30-day World of Warcraft Digital Game Card through the Blizzard Store. This will give Land of Orcs a unique template that won't be like anyone else.
    To enter this contest you will need to create a HTML template that can be used for Land of Orcs. The file below is currently the template being used. It can be used as a guide to help you create the template.

    Example File, if the download doesn't work can you find it here.

    Rules:
    • Template needs to be submitted in a .txt format.
    • Needs to have orcs, hunters and World of Warcraft represented somewhere in the template.
    • Needs to be either a 2 or 3 column template.
    • I reserve the right to disqualify entries if I feel they have been stolen from other sources.
    • Multiple entries can be submitted by the same user.

    Submissions may be sent to landoforcs@gmail.com.

    Submissions will be accepted until 7:00 p.m. on Saturday, October 30th, 2010. The winner will be chosen by me. Ultimately I am looking for creativity, theme, look and feel, and style. The winner will chosen and announced on Monday, November 1 and will receive a 3-month premium subscription to ZAM and a 30-day World of Warcraft digital game card through the Blizzard Store.

    Terms and Conditions:
    • If you are chosen as the winner you have 3 days after the announcement to contact Land of Orcs with the information needed to distribute the prizes otherwise they will be forfeited.
    • If you enter and are chosen as the winner you forfeit the rights to the images used.
    • Template can not be sold or distributed to other parties.

    Disclaimer:
    ZAM is not responsible for any terms and conditions or any other problems that may arise. This contest is being held solely by the owner of Land of Orcs.
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    Rumor: Cataclysm Pushed Back to December

    Alright, let me start off by saying that this news post is going to be filled with nothing but rumors. Over the weekend, Amazon posted that the release date for Cataclysm is Nov. 23. The page was quickly updated to remove the date. Now Boubouille over at MMO-Champion is saying he received an "update" that the expansion has been pushed back to early December (either Dec. 7 or Dec. 14) from his earlier prediction of Nov. 2.
    Just to remind you, those dates are rumors and nothing more. So now it's time to ask you a question, ZAM readers. When do you think Cataclysm will launch? November? December? Will we see it this year? BlizzCon is less than a month away, so we should get some concrete details from Blizzard soon enough.
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    Blizzard Posts Preview of New Tinkertown

    Cataclysm will introduce a new starting zone for gnomes, and it will focus on the fight for Gnomeregan!


    Blizzard just posted an in-depth preview of New Tinkertown, the new starting zone for gnomes in Cataclysm! The article gives players a good idea of what their new gnomes will experience as they level from 1-5, and it all focuses on the fight for Gnomeregan.
    You can read the entire preview after the jump. Just to give you fair warning, it does contain some minor spoilers, although I doubt they will ruin the zone for you. Will you be creating a gnome to check out their new starting experience? FOR GNOMEREGAN!

    As Gnomeregan's exiles set out to reclaim their beloved capital from the treasonous Mekgineer Thermaplugg, we bring you a first look at how this wondrous techno-city will exist in World of Warcraft: Cataclysm. Following the conclusion of Operation: Gnomeregan, High Tinker Mekkatorque and his people have gained a foothold just outside the city in New Tinkertown. Soon, though, they'll find that the surface is rife with a host of new perils that they couldn't have prepared for.
    Resolute in reclaiming their lost capital, Gnomeregan's exiles have begun an assault against the traitorous Mekgineer Thermaplugg. Traveling from their temporary residence in Ironforge, they are led by the esteemed High Tinker Gelbin Mekkatorque, leader of the gnomes, and seek to restore Gnomeregan to its past glory. In World of Warcraft: Cataclysm, new gnome adventurers will get to experience this ongoing struggle to retake their former home firsthand, beginning their journey in the besieged upper levels of the techno-city.
    In the wake of Operation: Gnomeregan, survivors of the fallout will make their way to New Tinkertown, the gnomes' foothold outside their captured city. From there they will be called into action by the high tinker himself to help protect reclaimed gnomish land from new and imminent threats. As one of the newest recruits to this cause, your mettle will be put to the test when you face perilous trials like rescuing captured gnomish demolitionists, destroying a tunnel riddled with vicious troggs, and extinguishing toxic sludge that has begun to rise from the irradiated depths of the city.
    Your most important mission, however, will be to thwart the plans of Razlo Crushcog, conspirator and ally of Mekgineer Thermaplugg. Before Chill Breeze Valley can be fully resettled, Crushcog must be stopped, and only your efforts can bring that goal to fruition. Gnomish know-how and engineering will be your allies, but your greatest weapons will be your wits and the will to fight the good fight... for Gnomeregan!
    In World of Warcraft: Cataclysm, you'll encounter these challenges and more in the gnomes' new starting (levels 1-5) experience. Keep a good head on your shoulders and ingenuity in your pocket, and your contributions will help secure a proper home for your fellow gnomes.
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    The Oathbreaker: A short story

    On the run from former allies, can Sindara survive their attacks? A short story written by Zam user Poldaran.

    The following story was contributed by Zam user Poldaran.  If you or anyone you know is interested in writing and would like to share a story you wrote please send me (Xsarus) a pm.  Also drop by our WoW general forum and check out the story thread, we'd love to hear from you.

    Another shadowbolt whizzed by her head, narrowly missing her ear and severing a few strands of her shoulder length black hair. "Is that all you've got?!" Sindara of Wintermoon shouted in defiance. "There are a half dozen of you, and not one of you has managed to even hit me. I suspect that your masters have just sent their most pathetic students out just to be rid of the lot of you!"

    Under normal circumstances, taunting that many foes would have been unwise, but since Sindara was already past the point of no return, she figured there was nothing to lose. If their anger surged enough to make them sloppy, then it would in fact be a great gain to her. She only had to survive long enough for assistance to arrive. Since she had tricked them into following her into a park in the floating city of Dalaran, it would thankfully take little time before someone responded.

    "We'll kill you, Oathbreaker!" One of the gnomes called out. "You'll pay for violating our code!"

    Sindara couldn't help but laugh at his words. Within the warlock society in Stormwind, adversity had forged bonds akin to brotherhood. Through it all, they had won the tenuous acceptance of the king and the nobles. But there were those who believed that any mistake by one of its members would rekindle the mistrust and persecution that they had fought so hard to put to rest.

    Each warlock had to be so far above suspicion as to avoid tainting the image of his or her brethren, so all members of the society were forced to swear an oath to obey any laws or decrees of Stormwind or the Alliance. For a time, this had been easy to follow. Then the king had decreed that Sindara's older sister, Poldaran, must be captured and executed for crimes against the Alliance.

    Sindara had chosen to aid Poldaran's escape because she believed that those in power had been misinformed. Poldaran wasn't a threat, she was an ally. In the end, she was proven correct and the king even officially pardoned the warlock for her actions.

    That had not mattered to the warlock community, however. She had violated her oath, and in so doing, had put them all in danger. Her sentence stood. She would be hunted down and slaughtered.
    The ground shook as the two humans among her enemies completed the spell they had been casting, releasing a powerful doomguard into the world. "You cannot command me!" he roared. Unfortunately, he was right. They had not properly etched the protective spells into the ground before the summoning, so they were unable to control him. He made short work of them before turning on Sindara.
    "Well that's just wonderful," she said to no one in particular. She quickly assessed the situation. There was no time to work on a spell to control the rampaging demon, not with the remaining four foes attacking her, at least. No, this was going to the have to be done the hard way. "We all have our inner demons!" she growled, growing annoyed.
    Shadows enveloped the warlock, warping her form and sending writhing pain coursing through her body. When the shadows faded, she had grown several feet taller, her teeth grew into fangs, her fingers and nails had lengthened into claws and great black wings had grown out of her back. Wisps of shadow still fluttered around the horns that had grown from her head. "Impressive!" the doomguard commented.

    "Let's just get this over with," Sindara responded, leaping at her foe. He caught her hands and the two were locked in a struggle for dominance. Each flared out their wings in hopes of unbalancing their foe. In the end, while she was powerful, he was physically stronger. The doomguard lifted her off the ground and hurled her through the air to slam into a tree twenty yards away. The impact splintered the tree and tore it up from its roots, toppling it onto a frightened squirrel that had tried to flee the fighting.

    The demon approached the warlock's limp body and laughed in triumph. "After I kill you, I will raze this city. Kil'jaeden will reward me for my victory today!"

    With blinding speed, Sindara leaped to her feet and reached out , grasping the demon's head with her clawed right hand. "The only reward you've earned today is death," she said softly. "Tell your master that if he ever comes back to this place, he will regret it." With that, she unleashed a shadowbolt at point blank range into the doomguard's face, causing his head to explode in a spray of gore the consistency of chunky salsa. Her power expended, her body began to revert to its normal form.

    "It seems you've worn yourself out," the gnomish warlock she had taunted called out. "You'll die just as he did."

    From behind a nearby tree came a voice. "I think that's enough of that," it said. Sindara breathed a sigh of relief as Wizard Yadier, now in charge of Dalaran's security forces, stepped into view.

    "Do not interfere in our internal affairs, dog of the Kirin Tor!" the gnome growled.

    "Unfortunately for you, this became my affair as well the moment you set foot in Dalaran." He smiled at his friend. "You see, Sindara here is the oldest biological offspring of the late Lord Wintermoon. As such, she is technically the Lady Wintermoon. Here in Dalaran, we may be a Mageocracy, but we still have strict laws about attacking any of our nobles. That leaves you with two choices. Either you can call this a misunderstanding and leave this city at once, or I can have the two dozen battle mages surrounding this place take you into custody and you can explain to your masters how you chose to cause a major diplomatic incident." He smiled beatifically at the gnome. "The choice is yours, though I really would recommend you choose to leave."

    Rage burned in the gnomes eyes as he glared at Sindara. "We'll leave, but do not think this is over, Oathbreaker. You'll have to leave this city sometime." He and the surviving warlocks departed.

    Sindara smiled wanly at her friend. "Thanks, Yad. I don't think I would have survived much longer."

    "Think nothing of it. Just doing my job." He gave her a strange look. "Hey, Sin, you have something on your forehead."

    She reached up, worried by his statement. He fears were confirmed when she felt small horns, no longer than an inch, protruding from her skull. With some concentration, she was finally able to get the horns to recede. "Thanks. Would have likely gotten some funny looks walking through town with those," she said with a halfhearted chuckle.

    It seemed that she did not share her half sister's immunity to the corrupting influence of magic. If she kept using that spell, she would one day find herself locked as a demon.

    It would only be a matter of time.
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    Development Warcraft III: Reign of Chaos

    The game was announced with a press conference inside the Henley-Suite at the European Computer Trade Show 1999 around 1:00 PM. The development started in early 1998 and the development stages were presented at ECTS 1999, 2000 and 2001, 2000, 2001 and 2002 and on a tour where Bill Roper visited computer game magazines.
    The game was announced as role-playing-strategy game (RPS) with a flexible camera movement. The first version shown at ECTS 1999 had no interface, except portraits for the heroes. In articles from that time you can find that abilities and items were used via right-click on a unit and an appearing icon collar.
    Around January 24, 2000 a video from Korea appeared on the Internet; it showed some gameplay and in the background Rob Pardo explained some things. This version already had an interface concept, but the most part of the interface were placeholders, it had map with some kind of 3D look, icons for abilities and orders and an eye-shaped display for gold.
    Around April 19. 2000 Blizzard released some new screenshots of the game, these were completely without interface. These screenshots showed many heroes and some abilities and had a fixed but zoomable camera.
    The next screenshots came around May 10. 2000. These screenshots showed the new interface of the game. It looks a little bit like the human interface of the release version, but has little cannons above the minimap and the command button space. The gold display is still eye-shaped, but the last screenshot before E³ 2000 shows a rectangle-shaped gold display. Most models, icons, textures and abilities that you can find on these screenshots never appeared in the retail version.
    Then from E³ 2000 around May 12, 2000 to ECTS 2000 the game didn't change very much. The next big changes came between ECTS 2000 and E³ 2001, when a different interface and the Nightelf race were revealed.
    The next interesting change came at ECTS 2001, when the interface became almost what it is today. The biggest changes of this version are, that lumber became a resource and heroes got an inventory, though in a video from April 2001, you could already see an item on the ground.
    After ECTS 2001 Blizzard experimented with different resources and had version of the game with gold, lumber, mana stones and upkeep or a race depending resource that represented the population, like the needed food in newer versions.
    In the middle of January 2002, Blizzard shipped out 5000 beta versions of Warcraft III to randomly selected testers in order to help improve it before being released in stores, the beta release had all the game’s units and races, however was only playable over Battle.net. Single player games and LAN play were not playable on the beta version of the game.[29].

    Other versions

    The Battle Chest box and contents
    In addition to the regular game, there also exists a limited Collector's Edition Warcraft III bundle. The collector's edition box contained a Warcraft III cinematic DVD, including behind-the-scenes features and the cinematics of all prior Warcraft games; a Collector's Edition Soundtrack; a Collector's Edition instruction manual; The Art of Warcraft book; and lithographic prints.
    Blizzard Entertainment also released the Warcraft Battle Chest, which contains Reign of Chaos bundled with The Frozen Throne in one box, along with guides from BradyGames.
    Another version, the Exclusive Gift Set, came bundled with the cinematic DVD, official BradyGames strategy guide, and Warcraft II: Battle.net Edition.
    Warcraft III is also available in the Best Sellers Series along side StarCraft, StarCraft: Brood War, Diablo, Diablo 2, and World of Warcraft. Also, a selection of games from other companies other than Blizzard have been included in the Best Sellers Series.
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    Modding Warcraft III: Reign of Chaos

    As did Warcraft II and StarCraft before it, Warcraft III ships with a "World Editor" program that allows players to create their own custom scenarios and maps. The World Editor has features such as unit editing and event triggers. Through Battle.net, players can download and play peers' custom maps. To facilitate modding, third-party developers released tools for spell editing through SLK spreadsheets, customizing skins with .BLP converters, JASS editing, and a file importer that opened up .MPQs. The World Editor was expanded and improved for The Frozen Throne expansion. Though the editor has received updates through game patches, it is not officially supported as a product.[27]
    Some custom maps have enjoyed great success, with Defense of the Ancients (DotA) being a tournament item at Blizzcon 2005 and other tournaments around the world.[citation needed]. Various new types of games have been created included Role Playing and Tower Defense maps.[28]
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    Sound Warcraft III: Reign of Chaos

    Most of the music within Warcraft III was composed by Tracy W. Bush, Derek Duke, Jason Hayes, and Glenn Stafford.[26] The Limited Edition of Reign of Chaos came with much of the orchestral music on a separate soundtrack. Each of the four playable races has different music: monastic music for the humans; ambient and Native American-sounding music for the Night Elves; warlike African-sounding music for the Orcs; and fast, haunting music for the Undead. New musical themes were added in the expansion.
    One of the signatures of Blizzard games are the unit quotes. If a single unit is clicked four or more times in a row, the unit's voice samples become increasingly comical. The unit may start getting angry at the player, or make allusions and references to other games, movies, or jokes. Movies quoted include Monty Python, Blade Runner, Star Wars Episodes IV & V: A New Hope & The Empire Strikes Back, Army Of Darkness, and Toy Story. Games like Mortal Kombat, Warhammer 40,000, Blizzard's own StarCraft, and Banjo-Kazooie are paid homage, in addition to shows such as Saturday Night Live, The Twilight Zone, and Beavis and Butthead and Austin Powers: Goldmember.
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    Synopsis Warcraft III: Reign of Chaos

    Setting

    A small Human army (red) attacking an Orcish base (blue).
    Warcraft III takes place in the fictional world of Azeroth. Several years before the events of the games, a demon army known as the Burning Legion intent on Azeroth's destruction corrupted a race called the Orcs, and sent them through a portal to attack Azeroth. After many years of fighting, the Orcs were defeated by a coalition of humans, dwarves and elves known as the Alliance; the surviving combatants were herded into internment camps, where they seemed to lose their lust for battle. With no common enemy, a period of peace followed, but the Alliance began to fracture. The events of Warcraft III occur after a timeskip from Warcraft II. This period was originally intended to have been documented in Warcraft Adventures, but that game was canceled in mid-development.[19]

    [edit] Plot

    The game's plot is told entirely through cinematics and cutscenes, with additional information found in the Warcraft III manual. The campaign itself is divided into five sections, with the first acting as a tutorial, and the others telling the story from the point of view of the humans of Lordaeron, the Undead Scourge, the Orcs, and the Night Elves.
    The game opens with the Orc leader Thrall waking from a nightmare warning him of the return of the Burning Legion.[20] After a brief encounter with a man called "the Prophet", and fearing that his dream was more of a vision than a nightmare, he leads his forces in an exodus from Lordaeron to the forgotten lands of Kalimdor.[21]
    Meanwhile, the Paladin, Arthas defends the village of Strahnbrad from demon-controlled Orcs.[22]. He enchants his warhammer via slaying Searinox, the black drake and one of King Deathwing's finest warlords. He then joins Archmage Jaina Proudmoore, who aids him in investigating a rapidly-spreading plague which kills and turns human victims into the undead. Arthas kills the plague's originator, Kel'Thuzad, and then purges the infected city of Stratholme. Jaina parts ways with him, unwilling to commit genocide, or even watch him do so. The Prophet, after previously trying to convince other human leaders to flee west, begs Jaina to go to Kalimdor as well.[23] Arthas pursues the dreadlord Mal'Ganis, who was the leader behind Kel'Thuzad, to the icy continent of Northrend, where he helps his old friend Muradin Bronzebeard find a powerful sword called Frostmourne. Meanwhile, Arthas begins to lose his sanity, burning his ships to prevent retreat even when given an order to leave. Fortunately, Arthas and Muradin find Frostmourne and soon Muradin learns that the sword is cursed;[24] Arthas disregards the warning and offers his soul to gain the sword. By doing so, Muradin was struck down by a shard of ice when Frostmourne is released, and is presumably killed. Arthas kills Mal'Ganis and abandons his men in the frozen north as his soul is stolen by the blade, which was later revealed to be forged by the Lich King. Some time later Arthas returns to Lordaeron and kills his father, King Terenas.
    Now a Death Knight, Arthas meets with the leader of the dreadlords, Tichondrius, who assigns him a series of "tests". Arthas first exhumes the remains of Kel'Thuzad, contains it in a magic urn of the ashes of his father, which was protected by Uther. Arthas killed him too, then set off to Quel'thalas, kingdom of the high elves.He then later attacks the gates and destroys their capital of Silvermoon. He kills Sylvanas Windrunner, the Ranger General of Silvermoon (only to resurrect her as a banshee), corrupts their sacred Sunwell and revives Kel'Thuzad as a Lich. The Lich informs him of the Burning Legion; a vast demonic army who are coming to consume the world. Kel'Thuzad's true master is the Lich King, who was created to aid the Legion with his Undead Scourge, but in truth he wishes for the Legion to be destroyed. Arthas and Kel'Thuzad open a dimensional portal and summon the demon Archimonde and the Burning Legion, who begins his purging of Lordaeron with the destruction of Dalaran. Arthas and Kel'Thuzad were cast aside by Archimonde, and Kel'Thuzad reveals to Arthas the Lich King has already foreseen it and is planning to overthrow the Burning Legion.
    Thrall arrives on Kalimdor, meeting Cairne Bloodhoof and the tauren, and clashes with a human expedition on the way to find an Oracle. Meanwhile, the Warsong clan are left behind in Ashenvale to build a permanent settlement, but anger the Night Elves and their demigod Cenarius by cutting down the forests for resources. To defeat them, the Warsong leader Grom Hellscream drinks from a corrupted fountain of health contaminated with the blood of the Legion's pit lord commander Mannoroth, successfully killing Cenarius, but binding his clan to the Legion's control. Thrall manages to reach the Oracle, in fact the Prophet, who tells him of Grom's doings. Following the Prophet's directions, Thrall and Jaina join forces to purge both Grom and the world of demonic influence. They succeed in capturing Grom and healing him of Mannoroth's corruption. Thrall and Grom begin to hunt Mannoroth and Grom kills him, dying in the process, but in doing so freeing the orcs from the demonic control of Mannoroth at last.
    Tyrande Whisperwind, leader of the Night Elves, is outraged to find the humans and orcs violating the forests, so she initially vows to destroy them. However, she soon finds out that the Burning Legion has arrived on Kalimdor. In order to oppose the Burning Legion, Tyrande reawakens the sleeping Elf Druids, starting with her lover, Malfurion Stormrage, and frees his brother Illidan Stormrage from prison. Illidan meets Arthas, who tells him about the powerful "Skull of Gul'dan". Consuming the Skull and becoming a demon-elf hybrid, Illidan uses its power to kill Tichondrius. he is however banished from the forest by his brother as he is now part demon. Meanwhile, the Prophet summons Thrall, Jaina, Tyrande and Malfurion, and reveals that he used to be Medivh, the Last Guardian and the betrayer from Warcraft: Orcs & Humans. The humans, Orcs, and Night Elves form a reluctant alliance to spring a trap on the Burning Legion, and delayed him long enough for many ancestral spirits to destroy Archimonde at Mount Hyjal. Peace once again comes to Kalimdor as the Burning Legion's forces wither away in defeat.[25]
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    Warcraft III: Reign of Chaos

    Warcraft III: Reign of Chaos (War3 or WC3 or RoC) is a real-time strategy computer game released by Blizzard Entertainment on July 3, 2002 (US). It is the second sequel to Warcraft: Orcs & Humans, and it is the third game set in the Warcraft Universe. An expansion pack, The Frozen Throne, was released on July 1, 2003 (US).
    Warcraft III contains four playable races:[1] Humans and Orcs, which had previously appeared in Warcraft: Orcs & Humans and Warcraft II: Tides of Darkness, and the Night Elves and Undead, which are new to the Warcraft mythos.[2] Warcraft III's single-player campaign is laid out similarly to that of StarCraft (another Blizzard game), being told through all four of the game's races in a progressive manner. Multiplayer mode allows for play against other people, via the internet, instead of playing against computer-controlled characters as is done in the single-player custom game mode. Due to the dual storylines of the previous Warcraft games, the story can only be understood if using the proper storylines of one of the campaigns in the previous games, being the Orc Campaign on Warcraft: Orcs & Humans and the Human Campaigns on both the Warcraft II: Tides of Darkness and Warcraft II: Beyond the Dark Portal.
    The game proved to be one of the most anticipated and popular computer game releases ever, with 4.5 million units shipped to retail stores and over one million units sold within a month.[3] Warcraft III won many awards including "Game of the Year" from more than six different publications.[4]
    The events played out in Warcraft III eventually set the stage for Blizzard's first MMORPG, World of Warcraft, and its subsequent expansions.

    Gameplay

    A game of Warcraft III takes place on a map of varying size, such as large plains and fields, with terrain features like rivers, mountains, seas, or cliffs. In Campaign mode, the map is initially covered with the Black Mask, a dark layer which obscures the landscape beneath until it is explored. The Black Mask, once gone, is permanently removed.[5] Areas that have been explored but no longer are within sight range of an allied unit or building are covered with the fog of war. Though terrain remains visible, changes such as enemy troop movements and building construction are unseen.[5] During a game, players must establish settlements to gain resources, defend against other players, and train units to explore the map and attack enemies (computer controlled foes). There are three main resources that are managed in Warcraft III: gold, lumber, and food.[6] The first two are required to construct units and buildings, while food restricts the maximum number of units the player may control at one time.[7]
    The game also introduces creeps, computer controlled units that are hostile to all players.[8] Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points, gold, and special items to a player's hero.[8] Warcraft III also introduced a day/night cycle to the series.[9] Besides having advantages or disadvantages for certain races, at night most creeps fall asleep, making nighttime scouting safer; however, the line of sight for most units is also reduced. Other minor changes to the gameplay were due to the 3D terrain. For instance, units on a cliff have an attack bonus when attacking units at lower elevations.[2]
    In previous Warcraft games, there were only two playable races, Orcs and Humans, which had more similarities than differences. Barring cosmetic changes, most Orc units were identical to their Human counterparts. In Warcraft III, the Night Elves and the Undead are added as playable races.[1] Additionally, as in StarCraft, each race has a unique set of units, structures, technologies, and base-building methodology.
    In addition, Warcraft III adds powerful new units called heroes. For each enemy unit killed, a hero will gain experience points, which allow the hero to level-up to a maximum level of 10. Progressing up a level increases the heroes attributes and also allows the hero to gain new spell options (bringing RPG elements to the series).[10] Certain hero abilities can apply beneficial auras to allied units. All heroes can equip items to increase skills, defense, and other abilities. At level six, the hero can obtain an "ultimate" skill that is more powerful than the three other spells that the hero possesses. Heroes can also utilize the various natural resources found throughout the map, such as controllable non-player characters, and markets in which the hero can purchase usable items.[11] Often, the playing style of ones hero units (it is bound up to three at one time) decides who wins or loses the match/battle.]

    Campaign

    Warcraft III's campaign mode is broken up into four campaigns, each featuring a different race which the player controls. Each campaign is itself divided into chapters, which are like missions. Unlike previous Blizzard titles, such as Warcraft II or StarCraft, players are not directed to mission briefings in which plot exposition occurs and objectives are announced; rather, Warcraft III uses a system of "seamless quests."[12] Some plot development happens in an occasional cinematic, but most occurs in-game with cutscenes. Objectives, known as quests, are revealed to the player during the progress of the map. Main quests are those that the player must complete to proceed to the next chapter, but there are also optional quests which are not initially revealed, but can be discovered and completed alongside the main objectives.
    Through each race's campaign, the player retains control of one or more heroes, which slowly grow in experience as the levels progress. This experience is carried over to subsequent missions, allowing the hero to grow throughout the course of the campaign.
    While different in terms of storyline and precise gameplay, all of the different races' campaigns are structured similarly. Each begins with a level involving simple mechanics to introduce the player to the race and the basic elements of their hero and units. After one or two such levels the player's first "building mission" occurs, requiring them to build and maintain a base while competing with one or more enemy forces. The only campaign that breaks this pattern is the Night Elf campaign, whose first mission involves building a limited base. The last level of each race's campaign is an "epic battle" which means that the player has to strike down a large number of enemy foes and finally destroy their main base. For that, the player has to use the knowledge he acquired during the latest quests and also has to invent some war-strategies.

    Multiplayer

    While campaign games can have many different objectives, the sole objective in melee games is to destroy all the opposition buildings. In default melee matches, players can pick their own heroes, and losing one will not end the game. To make the game proceed more quickly, by default the map is covered in fog of war instead of the Black Mask.[2] Warcraft III, like Blizzard's previous title StarCraft, allows for single and multiplayer replays to be recorded and viewed, allowing a game to be played at slower and faster speeds and viewed from the perspective of all players.[13] Like all previous Blizzard titles since Diablo, Warcraft III uses the Battle.net multiplayer network. Players can create free accounts in regional "gateways," which helps reduce lag; these are Azeroth (U.S. East), Lordaeron (U.S. West), Northrend (Europe), and Kalimdor (Asia).[14] Unlike previous Battle.net-enabled games, Warcraft III introduced anonymous matchmaking, automatically pairing players for games based on their skill level and game type preferences, preventing players from cheating and inflating their records artificially.[15] If players want to play with a friend in ranked matches, Warcraft III offers "Arranged Team Games", where a team joins a lobby and Battle.net will search for another team; as with anonymous matchmaking, the enemy team is not known beforehand.[15] Players can also host custom games, using maps either created in the Warcraft III World Editor, or the default multiplayer scenarios. The game also offers Friends Lists and Channels for chatting, where players can create custom channels or join Blizzard-approved ones.[16] Warcraft III also allows players to band together to form "clans", which can participate in tournaments or offer a recreational aspect to Warcraft III. Global scores and standings in matchmaking games are kept on a "ladder".[17] These rankings can be checked online without the need of the game.
    Due to the latest patch, version 1.24, many third-party programs have been rendered unusable. Several third-party programs that reveal the entire map, commonly known as maphacks, have been released for the update. It also disabled collided maps, which would make modified custom maps appear to be the same as the original. Another effect of the patch, which is not included in the release notes, is that custom maps with large filenames will not appear in the game. The limit is believed to be 20 characters, but this has not yet been tested.[18]
    This patch also rendered many custom maps unplayable due to custom map scripts. Even some versions of the famous Defense of the Ancients were no longer functioning.
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