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		<title><![CDATA[Conquest of the Horde - Class-related]]></title>
		<link>https://www.conquestofthehorde.com/</link>
		<description><![CDATA[Conquest of the Horde - https://www.conquestofthehorde.com]]></description>
		<pubDate>Tue, 28 Apr 2026 08:26:18 +0000</pubDate>
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			<title><![CDATA[Variant Classes - Official Guide]]></title>
			<link>https://www.conquestofthehorde.com/thread-32467.html</link>
			<pubDate>Sat, 06 Oct 2012 20:30:21 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=333">BountyHunter</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-32467.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size">Variant Classes</span><br />
<br />
<span style="font-size: large;" class="mycode_size">What is a Variant Class?</span></div>
<br />
A Variant Class is just that, a variant of another existing class within WoW. These allow for freedom when creating your own character to mould them as you wish in order to give them a much more personal feel, playing them as you imagine they would be played. All Variant Classes must have roots within lore and have to abide by the rules of CotH. This cannot be used to multiclass.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size">What can and cannot be done?</span></div>
<ul class="mycode_list"><li>Variant Classes are based around the idea that there are different manners to go about doing what a certain base class can do.<ul class="mycode_list"><li>These different manners must be rooted within lore and have evidence to make something possible. Evidence does not include RPG classes as they are non-canon.<br />
</li>
<li>Some classes which are found in WoW do not have any roots in base classes like, for an example, Necromancer and are allowed to be played.<br />
</li>
<li>Each Variant Class must be based around the abilities of a single base class and cannot 'mix-and-match' from a selection of them.</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Example: </span>As a Hunter, they have many skills at hand which are vague in how they are explained such as <a href="http://www.wowpedia.org/Arcane_Shot" target="_blank" rel="noopener" class="mycode_url">Arcane Shot</a>, <a href="http://www.wowpedia.org/Concussive_Shot" target="_blank" rel="noopener" class="mycode_url">Concussive Shot</a> and <a href="http://www.wowpedia.org/Serpent_Sting" target="_blank" rel="noopener" class="mycode_url">Serpent Sting</a>. These abilities can be explained in many different ways through technology and through magic. Because of this, a Hunter can be played as a many different variants such as a technologically savvy gunman, an archer with rudimentary skill in using the arcane or as a sneaky poacher with a knack for herbs (and spices).</li>
</ul>
<br />
<ul class="mycode_list"><li>Mutations are disallowed.<ul class="mycode_list"><li>Some minor mutations are fine (Eg, sickly skin, a fel glint in ones eyes, slightly darker/lighter hue of skin color, etc)<br />
</li>
<li>Mutations which change a defining quality about a race are not allowed. This includes the Kaldorei's silver/amber eyes and the Blood Elf's fel green eyes.<br />
</li>
<li>As a result of becoming a certain class, it is highly unlikely that someone will spontaneously grow larger or shorter.</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Example:</span> A Warlock who abuses his affinity with Fel might possibly grow a few minor mutations as a result of the large intake of the devious energy. These might include things like darkening blood vessels, a pale, sickly look about their skin or even a bit of a green coloring to their eyes.</li>
</ul>
<br />
<ul class="mycode_list"><li>RPG material should be used as inspiration, not as a source for lore.<ul class="mycode_list"><li>Abilities of a certain class may conflict with the canon lore in which case the canon lore from WoW should be followed.</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Example:</span> In the case of a Blademaster, in WC3 and in WoW, they follow a set of skills which are based around their physical skill with a sword and how they are trained in using it. Some sources dictate that they are capable of using the Elemental Spirits to perform some skills but this is not the case. However, with the variant system, it is very possible to play a Shaman skilled in enhancement which, while losing the physical prowess that someone who plays a Blademaster might have, you could use these Elemental Spirit-enhanced abilities.</li>
</ul>
<br />
<ul class="mycode_list"><li>No Variant Classes may be stronger than another class.<ul class="mycode_list"><li>While the class may be more specialised and skill in one area, when you place them in a fight they are considered to be equal.<br />
</li>
<li>Anything that might sway from this is to be considered on a case-by-case basis with the person you choose to battle with.</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Example:</span> While you might play a large Warrior who is strong, wields a huge weapon and wears the toughest armor, you are very likely to still have to play it as equal to fighting a Mage of equal skill in his area of expertise.</li>
</ul>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size">FAQ</span></div>
<br />
Q: There's an RPG class I would like to play but there is no evidence for it existing outside of the RPG? What do?<br />
<br />
A: If this is the case then it is something that can be brought up in the Private Discussion board. It is likely that there is some way that you can shift things around a bit to make it plausible to play upon the server or it doesn't have much of a problem in the first place. There is never any harm in asking!]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size">Variant Classes</span><br />
<br />
<span style="font-size: large;" class="mycode_size">What is a Variant Class?</span></div>
<br />
A Variant Class is just that, a variant of another existing class within WoW. These allow for freedom when creating your own character to mould them as you wish in order to give them a much more personal feel, playing them as you imagine they would be played. All Variant Classes must have roots within lore and have to abide by the rules of CotH. This cannot be used to multiclass.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size">What can and cannot be done?</span></div>
<ul class="mycode_list"><li>Variant Classes are based around the idea that there are different manners to go about doing what a certain base class can do.<ul class="mycode_list"><li>These different manners must be rooted within lore and have evidence to make something possible. Evidence does not include RPG classes as they are non-canon.<br />
</li>
<li>Some classes which are found in WoW do not have any roots in base classes like, for an example, Necromancer and are allowed to be played.<br />
</li>
<li>Each Variant Class must be based around the abilities of a single base class and cannot 'mix-and-match' from a selection of them.</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Example: </span>As a Hunter, they have many skills at hand which are vague in how they are explained such as <a href="http://www.wowpedia.org/Arcane_Shot" target="_blank" rel="noopener" class="mycode_url">Arcane Shot</a>, <a href="http://www.wowpedia.org/Concussive_Shot" target="_blank" rel="noopener" class="mycode_url">Concussive Shot</a> and <a href="http://www.wowpedia.org/Serpent_Sting" target="_blank" rel="noopener" class="mycode_url">Serpent Sting</a>. These abilities can be explained in many different ways through technology and through magic. Because of this, a Hunter can be played as a many different variants such as a technologically savvy gunman, an archer with rudimentary skill in using the arcane or as a sneaky poacher with a knack for herbs (and spices).</li>
</ul>
<br />
<ul class="mycode_list"><li>Mutations are disallowed.<ul class="mycode_list"><li>Some minor mutations are fine (Eg, sickly skin, a fel glint in ones eyes, slightly darker/lighter hue of skin color, etc)<br />
</li>
<li>Mutations which change a defining quality about a race are not allowed. This includes the Kaldorei's silver/amber eyes and the Blood Elf's fel green eyes.<br />
</li>
<li>As a result of becoming a certain class, it is highly unlikely that someone will spontaneously grow larger or shorter.</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Example:</span> A Warlock who abuses his affinity with Fel might possibly grow a few minor mutations as a result of the large intake of the devious energy. These might include things like darkening blood vessels, a pale, sickly look about their skin or even a bit of a green coloring to their eyes.</li>
</ul>
<br />
<ul class="mycode_list"><li>RPG material should be used as inspiration, not as a source for lore.<ul class="mycode_list"><li>Abilities of a certain class may conflict with the canon lore in which case the canon lore from WoW should be followed.</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Example:</span> In the case of a Blademaster, in WC3 and in WoW, they follow a set of skills which are based around their physical skill with a sword and how they are trained in using it. Some sources dictate that they are capable of using the Elemental Spirits to perform some skills but this is not the case. However, with the variant system, it is very possible to play a Shaman skilled in enhancement which, while losing the physical prowess that someone who plays a Blademaster might have, you could use these Elemental Spirit-enhanced abilities.</li>
</ul>
<br />
<ul class="mycode_list"><li>No Variant Classes may be stronger than another class.<ul class="mycode_list"><li>While the class may be more specialised and skill in one area, when you place them in a fight they are considered to be equal.<br />
</li>
<li>Anything that might sway from this is to be considered on a case-by-case basis with the person you choose to battle with.</li>
</ul>
</li>
</ul>
<ul class="mycode_list"><li><span style="font-style: italic;" class="mycode_i">Example:</span> While you might play a large Warrior who is strong, wields a huge weapon and wears the toughest armor, you are very likely to still have to play it as equal to fighting a Mage of equal skill in his area of expertise.</li>
</ul>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size">FAQ</span></div>
<br />
Q: There's an RPG class I would like to play but there is no evidence for it existing outside of the RPG? What do?<br />
<br />
A: If this is the case then it is something that can be brought up in the Private Discussion board. It is likely that there is some way that you can shift things around a bit to make it plausible to play upon the server or it doesn't have much of a problem in the first place. There is never any harm in asking!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A Humble Guide to Druids]]></title>
			<link>https://www.conquestofthehorde.com/thread-28969.html</link>
			<pubDate>Mon, 27 Feb 2012 00:46:35 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=4106">Delta</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-28969.html</guid>
			<description><![CDATA[<span style="color: #696969;" class="mycode_color">This is a work in progress, and criticism is encouraged.</span><div style="text-align: center;" class="mycode_align"><div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/C3lVqqdtijM" frameborder="0" allowfullscreen="true"></iframe></div></div></div>
<img src="http://images.wikia.com/wowwiki/images/5/55/Druid_crest.png" loading="lazy"  alt="[Image: Druid_crest.png]" class="mycode_img" /><br />
==<span style="font-weight: bold;" class="mycode_b">Contents</span>==<br />
<span style="text-decoration: underline;" class="mycode_u">What is a Druid, and what do they do?</span><br />
<span style="color: #A9A9A9;" class="mycode_color">What do Druids Believe in?<br />
What types of Druid are there?</span><br />
<span style="color: #696969;" class="mycode_color">Druids of the Claw<br />
Druids of the Talon<br />
Druids of the Grove<br />
Druids of the Antler<br />
Druids of the Pack/Scythe<br />
Druids of the Fang<br />
Druids of the Nightmare<br />
Druids of the Tide / Aquatic Druid<br />
Druids of the Wild<br />
Savagekin</span><br />
<span style="color: #A9A9A9;" class="mycode_color">How does one become a Druid?</span><br />
<span style="text-decoration: underline;" class="mycode_u">The Emerald Dream?</span><br />
<span style="text-decoration: underline;" class="mycode_u">Which figures are important to Druids?</span><br />
<span style="color: #A9A9A9;" class="mycode_color">Gods, Demigods, and Ancient Guardians<br />
Mortals</span><br />
<span style="text-decoration: underline;" class="mycode_u">What is the history behind the Druid class?</span><br />
<span style="text-decoration: underline;" class="mycode_u">Fine Details: Pointless Answers to Pointless Questions</span><br />
<span style="color: #A9A9A9;" class="mycode_color">Shapeshifting</span><br />
<span style="color: #696969;" class="mycode_color">The act thereof<br />
Transformed appearance<br />
Can one talk in-form?</span><br />
</div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">What is a <span style="color: #FF7D0A;" class="mycode_color">Druid</span>, and what do they do?</span></span></span></div>
<br />
You could call Druids the lesser custodians of Nature.<br />
<br />
<blockquote class="mycode_quote"><cite>World of Warcraft Roleplaying Game Wrote:</cite>Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature.</blockquote><br />
Considered loners, that is not often the case. Druids group together, and most align themselves with the Cenarion Circle. The Cenarion Circle answers to none but itself, and the highest rank one can reach within is Archdruid.<br />
<br />
They will put the welfare of the land, the wood, and nature over that of people and civilised society. The natural order of things and the balance of the world will typically win out over personal perils when a Druid is to make such a decision. Sometimes, most notably in the case of Malfurion and Tyrande, nature considers it more prudent in the long run that a selfish wish is granted, and grant the Druid the power to save someone close to them.<br />
<br />
Druids disdain the unnatural: This includes and isn't limited to Undead, Abominations, Demons, machinery and anything you might describe as a man-made life-form. This also extends to anyone who would bring such things into Azeroth (Necromancers, Warlocks, etc.), thereby artificially upsetting the natural order.<br />
<br />
Not all Druids are opposed to technology, but some can be. Animals survive by adapting, but advances in technology only force nature to adapt to the encroachment of sentient creatures. Poaching is another matter where opinions differ, and <a href="http://www.wowpedia.org/Druids_for_the_Ethical_and_Humane_Treatment_of_Animals" target="_blank" rel="noopener" class="mycode_url">that organisation that's one letter off my username</a> shows an extreme view on it.<br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">What do <span style="color: #FF7D0A;" class="mycode_color">Druids </span>believe in?</span></span></span><br />
<br />
Natural balance is the fundament of their philosophy. Too much of anything is a bad thing, as is too little.<br />
<br />
Their powers come from belief, like the Light and Shamanism. The spirits of the wild answer their call if nature feels they're acting justly and according to its way. Like all spirits, unfortunately, nature is a fickle and difficult-to-understand beast, and it comes in many flavours...<br />
<br />
Even <a href="http://www.wowpedia.org/Druid_of_the_Flame" target="_blank" rel="noopener" class="mycode_url">Elemental Deities</a> may be worshipped, apparently.<br />
<span style="color: #696969;" class="mycode_color">(There's nothing invalid about this, from a natural perspective: <a href="http://en.wikipedia.org/wiki/Fire_ecology" target="_blank" rel="noopener" class="mycode_url">Fire ecology</a>. The thing they forgot to toss into the pot was 'balance', 'cause too much destruction isn't good, either.)</span><br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">What types of <span style="color: #FF7D0A;" class="mycode_color">Druid </span>are there?</span></span></span><br />
<br />
There are some good Totemic Druid guides out there<span style="font-size: 1pt;" class="mycode_size">[<a href="http://www.conquestofthehorde.com/Thread-Heroforgotten-s-Guide-to-Totemic-Druids" target="_blank" rel="noopener" class="mycode_url">1</a>]</span><span style="font-size: 1pt;" class="mycode_size">[<a href="http://www.conquestofthehorde.com/Thread-Totemic-Druids-and-You" target="_blank" rel="noopener" class="mycode_url">2</a>]</span>, do read those.<br />
<br />
Mechanically, Druids have the full range of abilities. There's nothing stopping your Druid from knowing everything in his spellbook, just like a Mage might know Arcane, Fire, <span style="font-weight: bold;" class="mycode_b">and</span> Frost. It's considered polite and fair to avoid declaring one's character adept in all things, though.<br />
<br />
Alternatively, they could be a specialist in one field, a <span style="font-weight: bold;" class="mycode_b">totemic </span>Druid. There's a lot of paths open for a Druid to walk, each unique. You're not limited to the three talent trees; Druids have seven forms and a variety of powerful spells.<br />
<br />
A totem need not be a physical implement <span style="color: #696969;" class="mycode_color">(it refers more to the specialisation and favoured shape of the Druid)</span>, but many totemics carry a symbol of their totem through which they focus their powers. That symbol could take any form; a charm, a staff, even a place, though the latter is inconvenient for combat purposes.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Claw</span></span></span><br />
<br />
<a href="http://www.wowpedia.org/Quest:Great_Bear_Spirit_%28Alliance%29#Dialogue" target="_blank" rel="noopener" class="mycode_url">This</a> is a great read for anyone looking to roll a Druid of the Claw. Supposedly, there was once a similar quest available for <a href="http://www.wowpedia.org/Great_Cat_Spirit" target="_blank" rel="noopener" class="mycode_url">cat form</a>, but it was removed quite a long time ago.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Talon</span></span></span><br />
<br />
Not many Druids of the Talon are trained, ever since the group were integrated into the Cenarion Circle[<span style="font-size: 1pt;" class="mycode_size"><a href="http://www.wowpedia.org/Quest:Morthis_Whisperwing" target="_blank" rel="noopener" class="mycode_url">1</a></span>]. They take the form of the noble Stormcrow.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Grove</span></span></span><br />
<br />
Restoration-focused Druids who adopt the Tree of Life form.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Antler</span></span></span><br />
<br />
Seldom spoken of, and presumably seldom seen, these secretive Druids take Malorne's form.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Pack/Scythe</span></span></span><br />
<br />
These Druids took Goldrinn's form, but their <a href="http://i39.tinypic.com/11hbbpu.png" target="_blank" rel="noopener" class="mycode_url">feral natures</a> got the best of them. Most have been banished into a pocket of the Emerald Dream. It's revealed that the Scythe of Elune is what caused them to transform into Worgen.<br />
<br />
<span style="color: #696969;" class="mycode_color">(If you want to learn more about the War of the Satyr, the Worgen, and the Druids of the Scythe, pick up all five issues of the Curse of the Worgen comic! It's a decent read. From what it touches on, it seems like it might be possible to play a <span style="font-style: italic;" class="mycode_i">former</span> Druid of the Scythe, come Cataclysm.)</span><br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Fang</span></span></span><br />
<br />
I've never gone through the questline for these fellas, but the <a href="http://www.wowpedia.org/Druids_of_the_Fang" target="_blank" rel="noopener" class="mycode_url">wiki</a> has an interesting read on 'em. Took the form of the serpent, and most of them are suffering corruption.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Nightmare</span></span></span><br />
<br />
Considered a variant class, these are corrupted Druids who channel the Nightmare.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Tide / Aquatic <span style="color: #FF7D0A;" class="mycode_color">Druid</span></span></span></span><br />
<br />
Taking a bit of artistic license with the title, these types of Druid aren't officially recognised, but would probably spend most their time in the water.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Wild</span></span></span><br />
<br />
Blizzard's in-game interpretation of the class are Druids of the Wild. The explanation given is that the Cenarion Circle decided that it would be better if all Druids had a hodgepodge of skills, ergo, the disciplines were merged into one cure-all class.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Savagekin</span></span></span><br />
<br />
<a href="http://i43.tinypic.com/osr72q.png" target="_blank" rel="noopener" class="mycode_url">A dangerous path to walk</a>, the Savagekin spend most of their time in form. They battle for the sanity that their animal skins whittle away gradually.<br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">How does one become a <span style="color: #FF7D0A;" class="mycode_color">Druid</span>?</span></span></span><br />
<br />
The process is a mixture of theory and practice. A mentor, generally titled <span style="font-style: italic;" class="mycode_i">Shan'do</span> in Night Elven culture, will teach a willing student the basic principles and concepts. They will be tutored in all things to do with the natural order, and tested to ensure that they are fit and able to uphold the balance of things. These tests can be dangerous, and not everyone survives them.<br />
<br />
When a student is ready, they will be guided into the Emerald Dream, where their understanding of nature and their bond with it will grow exponentially. That is to say the longer a Druid spends in the Dream, the more powerful they will become. This doesn't seem to apply for Tauren, who commune heavily with ancestral animal spirits and form close relationships with beasts in the process of learning Druidism.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">The Emerald Dream?</span></span></span></div>
<br />
<blockquote class="mycode_quote"><cite>WoWWiki Wrote:</cite>As part of an ancient pact made between Ysera and Malfurion Stormrage, the druids are required to spend long periods of time sleeping in the Emerald Dream in exchange for their powers over the forces of nature, presumably so that they will better appreciate that which they have pledged themselves to preserve. Recently, strange events have been transpiring within the Emerald Dream and it appears that Malfurion himself may be trapped within its confines (see Emerald Nightmare).</blockquote><br />
<a href="http://www.wowpedia.org/Emerald_dream" target="_blank" rel="noopener" class="mycode_url">The Emerald Dream</a> is the domain of the Green Dragonflight, and is currently being besieged by a mysterious force known as the Nightmare. The short story is that <a href="http://www.wowpedia.org/Xavius" target="_blank" rel="noopener" class="mycode_url">Xavius</a> is responsible for it, and much of it will have been tackled in the events of Cataclysm. Not all, however.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Which figures are important to <span style="color: #FF7D0A;" class="mycode_color">Druids</span>?</span></span></span></div>
<br />
<a href="http://www.wowpedia.org/Ysera" target="_blank" rel="noopener" class="mycode_url">Ysera</a> the Dreamer. She granted the Druids access to the Emerald Dream, her ethereal domain, and mentored the Demigod Cenarius.<br />
<br />
<span style="color: #696969;" class="mycode_color">She, Alexstrasza, and Nozdormu also blessed Nordrassil together at the end of the War of the Ancients. Her gift was the Emerald Dream, Alex's immunity from disease and sickness, and Nozdormu granted the Night Elves immortality. Coincidentally, the Night Elves do not regain their immortality in Cataclysm - Nozdormu does not bless Teldrassil.</span><br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Gods, Demigods, and Ancient Guardians</span></span></span><br />
<br />
<a href="http://www.wowpedia.org/Elune" target="_blank" rel="noopener" class="mycode_url">Elune </a>is the Goddess of the moon, a revered Goddess in Night Elven culture. Though her powers are more commonly associated with the Light and Priests, she holds a deep significance for the Druids, too. She is the purported mother of Cenarius. In Tauren mythology, she is known as Mu'sha, the left eye of the Earthmother.<br />
<br />
<a href="http://www.wowpedia.org/Malorne" target="_blank" rel="noopener" class="mycode_url">Malorne</a> would be the Druid of the Antlers' patron deity. Allegedly the lover of Elune, he is also Cenarius's father. <a href="http://images.wikia.com/wowwiki/images/5/52/MalorneCataclysmModel.jpg" target="_blank" rel="noopener" class="mycode_url">Look at this</a>.<br />
<br />
<a href="http://www.wowpedia.org/Cenarius" target="_blank" rel="noopener" class="mycode_url">Cenarius</a> is the alleged son of Elune and Malorne, patron of all Druids irrespective of race. He is the Lord of the Forest.<br />
<br />
<a href="http://www.wowpedia.org/Ursoc_and_Ursol" target="_blank" rel="noopener" class="mycode_url">Ursol &amp; Ursoc</a> are the twin bear demigods, who fought and fell in the War of the Ancients. Like most Eternals, they continue to remain conduits to divine power.<br />
<br />
<a href="http://www.wowpedia.org/Aviana" target="_blank" rel="noopener" class="mycode_url">Aviana</a> was once a crow tasked with carrying Elune's messages to Malorne. A Druid of the Talon may revere her.<br />
<br />
<a href="http://www.wowpedia.org/Tortolla" target="_blank" rel="noopener" class="mycode_url">Tortolla</a> is a turtle deity! I bet you didn't know turtles had a God. I sure didn't. Aquatic Druids would revere this entity.<br />
<br />
<a href="http://www.wowpedia.org/Aessina" target="_blank" rel="noopener" class="mycode_url">Aessina</a> is the soul of the forest, one of the greater wilderness spirits. Most Night Elves revere her on a general basis, and she could be considered the matron of the Druids of the Grove.<br />
<br />
<a href="http://www.wowpedia.org/Omen" target="_blank" rel="noopener" class="mycode_url">Omen</a> used to be a beast, though he is now corrupted. Frankly, I'm not sure which type of Druid would revere a Nian.<br />
<br />
<a href="http://www.wowpedia.org/Goldrinn" target="_blank" rel="noopener" class="mycode_url">Goldrinn</a>, of course, is the patron deity of the Druids of the pack. Unwilling to curb his feral nature, he disappointed Elune.<br />
<br />
<a href="http://www.wowpedia.org/Agamaggan" target="_blank" rel="noopener" class="mycode_url">Agamaggan</a> is a great boar deity. What to say about this guy... He's a badass. Boars are tough cookies. The Quilboar consider him their patron.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Mortals</span></span></span><br />
<br />
<a href="http://www.wowpedia.org/Malfurion_Stormrage" target="_blank" rel="noopener" class="mycode_url">Malfurion Stormrage</a> was the first mortal Druid on Azeroth, is the leader of all Druids, and slated as being one of the most powerful Druids alive. He is Illidan's brother and since he and Tyrande finally got hitched, her husband. They even wrote a book about him. You might say he's a bit significant.<br />
<br />
<a href="http://www.wowpedia.org/Broll_Bearmantle" target="_blank" rel="noopener" class="mycode_url">Broll Bearmantle</a> happens to be my favourite lore Druid, but that's irrelevant. As of Fandral Staghelm's betrayal, he became the leader of the Cenarion Circle, and as with most Night Elves destined for greatness, he was <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TheChosenOne" target="_blank" rel="noopener" class="mycode_url">born with antlers</a>. He's one of the protagonists in the Warcraft Comic series.<br />
<br />
<a href="http://www.wowpedia.org/Fandral_Staghelm" target="_blank" rel="noopener" class="mycode_url">Fandral Staghelm</a> is one of the <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/KickTheDog" target="_blank" rel="noopener" class="mycode_url">least likeable characters</a> you could imagine. He and Tyrande have been fighting for leadership over the Night Elves like cats and dogs, and then he turned traitor and <a href="http://www.wowpedia.org/Fandral_Staghelm#Cataclysm" target="_blank" rel="noopener" class="mycode_url">did what he did</a>. He did some good work in the War of the Shifting Sands, and regrettably lost a son in the same war, but it doesn't seem to justify the havoc he wreaks in Cataclysm. He was the steward Archdruid in Malfurion's absence.<br />
<br />
<a href="http://www.wowpedia.org/Hamuul_Runetotem" target="_blank" rel="noopener" class="mycode_url">Hamuul Runetotem</a> is the highest ranking Tauren in the Cenarion Circle, an Archdruid. <br />
<br />
<a href="http://www.wowpedia.org/Xarantaur" target="_blank" rel="noopener" class="mycode_url">Xarantaur</a> is a speculated Bronze Dragonsworn, and over ten thousand years old in age. He is evidence of the time that Taurens have existed on Kalimdor.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">What is the history behind the <span style="color: #FF7D0A;" class="mycode_color">Druid </span>class?</span></span></span></div>
<ul class="mycode_list"><li>Aeons ago, when Cenarius was born into the world, Ysera taught him the secrets of the natural world and the Emerald Dream.<br />
</li>
<li>He found a pupil in Malfurion, ten thousand years ago.<br />
</li>
<li>After the events of the War of the Ancients, Malfurion formed the Cenarion Circle from the remnants of the Moon Guard, the first Druidic organisation. The Druids slept in the Emerald Dream. <a href="http://www.wowpedia.org/Forestlord_and_the_First_Druids" target="_blank" rel="noopener" class="mycode_url">It may be that the Tauren were taught Druidism around this time, too</a>.<br />
</li>
<li>The Druids awoke to assist in the War of the Satyr. The Druids of the Pack became uncontrollable, and were sequestered away in the Emerald Dream by Malfurion.<br />
</li>
<li>The Druids awoke to the threat of the Burning Legion, millennia later.<br />
</li>
<li>Archimonde is defeated, the Druids remain awake.<br />
</li>
<li>Tauren join the Cenarion Circle, and gender roles in Night Elf society are relaxed to permit women to join the Circle.<br />
</li>
<li><span style="color: #696969;" class="mycode_color"><img src="http://images2.wikia.nocookie.net/__cb20110224050013/wowwiki/images/7/74/Cataclysm-Logo-Small.png" loading="lazy"  alt="[Image: Cataclysm-Logo-Small.png]" class="mycode_img" /> Worgen and Troll Druids emerge.</span></li>
</ul>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Fine Details: Pointless Answers to Pointless Questions</span></span></span></div>
<br />
There are a lot of differing opinions when it comes to these things. I'd encourage you to go with what you feel is best, and what works for the people you roleplay with.<br />
<br />
It is mostly flavour and probably won't largely impact on your roleplay, but perhaps it could be compared to the difference between <span style="font-style: italic;" class="mycode_i">haute cuisine</span> and <span style="font-style: italic;" class="mycode_i">that chicken you think the dog might like</span>.<br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Shapeshifting</span></span></span><br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">The act thereof</span></span></span><br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;">1:19, in 1080p<br />
<a href="http://www.youtube.com/watch?v=vlVSJ0AvZe0" target="_blank" rel="noopener" class="mycode_url">http://www.youtube.com/watch?v=vlVSJ0AvZe0</a></div></div></div>
<br />
Shapeshifting is a <a href="http://i41.tinypic.com/4jaw6f.png" target="_blank" rel="noopener" class="mycode_url">quick process</a>, but not instantaneous. There is a moment (however brief) of transition - and <a href="http://i43.tinypic.com/16kneaa.png" target="_blank" rel="noopener" class="mycode_url">a Druid is vulnerable</a> during that moment.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Transformed appearance</span></span></span><br />
<br />
When a Druid transforms, he often keeps defining features of his humanoid self. An exception to this is an Archdruid's antlers, and any clothes. A Druid in bear form is distinguishable from a normal bear because <a href="http://i44.tinypic.com/rba6iv.png" target="_blank" rel="noopener" class="mycode_url">he would still carry the features of his race</a>.<br />
<br />
It is <span style="font-style: italic;" class="mycode_i">possible</span> to tell who a transformed Druid is because of how <a href="http://i43.tinypic.com/w7o7rd.png" target="_blank" rel="noopener" class="mycode_url">the transformation process borrows from humanoid appearance</a>. I imagine this is incredibly difficult, and you would have to know the person well.<br />
<br />
Decorations (beads, braids, etc.) on a shifted Druid must have been added by another at some point - a teacher, companion or family member, most likely. They do not 'come with' the transformation.<br />
<br />
It is slightly ambiguous as to whether or not all Druids are marked with the distinctive painted markings on their shoulders (which are quite plainly solar/lunar in design, and pictured on the <a href="http://images.wikia.com/wowwiki/images/5/55/Druid_crest.png" target="_blank" rel="noopener" class="mycode_url">Druid Class logo</a>).<a href="http://i41.tinypic.com/28aowhw.png" target="_blank" rel="noopener" class="mycode_url"> Spirit animals</a> are sometimes marked with them, but even in-game forms (Cheetah, Seal, Stormcrow) are completely without adornment (even in their <a href="http://i39.tinypic.com/x2lx5c.png" target="_blank" rel="noopener" class="mycode_url">spirit forms</a>).<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Can one talk in-form?</span></span></span><br />
<br />
There's no lore explicitly stating that you can't, but that a shifted Druid is unable to do so is often a preferred way of roleplaying them. Views aren't as stringent when it comes to Druids conversing between themselves, or with other animals.<br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Comics - Canon or not? (An off-topic footnote)</span></span></span><br />
<br />
In my opinion, they're canon <span style="font-style: italic;" class="mycode_i">enough</span>. There <span style="font-weight: bold;" class="mycode_b">is</span> the fact that Cho'gall <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/UnexplainedRecovery" target="_blank" rel="noopener" class="mycode_url">survived</a> his encounter with Med'an, but <a href="http://www.wowpedia.org/Dar%27Khan_Drathir" target="_blank" rel="noopener" class="mycode_url">this wouldn't be the first 'death' Blizzard has hand waved without a word</a>. Also, it's not the first time <a href="http://www.wowpedia.org/Cho%27gall#Biography" target="_blank" rel="noopener" class="mycode_url">someone thought they had killed Cho'gall</a>. For something a bit more definite, Cho'gall's <a href="http://www.wowpedia.org/Cho%27gall#Gallery" target="_blank" rel="noopener" class="mycode_url">Old God transformations</a> can be seen in his <a href="http://www.wowhead.com/npc=43324" target="_blank" rel="noopener" class="mycode_url">Cataclysm model</a>.<br />
<br />
This is one of those times when you've just got to use what you know, and fill in the gaps.]]></description>
			<content:encoded><![CDATA[<span style="color: #696969;" class="mycode_color">This is a work in progress, and criticism is encouraged.</span><div style="text-align: center;" class="mycode_align"><div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/C3lVqqdtijM" frameborder="0" allowfullscreen="true"></iframe></div></div></div>
<img src="http://images.wikia.com/wowwiki/images/5/55/Druid_crest.png" loading="lazy"  alt="[Image: Druid_crest.png]" class="mycode_img" /><br />
==<span style="font-weight: bold;" class="mycode_b">Contents</span>==<br />
<span style="text-decoration: underline;" class="mycode_u">What is a Druid, and what do they do?</span><br />
<span style="color: #A9A9A9;" class="mycode_color">What do Druids Believe in?<br />
What types of Druid are there?</span><br />
<span style="color: #696969;" class="mycode_color">Druids of the Claw<br />
Druids of the Talon<br />
Druids of the Grove<br />
Druids of the Antler<br />
Druids of the Pack/Scythe<br />
Druids of the Fang<br />
Druids of the Nightmare<br />
Druids of the Tide / Aquatic Druid<br />
Druids of the Wild<br />
Savagekin</span><br />
<span style="color: #A9A9A9;" class="mycode_color">How does one become a Druid?</span><br />
<span style="text-decoration: underline;" class="mycode_u">The Emerald Dream?</span><br />
<span style="text-decoration: underline;" class="mycode_u">Which figures are important to Druids?</span><br />
<span style="color: #A9A9A9;" class="mycode_color">Gods, Demigods, and Ancient Guardians<br />
Mortals</span><br />
<span style="text-decoration: underline;" class="mycode_u">What is the history behind the Druid class?</span><br />
<span style="text-decoration: underline;" class="mycode_u">Fine Details: Pointless Answers to Pointless Questions</span><br />
<span style="color: #A9A9A9;" class="mycode_color">Shapeshifting</span><br />
<span style="color: #696969;" class="mycode_color">The act thereof<br />
Transformed appearance<br />
Can one talk in-form?</span><br />
</div>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">What is a <span style="color: #FF7D0A;" class="mycode_color">Druid</span>, and what do they do?</span></span></span></div>
<br />
You could call Druids the lesser custodians of Nature.<br />
<br />
<blockquote class="mycode_quote"><cite>World of Warcraft Roleplaying Game Wrote:</cite>Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature.</blockquote><br />
Considered loners, that is not often the case. Druids group together, and most align themselves with the Cenarion Circle. The Cenarion Circle answers to none but itself, and the highest rank one can reach within is Archdruid.<br />
<br />
They will put the welfare of the land, the wood, and nature over that of people and civilised society. The natural order of things and the balance of the world will typically win out over personal perils when a Druid is to make such a decision. Sometimes, most notably in the case of Malfurion and Tyrande, nature considers it more prudent in the long run that a selfish wish is granted, and grant the Druid the power to save someone close to them.<br />
<br />
Druids disdain the unnatural: This includes and isn't limited to Undead, Abominations, Demons, machinery and anything you might describe as a man-made life-form. This also extends to anyone who would bring such things into Azeroth (Necromancers, Warlocks, etc.), thereby artificially upsetting the natural order.<br />
<br />
Not all Druids are opposed to technology, but some can be. Animals survive by adapting, but advances in technology only force nature to adapt to the encroachment of sentient creatures. Poaching is another matter where opinions differ, and <a href="http://www.wowpedia.org/Druids_for_the_Ethical_and_Humane_Treatment_of_Animals" target="_blank" rel="noopener" class="mycode_url">that organisation that's one letter off my username</a> shows an extreme view on it.<br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">What do <span style="color: #FF7D0A;" class="mycode_color">Druids </span>believe in?</span></span></span><br />
<br />
Natural balance is the fundament of their philosophy. Too much of anything is a bad thing, as is too little.<br />
<br />
Their powers come from belief, like the Light and Shamanism. The spirits of the wild answer their call if nature feels they're acting justly and according to its way. Like all spirits, unfortunately, nature is a fickle and difficult-to-understand beast, and it comes in many flavours...<br />
<br />
Even <a href="http://www.wowpedia.org/Druid_of_the_Flame" target="_blank" rel="noopener" class="mycode_url">Elemental Deities</a> may be worshipped, apparently.<br />
<span style="color: #696969;" class="mycode_color">(There's nothing invalid about this, from a natural perspective: <a href="http://en.wikipedia.org/wiki/Fire_ecology" target="_blank" rel="noopener" class="mycode_url">Fire ecology</a>. The thing they forgot to toss into the pot was 'balance', 'cause too much destruction isn't good, either.)</span><br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">What types of <span style="color: #FF7D0A;" class="mycode_color">Druid </span>are there?</span></span></span><br />
<br />
There are some good Totemic Druid guides out there<span style="font-size: 1pt;" class="mycode_size">[<a href="http://www.conquestofthehorde.com/Thread-Heroforgotten-s-Guide-to-Totemic-Druids" target="_blank" rel="noopener" class="mycode_url">1</a>]</span><span style="font-size: 1pt;" class="mycode_size">[<a href="http://www.conquestofthehorde.com/Thread-Totemic-Druids-and-You" target="_blank" rel="noopener" class="mycode_url">2</a>]</span>, do read those.<br />
<br />
Mechanically, Druids have the full range of abilities. There's nothing stopping your Druid from knowing everything in his spellbook, just like a Mage might know Arcane, Fire, <span style="font-weight: bold;" class="mycode_b">and</span> Frost. It's considered polite and fair to avoid declaring one's character adept in all things, though.<br />
<br />
Alternatively, they could be a specialist in one field, a <span style="font-weight: bold;" class="mycode_b">totemic </span>Druid. There's a lot of paths open for a Druid to walk, each unique. You're not limited to the three talent trees; Druids have seven forms and a variety of powerful spells.<br />
<br />
A totem need not be a physical implement <span style="color: #696969;" class="mycode_color">(it refers more to the specialisation and favoured shape of the Druid)</span>, but many totemics carry a symbol of their totem through which they focus their powers. That symbol could take any form; a charm, a staff, even a place, though the latter is inconvenient for combat purposes.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Claw</span></span></span><br />
<br />
<a href="http://www.wowpedia.org/Quest:Great_Bear_Spirit_%28Alliance%29#Dialogue" target="_blank" rel="noopener" class="mycode_url">This</a> is a great read for anyone looking to roll a Druid of the Claw. Supposedly, there was once a similar quest available for <a href="http://www.wowpedia.org/Great_Cat_Spirit" target="_blank" rel="noopener" class="mycode_url">cat form</a>, but it was removed quite a long time ago.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Talon</span></span></span><br />
<br />
Not many Druids of the Talon are trained, ever since the group were integrated into the Cenarion Circle[<span style="font-size: 1pt;" class="mycode_size"><a href="http://www.wowpedia.org/Quest:Morthis_Whisperwing" target="_blank" rel="noopener" class="mycode_url">1</a></span>]. They take the form of the noble Stormcrow.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Grove</span></span></span><br />
<br />
Restoration-focused Druids who adopt the Tree of Life form.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Antler</span></span></span><br />
<br />
Seldom spoken of, and presumably seldom seen, these secretive Druids take Malorne's form.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Pack/Scythe</span></span></span><br />
<br />
These Druids took Goldrinn's form, but their <a href="http://i39.tinypic.com/11hbbpu.png" target="_blank" rel="noopener" class="mycode_url">feral natures</a> got the best of them. Most have been banished into a pocket of the Emerald Dream. It's revealed that the Scythe of Elune is what caused them to transform into Worgen.<br />
<br />
<span style="color: #696969;" class="mycode_color">(If you want to learn more about the War of the Satyr, the Worgen, and the Druids of the Scythe, pick up all five issues of the Curse of the Worgen comic! It's a decent read. From what it touches on, it seems like it might be possible to play a <span style="font-style: italic;" class="mycode_i">former</span> Druid of the Scythe, come Cataclysm.)</span><br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Fang</span></span></span><br />
<br />
I've never gone through the questline for these fellas, but the <a href="http://www.wowpedia.org/Druids_of_the_Fang" target="_blank" rel="noopener" class="mycode_url">wiki</a> has an interesting read on 'em. Took the form of the serpent, and most of them are suffering corruption.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Nightmare</span></span></span><br />
<br />
Considered a variant class, these are corrupted Druids who channel the Nightmare.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Tide / Aquatic <span style="color: #FF7D0A;" class="mycode_color">Druid</span></span></span></span><br />
<br />
Taking a bit of artistic license with the title, these types of Druid aren't officially recognised, but would probably spend most their time in the water.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font"><span style="color: #FF7D0A;" class="mycode_color">Druids</span> of the Wild</span></span></span><br />
<br />
Blizzard's in-game interpretation of the class are Druids of the Wild. The explanation given is that the Cenarion Circle decided that it would be better if all Druids had a hodgepodge of skills, ergo, the disciplines were merged into one cure-all class.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Savagekin</span></span></span><br />
<br />
<a href="http://i43.tinypic.com/osr72q.png" target="_blank" rel="noopener" class="mycode_url">A dangerous path to walk</a>, the Savagekin spend most of their time in form. They battle for the sanity that their animal skins whittle away gradually.<br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">How does one become a <span style="color: #FF7D0A;" class="mycode_color">Druid</span>?</span></span></span><br />
<br />
The process is a mixture of theory and practice. A mentor, generally titled <span style="font-style: italic;" class="mycode_i">Shan'do</span> in Night Elven culture, will teach a willing student the basic principles and concepts. They will be tutored in all things to do with the natural order, and tested to ensure that they are fit and able to uphold the balance of things. These tests can be dangerous, and not everyone survives them.<br />
<br />
When a student is ready, they will be guided into the Emerald Dream, where their understanding of nature and their bond with it will grow exponentially. That is to say the longer a Druid spends in the Dream, the more powerful they will become. This doesn't seem to apply for Tauren, who commune heavily with ancestral animal spirits and form close relationships with beasts in the process of learning Druidism.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">The Emerald Dream?</span></span></span></div>
<br />
<blockquote class="mycode_quote"><cite>WoWWiki Wrote:</cite>As part of an ancient pact made between Ysera and Malfurion Stormrage, the druids are required to spend long periods of time sleeping in the Emerald Dream in exchange for their powers over the forces of nature, presumably so that they will better appreciate that which they have pledged themselves to preserve. Recently, strange events have been transpiring within the Emerald Dream and it appears that Malfurion himself may be trapped within its confines (see Emerald Nightmare).</blockquote><br />
<a href="http://www.wowpedia.org/Emerald_dream" target="_blank" rel="noopener" class="mycode_url">The Emerald Dream</a> is the domain of the Green Dragonflight, and is currently being besieged by a mysterious force known as the Nightmare. The short story is that <a href="http://www.wowpedia.org/Xavius" target="_blank" rel="noopener" class="mycode_url">Xavius</a> is responsible for it, and much of it will have been tackled in the events of Cataclysm. Not all, however.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Which figures are important to <span style="color: #FF7D0A;" class="mycode_color">Druids</span>?</span></span></span></div>
<br />
<a href="http://www.wowpedia.org/Ysera" target="_blank" rel="noopener" class="mycode_url">Ysera</a> the Dreamer. She granted the Druids access to the Emerald Dream, her ethereal domain, and mentored the Demigod Cenarius.<br />
<br />
<span style="color: #696969;" class="mycode_color">She, Alexstrasza, and Nozdormu also blessed Nordrassil together at the end of the War of the Ancients. Her gift was the Emerald Dream, Alex's immunity from disease and sickness, and Nozdormu granted the Night Elves immortality. Coincidentally, the Night Elves do not regain their immortality in Cataclysm - Nozdormu does not bless Teldrassil.</span><br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Gods, Demigods, and Ancient Guardians</span></span></span><br />
<br />
<a href="http://www.wowpedia.org/Elune" target="_blank" rel="noopener" class="mycode_url">Elune </a>is the Goddess of the moon, a revered Goddess in Night Elven culture. Though her powers are more commonly associated with the Light and Priests, she holds a deep significance for the Druids, too. She is the purported mother of Cenarius. In Tauren mythology, she is known as Mu'sha, the left eye of the Earthmother.<br />
<br />
<a href="http://www.wowpedia.org/Malorne" target="_blank" rel="noopener" class="mycode_url">Malorne</a> would be the Druid of the Antlers' patron deity. Allegedly the lover of Elune, he is also Cenarius's father. <a href="http://images.wikia.com/wowwiki/images/5/52/MalorneCataclysmModel.jpg" target="_blank" rel="noopener" class="mycode_url">Look at this</a>.<br />
<br />
<a href="http://www.wowpedia.org/Cenarius" target="_blank" rel="noopener" class="mycode_url">Cenarius</a> is the alleged son of Elune and Malorne, patron of all Druids irrespective of race. He is the Lord of the Forest.<br />
<br />
<a href="http://www.wowpedia.org/Ursoc_and_Ursol" target="_blank" rel="noopener" class="mycode_url">Ursol &amp; Ursoc</a> are the twin bear demigods, who fought and fell in the War of the Ancients. Like most Eternals, they continue to remain conduits to divine power.<br />
<br />
<a href="http://www.wowpedia.org/Aviana" target="_blank" rel="noopener" class="mycode_url">Aviana</a> was once a crow tasked with carrying Elune's messages to Malorne. A Druid of the Talon may revere her.<br />
<br />
<a href="http://www.wowpedia.org/Tortolla" target="_blank" rel="noopener" class="mycode_url">Tortolla</a> is a turtle deity! I bet you didn't know turtles had a God. I sure didn't. Aquatic Druids would revere this entity.<br />
<br />
<a href="http://www.wowpedia.org/Aessina" target="_blank" rel="noopener" class="mycode_url">Aessina</a> is the soul of the forest, one of the greater wilderness spirits. Most Night Elves revere her on a general basis, and she could be considered the matron of the Druids of the Grove.<br />
<br />
<a href="http://www.wowpedia.org/Omen" target="_blank" rel="noopener" class="mycode_url">Omen</a> used to be a beast, though he is now corrupted. Frankly, I'm not sure which type of Druid would revere a Nian.<br />
<br />
<a href="http://www.wowpedia.org/Goldrinn" target="_blank" rel="noopener" class="mycode_url">Goldrinn</a>, of course, is the patron deity of the Druids of the pack. Unwilling to curb his feral nature, he disappointed Elune.<br />
<br />
<a href="http://www.wowpedia.org/Agamaggan" target="_blank" rel="noopener" class="mycode_url">Agamaggan</a> is a great boar deity. What to say about this guy... He's a badass. Boars are tough cookies. The Quilboar consider him their patron.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Mortals</span></span></span><br />
<br />
<a href="http://www.wowpedia.org/Malfurion_Stormrage" target="_blank" rel="noopener" class="mycode_url">Malfurion Stormrage</a> was the first mortal Druid on Azeroth, is the leader of all Druids, and slated as being one of the most powerful Druids alive. He is Illidan's brother and since he and Tyrande finally got hitched, her husband. They even wrote a book about him. You might say he's a bit significant.<br />
<br />
<a href="http://www.wowpedia.org/Broll_Bearmantle" target="_blank" rel="noopener" class="mycode_url">Broll Bearmantle</a> happens to be my favourite lore Druid, but that's irrelevant. As of Fandral Staghelm's betrayal, he became the leader of the Cenarion Circle, and as with most Night Elves destined for greatness, he was <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TheChosenOne" target="_blank" rel="noopener" class="mycode_url">born with antlers</a>. He's one of the protagonists in the Warcraft Comic series.<br />
<br />
<a href="http://www.wowpedia.org/Fandral_Staghelm" target="_blank" rel="noopener" class="mycode_url">Fandral Staghelm</a> is one of the <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/KickTheDog" target="_blank" rel="noopener" class="mycode_url">least likeable characters</a> you could imagine. He and Tyrande have been fighting for leadership over the Night Elves like cats and dogs, and then he turned traitor and <a href="http://www.wowpedia.org/Fandral_Staghelm#Cataclysm" target="_blank" rel="noopener" class="mycode_url">did what he did</a>. He did some good work in the War of the Shifting Sands, and regrettably lost a son in the same war, but it doesn't seem to justify the havoc he wreaks in Cataclysm. He was the steward Archdruid in Malfurion's absence.<br />
<br />
<a href="http://www.wowpedia.org/Hamuul_Runetotem" target="_blank" rel="noopener" class="mycode_url">Hamuul Runetotem</a> is the highest ranking Tauren in the Cenarion Circle, an Archdruid. <br />
<br />
<a href="http://www.wowpedia.org/Xarantaur" target="_blank" rel="noopener" class="mycode_url">Xarantaur</a> is a speculated Bronze Dragonsworn, and over ten thousand years old in age. He is evidence of the time that Taurens have existed on Kalimdor.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">What is the history behind the <span style="color: #FF7D0A;" class="mycode_color">Druid </span>class?</span></span></span></div>
<ul class="mycode_list"><li>Aeons ago, when Cenarius was born into the world, Ysera taught him the secrets of the natural world and the Emerald Dream.<br />
</li>
<li>He found a pupil in Malfurion, ten thousand years ago.<br />
</li>
<li>After the events of the War of the Ancients, Malfurion formed the Cenarion Circle from the remnants of the Moon Guard, the first Druidic organisation. The Druids slept in the Emerald Dream. <a href="http://www.wowpedia.org/Forestlord_and_the_First_Druids" target="_blank" rel="noopener" class="mycode_url">It may be that the Tauren were taught Druidism around this time, too</a>.<br />
</li>
<li>The Druids awoke to assist in the War of the Satyr. The Druids of the Pack became uncontrollable, and were sequestered away in the Emerald Dream by Malfurion.<br />
</li>
<li>The Druids awoke to the threat of the Burning Legion, millennia later.<br />
</li>
<li>Archimonde is defeated, the Druids remain awake.<br />
</li>
<li>Tauren join the Cenarion Circle, and gender roles in Night Elf society are relaxed to permit women to join the Circle.<br />
</li>
<li><span style="color: #696969;" class="mycode_color"><img src="http://images2.wikia.nocookie.net/__cb20110224050013/wowwiki/images/7/74/Cataclysm-Logo-Small.png" loading="lazy"  alt="[Image: Cataclysm-Logo-Small.png]" class="mycode_img" /> Worgen and Troll Druids emerge.</span></li>
</ul>
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: 20pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Fine Details: Pointless Answers to Pointless Questions</span></span></span></div>
<br />
There are a lot of differing opinions when it comes to these things. I'd encourage you to go with what you feel is best, and what works for the people you roleplay with.<br />
<br />
It is mostly flavour and probably won't largely impact on your roleplay, but perhaps it could be compared to the difference between <span style="font-style: italic;" class="mycode_i">haute cuisine</span> and <span style="font-style: italic;" class="mycode_i">that chicken you think the dog might like</span>.<br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Shapeshifting</span></span></span><br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">The act thereof</span></span></span><br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;">1:19, in 1080p<br />
<a href="http://www.youtube.com/watch?v=vlVSJ0AvZe0" target="_blank" rel="noopener" class="mycode_url">http://www.youtube.com/watch?v=vlVSJ0AvZe0</a></div></div></div>
<br />
Shapeshifting is a <a href="http://i41.tinypic.com/4jaw6f.png" target="_blank" rel="noopener" class="mycode_url">quick process</a>, but not instantaneous. There is a moment (however brief) of transition - and <a href="http://i43.tinypic.com/16kneaa.png" target="_blank" rel="noopener" class="mycode_url">a Druid is vulnerable</a> during that moment.<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Transformed appearance</span></span></span><br />
<br />
When a Druid transforms, he often keeps defining features of his humanoid self. An exception to this is an Archdruid's antlers, and any clothes. A Druid in bear form is distinguishable from a normal bear because <a href="http://i44.tinypic.com/rba6iv.png" target="_blank" rel="noopener" class="mycode_url">he would still carry the features of his race</a>.<br />
<br />
It is <span style="font-style: italic;" class="mycode_i">possible</span> to tell who a transformed Druid is because of how <a href="http://i43.tinypic.com/w7o7rd.png" target="_blank" rel="noopener" class="mycode_url">the transformation process borrows from humanoid appearance</a>. I imagine this is incredibly difficult, and you would have to know the person well.<br />
<br />
Decorations (beads, braids, etc.) on a shifted Druid must have been added by another at some point - a teacher, companion or family member, most likely. They do not 'come with' the transformation.<br />
<br />
It is slightly ambiguous as to whether or not all Druids are marked with the distinctive painted markings on their shoulders (which are quite plainly solar/lunar in design, and pictured on the <a href="http://images.wikia.com/wowwiki/images/5/55/Druid_crest.png" target="_blank" rel="noopener" class="mycode_url">Druid Class logo</a>).<a href="http://i41.tinypic.com/28aowhw.png" target="_blank" rel="noopener" class="mycode_url"> Spirit animals</a> are sometimes marked with them, but even in-game forms (Cheetah, Seal, Stormcrow) are completely without adornment (even in their <a href="http://i39.tinypic.com/x2lx5c.png" target="_blank" rel="noopener" class="mycode_url">spirit forms</a>).<br />
<br />
<span style="font-size: 5pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Can one talk in-form?</span></span></span><br />
<br />
There's no lore explicitly stating that you can't, but that a shifted Druid is unable to do so is often a preferred way of roleplaying them. Views aren't as stringent when it comes to Druids conversing between themselves, or with other animals.<br />
<br />
<span style="font-size: 10pt;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><span style="font-family: monotype corsiva;" class="mycode_font">Comics - Canon or not? (An off-topic footnote)</span></span></span><br />
<br />
In my opinion, they're canon <span style="font-style: italic;" class="mycode_i">enough</span>. There <span style="font-weight: bold;" class="mycode_b">is</span> the fact that Cho'gall <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/UnexplainedRecovery" target="_blank" rel="noopener" class="mycode_url">survived</a> his encounter with Med'an, but <a href="http://www.wowpedia.org/Dar%27Khan_Drathir" target="_blank" rel="noopener" class="mycode_url">this wouldn't be the first 'death' Blizzard has hand waved without a word</a>. Also, it's not the first time <a href="http://www.wowpedia.org/Cho%27gall#Biography" target="_blank" rel="noopener" class="mycode_url">someone thought they had killed Cho'gall</a>. For something a bit more definite, Cho'gall's <a href="http://www.wowpedia.org/Cho%27gall#Gallery" target="_blank" rel="noopener" class="mycode_url">Old God transformations</a> can be seen in his <a href="http://www.wowhead.com/npc=43324" target="_blank" rel="noopener" class="mycode_url">Cataclysm model</a>.<br />
<br />
This is one of those times when you've just got to use what you know, and fill in the gaps.]]></content:encoded>
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			<title><![CDATA[Demon Hunters: What You Need to Know!]]></title>
			<link>https://www.conquestofthehorde.com/thread-28377.html</link>
			<pubDate>Tue, 24 Jan 2012 14:21:31 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=6167">Kenshiro</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-28377.html</guid>
			<description><![CDATA[<span style="font-size: x-large;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #800000;" class="mycode_color">Demon Hunters: What You Need to Know!</span></span></span></div></span><br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Introduction: </span></span><br />
<br />
<a href="http://imageshack.us/photo/my-images/15/demonhuntah.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img15.imageshack.us/img15/1158/demonhuntah.jpg" loading="lazy"  alt="[Image: demonhuntah.jpg]" class="mycode_img" /></a><br />
</div>
<br />
<span style="font-size: medium;" class="mycode_size">The Demon Hunters are dark, shadowy warriors who are shunned by their greater society. They made a pact, long ago, to fight against the forces of darkness using its own terrible powers against it. They specialize in the destruction of demons and fel-users. Believing in the ideal 'fighting fire with fire' they've found ways to emulate Illidan and kill demons with frightening skill. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' or cursed vision, that enables them to see demons and undead with greater clarity. With a 360 degree field of vision, arcane and fel magics burn like a multicolored fire pit in an otherwise grey and murky world. They wield demonically charged warglaives in battle and even call upon demonic energies to augment their formidable combat skills. Although they are counted as some of the mightiest warriors, the demon hunters are always maligned and misunderstood for making their selfless pact with darkness.<br />
<br />
Illidan Stormrage is the most famous demon hunter, and was the first of their kind. Even Malfurion, Illidan's brother did not appreciate his sacrifice, and locked him underground for thousands of years for trafficking with dark powers. Illidan's case was unique. Sargeras, lord of the Burning Legion, burned away Illidan's eyes with magic fire until only scorched sockets remained. Illidan's resulting sight was a maddening display of violent colors. His altered vision allowed him to easily recognize both demons and mortals with magic powers. In addition, Sargeras covered Illidan's body with black tattoos that increased his arcane power.<br />
<br />
Later, a group of night elves, inspired by Illidan's example, made a pact to turn the Burning Legion's powers against it, fighting destruction with destruction. Obviously they could not gain their powers in the same way Illidan did, but they discovered other means. In the millennia since, other night elves, and a few creatures of other races, have made the same pact, binding demonic essence in their bodies and using it to destroy the Legion's minions.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><br />
Becoming a Demon Hunter:</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><a href="http://imageshack.us/photo/my-images/862/demonhuntahilli.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img862.imageshack.us/img862/4930/demonhuntahilli.jpg" loading="lazy"  alt="[Image: demonhuntahilli.jpg]" class="mycode_img" /></a><br />
</div>
<br />
<span style="font-size: medium;" class="mycode_size">Walking the Dark Path is not an easy one. The Demon Hunters are hardened hunters, immune to torture and interrogation. There is only one way to become a Demon Hunter. You must be approached or find another Demon Hunter who will train you in their arts. There are no other ways.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Will:</span> The first thing required of an apprentice, is the will to destroy all things fel, especially the Burning Legion. If you cannot show your master the strength of mind to do this, then you will be cast aside. It is a path that will destroy any relationships you currently have. It will shun you from greater society. Once passed, you move onto the trials.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A Physical Test:</span> This is a rather open concept. The master chooses how this works. Whether it is a race across the continent, or weeks of torture, beatings and intense interrogations, it is a test to form the apprentice into a hardened, marble sculpture. If you can survive, you continue along in his apprenticeship.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Written Exam:</span> The exam is written for the apprentice by the master. The master usually keeps a journal containing details of all types of demons that he/she has encountered, including their abilities and their locations. The apprentice is given the journal and must study it for as long as the master allows. Afterwards, the test is given and, generally, the passing grade is 90%. Anything below, you are either abandoned or given a second chance.<br />
<br />
(( The next parts of the training can be done in whatever order the master wants. Traditionally, the tattoos are given first. ))<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Mark of a Hunter:</span> The hunter is ordered to find a demon of his choosing. They are to retrieve either its blood, or its heart and return it to his/her master. The master then, depending on the demon and how well the training has gone, choose a style of tattoo to bind the essence with the apprentice. Most times, if not, every time, the tattoo causes a fel sickness, which can include fever, inability to eat/sleep, vomiting and emotional instability. The tattoos section, will go more into detail.<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Weapon Training:</span> After the first 'true' trial, the apprentice is given the traditional demon hunter' weapon; the warglaives. He is then trained with the weapons until he is considered an adept, or until the master is pleased with his progress.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A New Vision:</span> There are two possibilities for this to go down. Either, the apprentice is sent to hunt another demon for its blood, or the master has prepared his own. Regardless, this is a task the apprentice must do himself. With ceremonial dagger, covered in demon blood, in hand, the apprentice is to cut out his eyes with the dagger. If successful, the apprentice has gained the Cursed Vision, able to see without eyes. Many times, the apprentice binds his ruined eyes to the blindfold in nostalgia. Symptoms of this trial, usually involve a coma or something similar to the fel sickness. This is the part of the trials, where it is most likely for the apprentice's mind to shatter.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A Last Time:</span> The apprentice is sent on one final trial. Traditionally, the apprentice must seek out a corrupt demon hunter and kill it, draining the blood from its heart into his/her mouth. This is the final lesson a master can give. The powers the apprentice gains are great, but he/she must always watch themselves. Although they fight the darkness, it is only a matter of time, before they become what they hunt. <br />
<br />
However uncommon it may be, some masters have decided to pit their apprentice against a powerful demon, as a final task.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Blood Oath:</span> All demon hunters are required to take the Blood Oath. They swear to their masters that they will hunt, without an end, all demons. They will then cut their wrists and drink some of their blood, swearing to kill until he/she himself/herself, must also die.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Demon Hunter Tattoos:</span></span></div>
<div style="text-align: center;" class="mycode_align">
<a href="http://imageshack.us/photo/my-images/535/demonhunn.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img535.imageshack.us/img535/7048/demonhunn.jpg" loading="lazy"  alt="[Image: demonhunn.jpg]" class="mycode_img" /></a></div>
<br />
<span style="font-size: medium;" class="mycode_size">The demons bound and the colors don't always mean you are getting a specific type of tattoo or color. There are various theories for colors and patterns, however, I have read around and have provided a pattern, color and abilities that go with them.<br />
<br />
A demon hunter may only have one type of tattoo. However, it is possible to add onto the tattoos, with exceptions. For example; it is possible to add onto the Unity and Dissonance tattoos, so they may bind more demons. It is also possible to add onto the tattoos of Calm and Control, in order to subdue the beasts even further. The drawbacks are simply increased as well.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Calm:</span></span><br />
<br />
These markings calm the demon hunter, making him appear more composed--almost emotionless. They are very faint, some claim they are invisible at times. Others claim they are indiscernable from scarring. However, the longer they are on the hunter, the more visible they become. They appear as curved lines that snake around the demon hunter's torso. This is useful for hunters who have been able to achieve control over their demon, but whose personality has become more aggressive after the binding. These marks subdue the demon's influence over the hunter, but also subdue the true personality as well.<br />
<br />
Possible Demons: All<br />
<br />
Possible Colors: <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Control:</span></span><br />
<br />
These markings symbolize caging the demon within. They are angular and sharp, and very deliberate in their design. They provide the demon hunter with a stronger measure of control over the demon's essence, but they do this by limiting the power of the bound creature significantly and releasing the essence from the runic binding over time. This allows the demon hunter to exert his or her will over a weakened form of the demon first, thus allowing him to learn control over time. They fade significantly as the demon's essence is slowly freed, but they never disappear completely.<br />
<br />
Possible Demons: All<br />
<br />
Possible Colors: <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span>, <span style="color: #FF0000;" class="mycode_color">Red</span>, <span style="color: #0000CD;" class="mycode_color">Blue</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Dissonance:</span></span><br />
<br />
The Dissonance markings are opposite of the Unity markings. Dissonance markings allow the hunter to keep the disparate souls of multiple demons separated and call upon one demonic essence at a time during combat. Dissonance demon hunters use a word of power to switch between these aspects. However, because the markings never allow a full unity, the demon hunter is considerably weaker since he is not living up to his full capability. The tattoos are heavily drawn vertical lines across the hunter's body. Hunters with the Dissonance markings have been known to begin suffering from a specific disorder. It is entirely possible that each essence becomes a new personality for the hunter, borrowing heavily from the traits of the particular demon souls within.<br />
<br />
Possible Demons: All/Multiple possibilities<br />
<br />
Possible Colors: <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #0000CD;" class="mycode_color">Blue</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rage:</span></span><br />
<br />
The Rage markings are extremely dangerous and rares, they enhance the burning desire for destruction inherent in all demons and bring that anger to the forefront of the hunter. They promise to keep the hunter's personality even until the anger is released using a word of power. However, this has proven to be unreliable and many hunters who use these markings end up being significantly more wild than those who have not. The appear as a chaotic mass of designs upon the hunter's skin. The lines have no discernable shape or direction. They are angular smooth at the same time--sharp and soft. If you are not trained to recognize the Rage markings, then you will find it difficult to find a pattern in their design.<br />
<br />
Possible Demons: More typically Felguards and Doomguards, however all physical demons are used for Rage.<br />
<br />
Possible Colors: <span style="color: #006400;" class="mycode_color">Green</span>, <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #FF0000;" class="mycode_color">Red</span><br />
<span style="text-decoration: underline;" class="mycode_u"><br />
<span style="font-weight: bold;" class="mycode_b">Shadow:</span></span><br />
<br />
Shadow markings are also rare, but extremely useful to the demon hunter who is able to control it. A shadow marking only works if a demon hunter has bound the essence of a nathrezim or eredar warlock. These markings cover most of the demon hunter's body, and in fact appear as a negative tattoo. The hunter's skin is covered in the ink and it is the clean portions that appear as intricate patterns. The shadow markings allow the hunter to move and fight silently, as if they were made of shadow and mist alone. A few rare demon hunters have achieved a similar ability on their own, but these markings assist greatly in emulating those skills. However, since these markings effectively remove a part of the demon hunter from the material realm and keep a part of that hunter permanently in the shadow realm, madness is largely guaranteed. The hunter loses all sense of reality, kinship, and sanity. They become increasingly distant from the world, and all who have used these markings eventually vanish completely. It is believed they chose a permanent existence in the Realm of Shadows.<br />
<br />
Possible Demons: Nathrezim or Eredar Warlock. I would also mention Succubi, due to their stealthy nature.<br />
<br />
Possible Colors: <span style="color: #0000CD;" class="mycode_color">Blue</span>, <span style="color: #006400;" class="mycode_color">Green</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span>, <span style="color: #000000;" class="mycode_color">Black</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><br />
Unity:</span></span><br />
<br />
Hunters who have experienced problems during their binding ritual may be forced to bind multiple demons over time. This is not intentional and is caused by some severe trauma experienced during training or hunting. Multiple bindings are inherently stronger than most single bindings for a limited time, but they also push the hunter much closer to madness. In addition, the multiple demon souls may not wish to work together, which strips away the demon hunter's powers and strength at inopportune moments. The Unity binding was created to control this. Drawn as a complex series of flowing marks that whirlpool around most of the upper body of the demon hunter, these markings are only visible while the demon hunter is unable to control his multiple bindings. Once he or she has learned to unify the demon essences, the markings vanish, allowing the hunter full access to the powers of the bound demons.<br />
<br />
Possible Demons: All/Multiple<br />
<br />
Possible Colors: <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #0000CD;" class="mycode_color">Blue</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Development:</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align">
<a href="http://imageshack.us/photo/my-images/214/180pxvaredis.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img214.imageshack.us/img214/1043/180pxvaredis.jpg" loading="lazy"  alt="[Image: 180pxvaredis.jpg]" class="mycode_img" /></a></div>
<br />
<span style="font-size: medium;" class="mycode_size">Demon Hunters have a variety of abilities that assist them in destroying demons, though the power coursing through their bodies also allows them to prevail over lesser foes. Demon hunters eschew heavy armor, valuing mobility and speed. As a demon hunter grows in power, they undergo a gradual evolution, becoming more and more demonic in appearance. The changes are cosmetic and can take many different forms, from burning eyes to black blood. <br />
<br />
By the time the demon hunter reaches the pinnacle of his development, he is a twisted and dark version of his former self - though the chaotic energy in his body does not affect his personality and allegiance (or so the demon hunters claim), it wreaks great changes on his physical form. The demon hunter’s gradual evolution achieves its pinnacle as they become a demonic entity. Their appearance has changed to something frightening: The exact changes vary, but can include glowing red eyes; horns; clawed feet and hands; nonfunctioning wings; cloven hooves; a spiked tail; dark skin; a deep, rumbling voice; and similar cosmetic changes. The demon hunter becomes an outsider.<br />
<br />
Keep in mind, that any mutations that are excessive are not allowed. Keep in mind that this is only after -many- years. Therefore, keep them to a minimum/non-existent. </span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><br />
Equipment/Weaponry:</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><a href="http://imageshack.us/photo/my-images/713/180pxdemonhunterwarblad.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img713.imageshack.us/img713/7545/180pxdemonhunterwarblad.jpg" loading="lazy"  alt="[Image: 180pxdemonhunterwarblad.jpg]" class="mycode_img" /></a></div>
<br />
<span style="font-size: medium;" class="mycode_size">Though equipment obviously varies from demon hunter to demon hunter, one universal element of the order seems to be the blindfold. Used to conceal the remains of the demon hunters' mutilated eye sockets, the demon hunter blindfold is usually some dark but mundane-looking fabric. Blindfolds are occasionally neglected, perhaps to make the demon hunter appear more frightening and intimidating. <br />
<br />
A second common occurrence among demon hunters is the tendency for the males among their numbers to be stripped to the waist, which is just one display of the demon hunters' emphasis on the importance of agility and general rejection of heavier armor. Those female demon hunters that have surfaced have been similarly garbed, wearing only the bare minimum of clothing on their upper bodies, sometimes even nothing at all. Demon hunters further tend to wear what appears to be cloth or leather, rarely (if ever) donning plate and mail, favouring greater speed and agility on the battlefield. <br />
<br />
To contrast their stark lack of armor and clothing in general, demon hunters seem to typically carry large, curved warglaives, in the style of Illidan Stormrage's own Twin Blades of Azzinoth. Though the exact reason for this tendency isn't well explained, there are several possible reasons. One is that this kind of weapon has simply become a tradition over the years, later demon hunters mimicking the first of their kind. Another is that this style of curved warblades is common among the kind of demons that demon hunters have to kill as part of their basic initiation process. A third explanation is that the dual-bladed nature of their large, curved weapons allows them to deal the most damage with the least amount of effort, allowing them to focus on their agility and speed. A final explanation is that this kind of weapon is somehow easier to magically charge or channel through, though there is nothing that directly suggests this. </span><br />
<br />
<span style="font-size: large;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Abilities:</span></div></span><br />
<div style="text-align: center;" class="mycode_align">
<a href="http://imageshack.us/photo/my-images/824/felfire.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img824.imageshack.us/img824/9884/felfire.jpg" loading="lazy"  alt="[Image: felfire.jpg]" class="mycode_img" /></a></div>
<br />
<span style="font-size: medium;" class="mycode_size">In this section I will briefly explain the abilities gained from becoming a Demon Hunter and their effects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cursed Vision:</span><br />
<br />
Through the blinding trial, the hunter is given a 'spectral sight'. This allows them to see in 360 degrees and able to literally see arcane and fel energies, usually depicted as flames. Keep in mind, they can tell the difference between FEL and ARCANE. They cannot see the difference between a necromancer and a mage, when it comes to their 'flame', nor can they see the difference in flames with undead and other arcane users.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drain Demonic Essence:</span><br />
<br />
Through the binding ritual, they are able to use pure fel energy to power their abilities and keep themselves in tip, top shape. If they are feeling weak, are injured or drained, they are able to absorb the chaotic energies from either a demon or fel-user. This energy allows them to essentially refuel. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mana Burn:</span><br />
<br />
The hunter can literally cause the arcane within an individual on fire. It wells inside them and burns them, causing arcane damage to their insides. The mana used to burn the enemies insides is expended at the same time.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Immolate/Fel-fire:</span><br />
<br />
Using the chaotic magics absorbed from fel, the hunter is able to conjure a shell of fel-fire. It protects the hunter from attacks and also deals damage in a ring around him. To further expand on the powers of fel the hunter possesses, he is able to fire a bolt of fel-fire from his body. He may also cover his blades in fel-fire for extra damage. All of these skills, require a great amount of fel.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Shadow Stealth:</span> (For the sake of balance, I'd say that this will only be usable if you have the shadow tattoos.)<br />
<br />
After years of practice, or with the help of the Shadow tattoos, the hunter is able to place a part of himself in the Shadow Realm. This allows the hunter to move much more silently and swiftly, than normal. It also provides a temporary invisibility, visible only to other hunters and to those who are also partly in the Shadow Realm. <br />
<span style="font-weight: bold;" class="mycode_b"><br />
Metamorphosis:</span> (Unusable ICly)<br />
<br />
Using the demon bound to the hunter, he calls upon it, draining it of all its power to transform or metamorphose into a demon-like form or into the actual demon for a small amount of time. He gains almost limitless amount of fel and unique demon abilities.<br />
</span><br />
<br />
<br />
(( This is my first guide. I am open to criticism and ask that if I missed anything to please let me know. I will update it regularly with new/improved information. ))<br />
<br />
<br />
]]></description>
			<content:encoded><![CDATA[<span style="font-size: x-large;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><span style="color: #800000;" class="mycode_color">Demon Hunters: What You Need to Know!</span></span></span></div></span><br />
<br />
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Introduction: </span></span><br />
<br />
<a href="http://imageshack.us/photo/my-images/15/demonhuntah.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img15.imageshack.us/img15/1158/demonhuntah.jpg" loading="lazy"  alt="[Image: demonhuntah.jpg]" class="mycode_img" /></a><br />
</div>
<br />
<span style="font-size: medium;" class="mycode_size">The Demon Hunters are dark, shadowy warriors who are shunned by their greater society. They made a pact, long ago, to fight against the forces of darkness using its own terrible powers against it. They specialize in the destruction of demons and fel-users. Believing in the ideal 'fighting fire with fire' they've found ways to emulate Illidan and kill demons with frightening skill. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' or cursed vision, that enables them to see demons and undead with greater clarity. With a 360 degree field of vision, arcane and fel magics burn like a multicolored fire pit in an otherwise grey and murky world. They wield demonically charged warglaives in battle and even call upon demonic energies to augment their formidable combat skills. Although they are counted as some of the mightiest warriors, the demon hunters are always maligned and misunderstood for making their selfless pact with darkness.<br />
<br />
Illidan Stormrage is the most famous demon hunter, and was the first of their kind. Even Malfurion, Illidan's brother did not appreciate his sacrifice, and locked him underground for thousands of years for trafficking with dark powers. Illidan's case was unique. Sargeras, lord of the Burning Legion, burned away Illidan's eyes with magic fire until only scorched sockets remained. Illidan's resulting sight was a maddening display of violent colors. His altered vision allowed him to easily recognize both demons and mortals with magic powers. In addition, Sargeras covered Illidan's body with black tattoos that increased his arcane power.<br />
<br />
Later, a group of night elves, inspired by Illidan's example, made a pact to turn the Burning Legion's powers against it, fighting destruction with destruction. Obviously they could not gain their powers in the same way Illidan did, but they discovered other means. In the millennia since, other night elves, and a few creatures of other races, have made the same pact, binding demonic essence in their bodies and using it to destroy the Legion's minions.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><br />
Becoming a Demon Hunter:</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><a href="http://imageshack.us/photo/my-images/862/demonhuntahilli.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img862.imageshack.us/img862/4930/demonhuntahilli.jpg" loading="lazy"  alt="[Image: demonhuntahilli.jpg]" class="mycode_img" /></a><br />
</div>
<br />
<span style="font-size: medium;" class="mycode_size">Walking the Dark Path is not an easy one. The Demon Hunters are hardened hunters, immune to torture and interrogation. There is only one way to become a Demon Hunter. You must be approached or find another Demon Hunter who will train you in their arts. There are no other ways.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Will:</span> The first thing required of an apprentice, is the will to destroy all things fel, especially the Burning Legion. If you cannot show your master the strength of mind to do this, then you will be cast aside. It is a path that will destroy any relationships you currently have. It will shun you from greater society. Once passed, you move onto the trials.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A Physical Test:</span> This is a rather open concept. The master chooses how this works. Whether it is a race across the continent, or weeks of torture, beatings and intense interrogations, it is a test to form the apprentice into a hardened, marble sculpture. If you can survive, you continue along in his apprenticeship.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Written Exam:</span> The exam is written for the apprentice by the master. The master usually keeps a journal containing details of all types of demons that he/she has encountered, including their abilities and their locations. The apprentice is given the journal and must study it for as long as the master allows. Afterwards, the test is given and, generally, the passing grade is 90%. Anything below, you are either abandoned or given a second chance.<br />
<br />
(( The next parts of the training can be done in whatever order the master wants. Traditionally, the tattoos are given first. ))<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Mark of a Hunter:</span> The hunter is ordered to find a demon of his choosing. They are to retrieve either its blood, or its heart and return it to his/her master. The master then, depending on the demon and how well the training has gone, choose a style of tattoo to bind the essence with the apprentice. Most times, if not, every time, the tattoo causes a fel sickness, which can include fever, inability to eat/sleep, vomiting and emotional instability. The tattoos section, will go more into detail.<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Weapon Training:</span> After the first 'true' trial, the apprentice is given the traditional demon hunter' weapon; the warglaives. He is then trained with the weapons until he is considered an adept, or until the master is pleased with his progress.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A New Vision:</span> There are two possibilities for this to go down. Either, the apprentice is sent to hunt another demon for its blood, or the master has prepared his own. Regardless, this is a task the apprentice must do himself. With ceremonial dagger, covered in demon blood, in hand, the apprentice is to cut out his eyes with the dagger. If successful, the apprentice has gained the Cursed Vision, able to see without eyes. Many times, the apprentice binds his ruined eyes to the blindfold in nostalgia. Symptoms of this trial, usually involve a coma or something similar to the fel sickness. This is the part of the trials, where it is most likely for the apprentice's mind to shatter.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A Last Time:</span> The apprentice is sent on one final trial. Traditionally, the apprentice must seek out a corrupt demon hunter and kill it, draining the blood from its heart into his/her mouth. This is the final lesson a master can give. The powers the apprentice gains are great, but he/she must always watch themselves. Although they fight the darkness, it is only a matter of time, before they become what they hunt. <br />
<br />
However uncommon it may be, some masters have decided to pit their apprentice against a powerful demon, as a final task.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Blood Oath:</span> All demon hunters are required to take the Blood Oath. They swear to their masters that they will hunt, without an end, all demons. They will then cut their wrists and drink some of their blood, swearing to kill until he/she himself/herself, must also die.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Demon Hunter Tattoos:</span></span></div>
<div style="text-align: center;" class="mycode_align">
<a href="http://imageshack.us/photo/my-images/535/demonhunn.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img535.imageshack.us/img535/7048/demonhunn.jpg" loading="lazy"  alt="[Image: demonhunn.jpg]" class="mycode_img" /></a></div>
<br />
<span style="font-size: medium;" class="mycode_size">The demons bound and the colors don't always mean you are getting a specific type of tattoo or color. There are various theories for colors and patterns, however, I have read around and have provided a pattern, color and abilities that go with them.<br />
<br />
A demon hunter may only have one type of tattoo. However, it is possible to add onto the tattoos, with exceptions. For example; it is possible to add onto the Unity and Dissonance tattoos, so they may bind more demons. It is also possible to add onto the tattoos of Calm and Control, in order to subdue the beasts even further. The drawbacks are simply increased as well.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Calm:</span></span><br />
<br />
These markings calm the demon hunter, making him appear more composed--almost emotionless. They are very faint, some claim they are invisible at times. Others claim they are indiscernable from scarring. However, the longer they are on the hunter, the more visible they become. They appear as curved lines that snake around the demon hunter's torso. This is useful for hunters who have been able to achieve control over their demon, but whose personality has become more aggressive after the binding. These marks subdue the demon's influence over the hunter, but also subdue the true personality as well.<br />
<br />
Possible Demons: All<br />
<br />
Possible Colors: <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Control:</span></span><br />
<br />
These markings symbolize caging the demon within. They are angular and sharp, and very deliberate in their design. They provide the demon hunter with a stronger measure of control over the demon's essence, but they do this by limiting the power of the bound creature significantly and releasing the essence from the runic binding over time. This allows the demon hunter to exert his or her will over a weakened form of the demon first, thus allowing him to learn control over time. They fade significantly as the demon's essence is slowly freed, but they never disappear completely.<br />
<br />
Possible Demons: All<br />
<br />
Possible Colors: <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span>, <span style="color: #FF0000;" class="mycode_color">Red</span>, <span style="color: #0000CD;" class="mycode_color">Blue</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Dissonance:</span></span><br />
<br />
The Dissonance markings are opposite of the Unity markings. Dissonance markings allow the hunter to keep the disparate souls of multiple demons separated and call upon one demonic essence at a time during combat. Dissonance demon hunters use a word of power to switch between these aspects. However, because the markings never allow a full unity, the demon hunter is considerably weaker since he is not living up to his full capability. The tattoos are heavily drawn vertical lines across the hunter's body. Hunters with the Dissonance markings have been known to begin suffering from a specific disorder. It is entirely possible that each essence becomes a new personality for the hunter, borrowing heavily from the traits of the particular demon souls within.<br />
<br />
Possible Demons: All/Multiple possibilities<br />
<br />
Possible Colors: <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #0000CD;" class="mycode_color">Blue</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rage:</span></span><br />
<br />
The Rage markings are extremely dangerous and rares, they enhance the burning desire for destruction inherent in all demons and bring that anger to the forefront of the hunter. They promise to keep the hunter's personality even until the anger is released using a word of power. However, this has proven to be unreliable and many hunters who use these markings end up being significantly more wild than those who have not. The appear as a chaotic mass of designs upon the hunter's skin. The lines have no discernable shape or direction. They are angular smooth at the same time--sharp and soft. If you are not trained to recognize the Rage markings, then you will find it difficult to find a pattern in their design.<br />
<br />
Possible Demons: More typically Felguards and Doomguards, however all physical demons are used for Rage.<br />
<br />
Possible Colors: <span style="color: #006400;" class="mycode_color">Green</span>, <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #FF0000;" class="mycode_color">Red</span><br />
<span style="text-decoration: underline;" class="mycode_u"><br />
<span style="font-weight: bold;" class="mycode_b">Shadow:</span></span><br />
<br />
Shadow markings are also rare, but extremely useful to the demon hunter who is able to control it. A shadow marking only works if a demon hunter has bound the essence of a nathrezim or eredar warlock. These markings cover most of the demon hunter's body, and in fact appear as a negative tattoo. The hunter's skin is covered in the ink and it is the clean portions that appear as intricate patterns. The shadow markings allow the hunter to move and fight silently, as if they were made of shadow and mist alone. A few rare demon hunters have achieved a similar ability on their own, but these markings assist greatly in emulating those skills. However, since these markings effectively remove a part of the demon hunter from the material realm and keep a part of that hunter permanently in the shadow realm, madness is largely guaranteed. The hunter loses all sense of reality, kinship, and sanity. They become increasingly distant from the world, and all who have used these markings eventually vanish completely. It is believed they chose a permanent existence in the Realm of Shadows.<br />
<br />
Possible Demons: Nathrezim or Eredar Warlock. I would also mention Succubi, due to their stealthy nature.<br />
<br />
Possible Colors: <span style="color: #0000CD;" class="mycode_color">Blue</span>, <span style="color: #006400;" class="mycode_color">Green</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span>, <span style="color: #000000;" class="mycode_color">Black</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b"><br />
Unity:</span></span><br />
<br />
Hunters who have experienced problems during their binding ritual may be forced to bind multiple demons over time. This is not intentional and is caused by some severe trauma experienced during training or hunting. Multiple bindings are inherently stronger than most single bindings for a limited time, but they also push the hunter much closer to madness. In addition, the multiple demon souls may not wish to work together, which strips away the demon hunter's powers and strength at inopportune moments. The Unity binding was created to control this. Drawn as a complex series of flowing marks that whirlpool around most of the upper body of the demon hunter, these markings are only visible while the demon hunter is unable to control his multiple bindings. Once he or she has learned to unify the demon essences, the markings vanish, allowing the hunter full access to the powers of the bound demons.<br />
<br />
Possible Demons: All/Multiple<br />
<br />
Possible Colors: <span style="color: #000000;" class="mycode_color">Black</span>, <span style="color: #0000CD;" class="mycode_color">Blue</span>, <span style="color: #4B0082;" class="mycode_color">Purple</span></span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Development:</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align">
<a href="http://imageshack.us/photo/my-images/214/180pxvaredis.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img214.imageshack.us/img214/1043/180pxvaredis.jpg" loading="lazy"  alt="[Image: 180pxvaredis.jpg]" class="mycode_img" /></a></div>
<br />
<span style="font-size: medium;" class="mycode_size">Demon Hunters have a variety of abilities that assist them in destroying demons, though the power coursing through their bodies also allows them to prevail over lesser foes. Demon hunters eschew heavy armor, valuing mobility and speed. As a demon hunter grows in power, they undergo a gradual evolution, becoming more and more demonic in appearance. The changes are cosmetic and can take many different forms, from burning eyes to black blood. <br />
<br />
By the time the demon hunter reaches the pinnacle of his development, he is a twisted and dark version of his former self - though the chaotic energy in his body does not affect his personality and allegiance (or so the demon hunters claim), it wreaks great changes on his physical form. The demon hunter’s gradual evolution achieves its pinnacle as they become a demonic entity. Their appearance has changed to something frightening: The exact changes vary, but can include glowing red eyes; horns; clawed feet and hands; nonfunctioning wings; cloven hooves; a spiked tail; dark skin; a deep, rumbling voice; and similar cosmetic changes. The demon hunter becomes an outsider.<br />
<br />
Keep in mind, that any mutations that are excessive are not allowed. Keep in mind that this is only after -many- years. Therefore, keep them to a minimum/non-existent. </span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><br />
Equipment/Weaponry:</span></span></div>
<br />
<div style="text-align: center;" class="mycode_align"><a href="http://imageshack.us/photo/my-images/713/180pxdemonhunterwarblad.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img713.imageshack.us/img713/7545/180pxdemonhunterwarblad.jpg" loading="lazy"  alt="[Image: 180pxdemonhunterwarblad.jpg]" class="mycode_img" /></a></div>
<br />
<span style="font-size: medium;" class="mycode_size">Though equipment obviously varies from demon hunter to demon hunter, one universal element of the order seems to be the blindfold. Used to conceal the remains of the demon hunters' mutilated eye sockets, the demon hunter blindfold is usually some dark but mundane-looking fabric. Blindfolds are occasionally neglected, perhaps to make the demon hunter appear more frightening and intimidating. <br />
<br />
A second common occurrence among demon hunters is the tendency for the males among their numbers to be stripped to the waist, which is just one display of the demon hunters' emphasis on the importance of agility and general rejection of heavier armor. Those female demon hunters that have surfaced have been similarly garbed, wearing only the bare minimum of clothing on their upper bodies, sometimes even nothing at all. Demon hunters further tend to wear what appears to be cloth or leather, rarely (if ever) donning plate and mail, favouring greater speed and agility on the battlefield. <br />
<br />
To contrast their stark lack of armor and clothing in general, demon hunters seem to typically carry large, curved warglaives, in the style of Illidan Stormrage's own Twin Blades of Azzinoth. Though the exact reason for this tendency isn't well explained, there are several possible reasons. One is that this kind of weapon has simply become a tradition over the years, later demon hunters mimicking the first of their kind. Another is that this style of curved warblades is common among the kind of demons that demon hunters have to kill as part of their basic initiation process. A third explanation is that the dual-bladed nature of their large, curved weapons allows them to deal the most damage with the least amount of effort, allowing them to focus on their agility and speed. A final explanation is that this kind of weapon is somehow easier to magically charge or channel through, though there is nothing that directly suggests this. </span><br />
<br />
<span style="font-size: large;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Abilities:</span></div></span><br />
<div style="text-align: center;" class="mycode_align">
<a href="http://imageshack.us/photo/my-images/824/felfire.jpg/" target="_blank" rel="noopener" class="mycode_url"><img src="http://img824.imageshack.us/img824/9884/felfire.jpg" loading="lazy"  alt="[Image: felfire.jpg]" class="mycode_img" /></a></div>
<br />
<span style="font-size: medium;" class="mycode_size">In this section I will briefly explain the abilities gained from becoming a Demon Hunter and their effects.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cursed Vision:</span><br />
<br />
Through the blinding trial, the hunter is given a 'spectral sight'. This allows them to see in 360 degrees and able to literally see arcane and fel energies, usually depicted as flames. Keep in mind, they can tell the difference between FEL and ARCANE. They cannot see the difference between a necromancer and a mage, when it comes to their 'flame', nor can they see the difference in flames with undead and other arcane users.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drain Demonic Essence:</span><br />
<br />
Through the binding ritual, they are able to use pure fel energy to power their abilities and keep themselves in tip, top shape. If they are feeling weak, are injured or drained, they are able to absorb the chaotic energies from either a demon or fel-user. This energy allows them to essentially refuel. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mana Burn:</span><br />
<br />
The hunter can literally cause the arcane within an individual on fire. It wells inside them and burns them, causing arcane damage to their insides. The mana used to burn the enemies insides is expended at the same time.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Immolate/Fel-fire:</span><br />
<br />
Using the chaotic magics absorbed from fel, the hunter is able to conjure a shell of fel-fire. It protects the hunter from attacks and also deals damage in a ring around him. To further expand on the powers of fel the hunter possesses, he is able to fire a bolt of fel-fire from his body. He may also cover his blades in fel-fire for extra damage. All of these skills, require a great amount of fel.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Shadow Stealth:</span> (For the sake of balance, I'd say that this will only be usable if you have the shadow tattoos.)<br />
<br />
After years of practice, or with the help of the Shadow tattoos, the hunter is able to place a part of himself in the Shadow Realm. This allows the hunter to move much more silently and swiftly, than normal. It also provides a temporary invisibility, visible only to other hunters and to those who are also partly in the Shadow Realm. <br />
<span style="font-weight: bold;" class="mycode_b"><br />
Metamorphosis:</span> (Unusable ICly)<br />
<br />
Using the demon bound to the hunter, he calls upon it, draining it of all its power to transform or metamorphose into a demon-like form or into the actual demon for a small amount of time. He gains almost limitless amount of fel and unique demon abilities.<br />
</span><br />
<br />
<br />
(( This is my first guide. I am open to criticism and ask that if I missed anything to please let me know. I will update it regularly with new/improved information. ))<br />
<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Victory Over The Scarlet Crusade (DK Questline Guide)]]></title>
			<link>https://www.conquestofthehorde.com/thread-22583.html</link>
			<pubDate>Tue, 22 Mar 2011 10:42:04 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=4106">Delta</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-22583.html</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite>Alright. This is the way I typically run the line, and I've never had any definitive problems to date. If any crop up, let me know and I'll add them as well as a way around them. Green quests have no problems whatsoever, orange may have some problems here and there, and red might have a large roadblock bug that you'll need to do something or other to work around it.<br />
<br />
I might add a little note under every quest, just for ease of completion for those who've never done the line before, but for now I'll leave it as-is. Wowhead ought to be a good alternative resource if you're stuck on something that isn't a bug.</blockquote>
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">In Service of the Lich King</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Emblazoned Runeblade</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Runeforging: Preparation for Battle</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Endless Hunger</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Eye of Acherus</span></span><br />
<br />
<span style="color: red;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Death Comes from on High</span></span><br />
<br />
... This is where your woes begin. Well, not really. These bugs are easy to avoid.<br />
<br />
There are no mobs visible, but coming in range of where mobs would be will see your HP steadily deteriorate.<br />
<br />
You really shouldn't have any problems with this quest if you go to the right locations.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_204919.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_204919.jpg]" class="mycode_img" /><br />
<br />
(Forge)<br />
<br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_204941.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_204941.jpg]" class="mycode_img" /><br />
<br />
(Hold)<br />
<br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_205002.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_205002.jpg]" class="mycode_img" /><br />
<br />
(Town Hall)<br />
<br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_205039.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_205039.jpg]" class="mycode_img" /><br />
<br />
(Chapel)</div></div></div>
<br />
Simply go to these precise places and hit the Siphon of Acherus ability at each of them.<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">The Might of the Scourge</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Report to Scourge Commander Thalanor</span></span><br />
<br />
(There's two of him for some reason. Either one works.)<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">The Scarlet Harvest</span><br />
<span style="font-weight: bold;" class="mycode_b"><br />
If Chaos Drives, Let Suffering Hold the Reins</span></span><br />
<br />
<span style="color: red;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Grand Theft Palomino</span></span><br />
<br />
Lots of problems can crop up with this quest, but most of them can be avoided easily.<br />
Hop onto a stallion or mare and play mob-dodge through the swarm of crusaders back up to Death's Breach. You have to be - and the ability specifically says so - within 5 yards of Salanar for Deliver Stolen Horse to work, so get within 5 feet of him and press 1.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_230759.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_230759.jpg]" class="mycode_img" /></div></div></div>
<br />
Wait for him to appear, and then get off the horse. He will take it to the Shadow Realm and you will then be able to complete the quest.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_230810.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_230810.jpg]" class="mycode_img" /></div></div></div>
<br />
Accepting the next one will thrust you...<br />
<br />
<span style="color: red;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Into the Realm of Shadows</span></span><br />
<br />
This is, again, incredibly straightforward.<br />
Kill the two horsemen beside one of the Deathchargers, steal it, then ride it up to Death's Breach.<br />
Deliver the horse using the same ability as before, then Salanar should appear.<br />
-Do not get off the horse- this time. Walk towards him until you are automatically dismounted, and then returned from the Realm of Shadows.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_231044.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_231044.jpg]" class="mycode_img" /></div></div></div>
<br />
Hand in the quest, and voila.<br />
<br />
<span style="color: orange;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Death's Challenge</span></span><br />
<br />
Do not be engaged in combat when you challenge them. Relog if a combat bug occurs, or abandon &amp; retake the quest if nothing seems to get it working.<br />
<span style="color: green;" class="mycode_color"><br />
<span style="font-weight: bold;" class="mycode_b">Tonight We Dine in Havenshire</span><br />
<br />
Gothik the Harvester</span><br />
<span style="color: orange;" class="mycode_color"><br />
<span style="font-weight: bold;" class="mycode_b">The Gift That Keeps On Giving</span></span><br />
<br />
The most effective way to complete this quest without having any bugs arise is the first kill the five or six crusaders around the entrance of the mine, and then go all the way inside without attacking any of the miners.<br />
Stop when you come to the crane-looking piece of machinery, that should be far enough.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_151205.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_151205.jpg]" class="mycode_img" /></div></div></div>
<br />
Now, keep a fair distance from the miners, and start tagging them with the Gift of the Harvester AOE. The ghosts shouldn't agro if you keep far enough away, and you should be able to get out with your ghouls untouched.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_151217.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_151217.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_151226.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_151226.jpg]" class="mycode_img" /></div></div></div>
<br />
Damn ghosts.<br />
<br />
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<br />
Once you've done that, just head back up to Gothik.<br />
That's the fastest way, and avoids any bugs that might appear.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: green;" class="mycode_color">An Attack of Opportunity</span><br />
<br />
<span style="color: orange;" class="mycode_color">Massacre at Light's Point</span></span><br />
<br />
This quest seems to bug differently for me on a weekly-monthly basis, so I can't guarantee this will be accurate when you come to do it.<br />
<br />
The first part is self-explanatory.<br />
<br />
Hop in a minecar and be hauled off to a ship.<br />
<br />
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<br />
Spam 1 over the crowd until you've killed 100 Defenders. You'll have to change ships between this to get all of them since the cannons have a set range.<br />
<br />
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<br />
When you're done, you can -try- and see if the Skeletal Gryphon Escape ability wants to work today, but you might just see something like this:<br />
<br />
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<br />
Don't think too hard on it. Clear yourself a path if you need to, then just mount up and run back to Death's Breach.<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Victory at Death's Breach!</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Will of the Lich King<br />
<br />
The Crypt of Remembrance<br />
<br />
Nowhere to Run and Nowhere to Hide<br />
<br />
Lambs to the Slaughter<br />
<br />
How to Win Friends and Influence Enemies</span></span><br />
<br />
(It is possible to accept this quest and then immediately hand it in without actually fulfilling the requirements to complete it.)<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Behind Scarlet Lines</span><br />
</span><br />
<span style="color: orange;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">The Path of the Righteous Crusader</span></span><br />
<br />
This one isn't necessarily -buggy-, but there is a nice, fast way of doing it and then quickly getting down to Koltira.<br />
What you're going to do is, run straight into the Scarlet Hold, probably agroing somewhere in the region of a dozen mobs.<br />
Use the Insignia of the Scourge when needed to break out of Dazed, and follow these directions:<br />
From the entrance, go left, right, right, up the stairs, left, right, right, into the big room. Die.<br />
<br />
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<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155149.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155149.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155154.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155154.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155159.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155159.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155204.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155204.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155211.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155211.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155216.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155216.jpg]" class="mycode_img" /></div></div></div>
<br />
Yes, die.<br />
<br />
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<br />
The Battle Maiden will (unless you managed to get yourself killed in the last ten minutes) come and ressurect you. You now only have to deal with one mob: Scarlet Commander Rodrick.<br />
Steal the Patrol Schedule, and start to gradually, (killing crusaders one by one as you go), make your way back downstairs where the group of three are clustered at the bottom.<br />
<span style="color: green;" class="mycode_color"><br />
<span style="font-weight: bold;" class="mycode_b">Brothers in Death</span></span><br />
<br />
Kill them, and the one stood by the far wall, and make your way downstairs.<br />
<br />
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<br />
<span style="color: red;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Bloody Breakout</span></span><br />
<br />
This one has unavoidable bugs, and you just have to make the best of a bad situation.<br />
His AMZ will go down fairly early on, but the only mob you should have issues with is the inquisitor.<br />
Just get to killing him before he kills you, or run back and resurrect if you die.<br />
...<br />
For the run I did to accompany writing this, I managed to kill him but he also killed me, and we died simultaneously.<br />
I like to think of that as a draw. I also don't know what would happen if I'd died and he had not, but I imagine he'd still have been there, wailing on Koltira.<br />
<br />
Help him kill some of the leftover Crusaders and enjoy an easy escape as he pulls agro.<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">A Cry for Vengeance!</span></span><br />
<br />
While this quest always makes me feel awful, I've never had any problems with it.<br />
<span style="color: green;" class="mycode_color"><br />
<span style="font-weight: bold;" class="mycode_b">A Sort of Homecoming<br />
<br />
Ambush at the Overlook</span></span><br />
<br />
You don't necessarily need to wait for him to approach the tree to attack.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_161048.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_161048.jpg]" class="mycode_img" /></div></div></div>
<span style="font-weight: bold;" class="mycode_b"><br />
<span style="color: green;" class="mycode_color">A Meeting with Fate<br />
<br />
The Scarlet Onslaught Emerges<br />
<br />
Scarlet Armies Approach<br />
<br />
The Scarlet Apocolypse<br />
<br />
An End to All Things</span></span><br />
<br />
Nice, fast way of doing this and never getting hit:<br />
Head towards a group of crusaders, hold space, Deathbolt them, let go and fly straight down towards them and hit Deathbolt until the Ballista collapses. You -shouldn't- ever get hit if you keep doing that.<br />
The Ballistas only take two dead-on shots to kill, so you shouldn't run out of mana.<br />
<br />
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<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">The Lich King's Command<br />
<br />
The Light of Dawn</span></span><br />
<br />
(Removed, so no need to try and debug this).<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Taking Back Acherus<br />
<br />
The Battle For the Ebon Hold</span></span><br />
<br />
I am quite convinced it's impossible to die here, but try to avoid pulling all the mobs at once.<br />
<br />
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<br />
...Or just go right ahead.<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Where Kings Walk</span></span><br />
<br />
Sorry, but you'll have to complete this or you'll be stuck being pacified. Self-explanatory - Horde go to Orgrimmar and speak with Thrall, Alliance to to Stormwind to speak with Varian.<br />
<br />
Congrats, you should have gotten through that relatively painlessly.<br />
Many thanks to 'Fran' who I promptly deleted.<br />
<br />
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			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite>Alright. This is the way I typically run the line, and I've never had any definitive problems to date. If any crop up, let me know and I'll add them as well as a way around them. Green quests have no problems whatsoever, orange may have some problems here and there, and red might have a large roadblock bug that you'll need to do something or other to work around it.<br />
<br />
I might add a little note under every quest, just for ease of completion for those who've never done the line before, but for now I'll leave it as-is. Wowhead ought to be a good alternative resource if you're stuck on something that isn't a bug.</blockquote>
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">In Service of the Lich King</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Emblazoned Runeblade</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Runeforging: Preparation for Battle</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Endless Hunger</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Eye of Acherus</span></span><br />
<br />
<span style="color: red;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Death Comes from on High</span></span><br />
<br />
... This is where your woes begin. Well, not really. These bugs are easy to avoid.<br />
<br />
There are no mobs visible, but coming in range of where mobs would be will see your HP steadily deteriorate.<br />
<br />
You really shouldn't have any problems with this quest if you go to the right locations.<br />
<br />
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<br />
(Forge)<br />
<br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_204941.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_204941.jpg]" class="mycode_img" /><br />
<br />
(Hold)<br />
<br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_205002.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_205002.jpg]" class="mycode_img" /><br />
<br />
(Town Hall)<br />
<br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032111_205039.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032111_205039.jpg]" class="mycode_img" /><br />
<br />
(Chapel)</div></div></div>
<br />
Simply go to these precise places and hit the Siphon of Acherus ability at each of them.<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">The Might of the Scourge</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Report to Scourge Commander Thalanor</span></span><br />
<br />
(There's two of him for some reason. Either one works.)<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">The Scarlet Harvest</span><br />
<span style="font-weight: bold;" class="mycode_b"><br />
If Chaos Drives, Let Suffering Hold the Reins</span></span><br />
<br />
<span style="color: red;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Grand Theft Palomino</span></span><br />
<br />
Lots of problems can crop up with this quest, but most of them can be avoided easily.<br />
Hop onto a stallion or mare and play mob-dodge through the swarm of crusaders back up to Death's Breach. You have to be - and the ability specifically says so - within 5 yards of Salanar for Deliver Stolen Horse to work, so get within 5 feet of him and press 1.<br />
<br />
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<br />
Wait for him to appear, and then get off the horse. He will take it to the Shadow Realm and you will then be able to complete the quest.<br />
<br />
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<br />
Accepting the next one will thrust you...<br />
<br />
<span style="color: red;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Into the Realm of Shadows</span></span><br />
<br />
This is, again, incredibly straightforward.<br />
Kill the two horsemen beside one of the Deathchargers, steal it, then ride it up to Death's Breach.<br />
Deliver the horse using the same ability as before, then Salanar should appear.<br />
-Do not get off the horse- this time. Walk towards him until you are automatically dismounted, and then returned from the Realm of Shadows.<br />
<br />
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<br />
Hand in the quest, and voila.<br />
<br />
<span style="color: orange;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Death's Challenge</span></span><br />
<br />
Do not be engaged in combat when you challenge them. Relog if a combat bug occurs, or abandon &amp; retake the quest if nothing seems to get it working.<br />
<span style="color: green;" class="mycode_color"><br />
<span style="font-weight: bold;" class="mycode_b">Tonight We Dine in Havenshire</span><br />
<br />
Gothik the Harvester</span><br />
<span style="color: orange;" class="mycode_color"><br />
<span style="font-weight: bold;" class="mycode_b">The Gift That Keeps On Giving</span></span><br />
<br />
The most effective way to complete this quest without having any bugs arise is the first kill the five or six crusaders around the entrance of the mine, and then go all the way inside without attacking any of the miners.<br />
Stop when you come to the crane-looking piece of machinery, that should be far enough.<br />
<br />
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<br />
Now, keep a fair distance from the miners, and start tagging them with the Gift of the Harvester AOE. The ghosts shouldn't agro if you keep far enough away, and you should be able to get out with your ghouls untouched.<br />
<br />
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<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_151226.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_151226.jpg]" class="mycode_img" /></div></div></div>
<br />
Damn ghosts.<br />
<br />
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<br />
Once you've done that, just head back up to Gothik.<br />
That's the fastest way, and avoids any bugs that might appear.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: green;" class="mycode_color">An Attack of Opportunity</span><br />
<br />
<span style="color: orange;" class="mycode_color">Massacre at Light's Point</span></span><br />
<br />
This quest seems to bug differently for me on a weekly-monthly basis, so I can't guarantee this will be accurate when you come to do it.<br />
<br />
The first part is self-explanatory.<br />
<br />
Hop in a minecar and be hauled off to a ship.<br />
<br />
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<br />
Spam 1 over the crowd until you've killed 100 Defenders. You'll have to change ships between this to get all of them since the cannons have a set range.<br />
<br />
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<br />
When you're done, you can -try- and see if the Skeletal Gryphon Escape ability wants to work today, but you might just see something like this:<br />
<br />
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<br />
Don't think too hard on it. Clear yourself a path if you need to, then just mount up and run back to Death's Breach.<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Victory at Death's Breach!</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Will of the Lich King<br />
<br />
The Crypt of Remembrance<br />
<br />
Nowhere to Run and Nowhere to Hide<br />
<br />
Lambs to the Slaughter<br />
<br />
How to Win Friends and Influence Enemies</span></span><br />
<br />
(It is possible to accept this quest and then immediately hand it in without actually fulfilling the requirements to complete it.)<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Behind Scarlet Lines</span><br />
</span><br />
<span style="color: orange;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">The Path of the Righteous Crusader</span></span><br />
<br />
This one isn't necessarily -buggy-, but there is a nice, fast way of doing it and then quickly getting down to Koltira.<br />
What you're going to do is, run straight into the Scarlet Hold, probably agroing somewhere in the region of a dozen mobs.<br />
Use the Insignia of the Scourge when needed to break out of Dazed, and follow these directions:<br />
From the entrance, go left, right, right, up the stairs, left, right, right, into the big room. Die.<br />
<br />
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<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155149.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155149.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155154.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155154.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155159.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155159.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155204.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155204.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155211.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155211.jpg]" class="mycode_img" /><br />
<img src="http://i1133.photobucket.com/albums/m582/thisisdelta/WoWScrnShot_032211_155216.jpg" loading="lazy"  alt="[Image: WoWScrnShot_032211_155216.jpg]" class="mycode_img" /></div></div></div>
<br />
Yes, die.<br />
<br />
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<br />
The Battle Maiden will (unless you managed to get yourself killed in the last ten minutes) come and ressurect you. You now only have to deal with one mob: Scarlet Commander Rodrick.<br />
Steal the Patrol Schedule, and start to gradually, (killing crusaders one by one as you go), make your way back downstairs where the group of three are clustered at the bottom.<br />
<span style="color: green;" class="mycode_color"><br />
<span style="font-weight: bold;" class="mycode_b">Brothers in Death</span></span><br />
<br />
Kill them, and the one stood by the far wall, and make your way downstairs.<br />
<br />
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<br />
<span style="color: red;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Bloody Breakout</span></span><br />
<br />
This one has unavoidable bugs, and you just have to make the best of a bad situation.<br />
His AMZ will go down fairly early on, but the only mob you should have issues with is the inquisitor.<br />
Just get to killing him before he kills you, or run back and resurrect if you die.<br />
...<br />
For the run I did to accompany writing this, I managed to kill him but he also killed me, and we died simultaneously.<br />
I like to think of that as a draw. I also don't know what would happen if I'd died and he had not, but I imagine he'd still have been there, wailing on Koltira.<br />
<br />
Help him kill some of the leftover Crusaders and enjoy an easy escape as he pulls agro.<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">A Cry for Vengeance!</span></span><br />
<br />
While this quest always makes me feel awful, I've never had any problems with it.<br />
<span style="color: green;" class="mycode_color"><br />
<span style="font-weight: bold;" class="mycode_b">A Sort of Homecoming<br />
<br />
Ambush at the Overlook</span></span><br />
<br />
You don't necessarily need to wait for him to approach the tree to attack.<br />
<br />
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<span style="font-weight: bold;" class="mycode_b"><br />
<span style="color: green;" class="mycode_color">A Meeting with Fate<br />
<br />
The Scarlet Onslaught Emerges<br />
<br />
Scarlet Armies Approach<br />
<br />
The Scarlet Apocolypse<br />
<br />
An End to All Things</span></span><br />
<br />
Nice, fast way of doing this and never getting hit:<br />
Head towards a group of crusaders, hold space, Deathbolt them, let go and fly straight down towards them and hit Deathbolt until the Ballista collapses. You -shouldn't- ever get hit if you keep doing that.<br />
The Ballistas only take two dead-on shots to kill, so you shouldn't run out of mana.<br />
<br />
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<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">The Lich King's Command<br />
<br />
The Light of Dawn</span></span><br />
<br />
(Removed, so no need to try and debug this).<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Taking Back Acherus<br />
<br />
The Battle For the Ebon Hold</span></span><br />
<br />
I am quite convinced it's impossible to die here, but try to avoid pulling all the mobs at once.<br />
<br />
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<br />
...Or just go right ahead.<br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Where Kings Walk</span></span><br />
<br />
Sorry, but you'll have to complete this or you'll be stuck being pacified. Self-explanatory - Horde go to Orgrimmar and speak with Thrall, Alliance to to Stormwind to speak with Varian.<br />
<br />
Congrats, you should have gotten through that relatively painlessly.<br />
Many thanks to 'Fran' who I promptly deleted.<br />
<br />
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			<title><![CDATA[(Totemic) Druids and You.]]></title>
			<link>https://www.conquestofthehorde.com/thread-22206.html</link>
			<pubDate>Sun, 27 Feb 2011 15:41:35 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=4057">FlyingSquirrel</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-22206.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #FFFFFF;" class="mycode_color">World of Warcraft gives very little information on Totemic Druids, thusly the majority of this is speculation. I'll attempt to add the sources where I got my speculation from within the posts. All quotes are from <a href="http://www.wowpedia.org/Totemic_Druid" target="_blank" rel="noopener" class="mycode_url">here</a>, unless stated otherwise. This post includes lore, but is mainly about what items can be used as totems, and over-all which totem is based off of which.</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>A totemic druid is a druid that bases his magic off a single totem. Before and during the Third War, almost all druids were night elves. (Most are still night elves, though many tauren and a few other races now take up the path.) Night elf druids were organized into different subgroups, each with its own totem animal Ã¢Â€Â” the most famous, and most influential in the Third War, were the Druids of the Claw and the Druids of the Talon.</blockquote>
<br />
Totemic Druids are just as the name implies -- Druids with Totems. Often, these Druids are closer to delving into becoming a Savagekin then their non-Totemic counterparts (See: Broll Bearmantle), thus take a Totem to strengthen their Humanoid connection to Nature, and stave away succumbing to natures will. Of course, if the totem is destroyed, the consequences can vary widely, going from between becoming a Savagekin, or continuing on as if life was no problem. Of course, you do not need a totem to be a Druid, yet it is, ICly, highly advisable. Totems offer just as much versatility as non-Totems do, and have no negative feedbacks <span style="font-size: 50pt;" class="mycode_size">other than the fact that it can't be hurt or leave you</span>. It also allows you to morph with smaller mana loss.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Types of Totemic Druids</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Wild &amp; Epic Druid of the Wild <br />
<br />
    Primary patron: Ysera, Alexstrasza, Therazane the Stonemother <br />
    Shapeshift form: Multiple <br />
    It is strongly implied that playable druids are all Druids of the Wild. These druids employ a variety of magic from multiple totems, a new practice among the druids. </blockquote>
<br />
These are, basically, what all Druids are in-game. They are equal in all forms, although falling behind to others who are specialized in one. They have access to all forms, and are highly versatile, as well as fairly new to Druids. Thus, few elderly Druids would be one. <br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Claw <br />
<br />
    Primary patron: Ursol and Ursoc <br />
    Shapeshift form: Bear, Black Bear, Brown Bear, Polar Bear, Dire Bear, Huge Dire Bear. </blockquote>
<br />
Druid of the Claws are, once again, just that. They specialize in Bear form and (possibly) Cat form, and are the most popular sector of Druids, Talon being the second. They also have larger variety in what bear type they can turn into. Where Wilds are restricted to one type of bear, Claws can turn into many different types. Their primary function is being on the front lines.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Talon <br />
<br />
    Primary patron: Aviana <br />
    Shapeshift form: Storm Crow, raven, birds of prey (hawk, eagle, etc). <br />
    These secretive druids have adopted the totem of the crow. </blockquote>
<br />
Druids of the Talon are people that prefer Birds. They have a large variety of birds which they can transform into, and possibly also into a (Disputed) Moonkin. They are the second most popular sect of Druids, only Claws surpassing them. Their primary function is either as a messenger bird, or as espionage, using their semi-common look to listen in on enemies.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Grove <br />
<br />
    Primary patron: Ivus the Forest Lord <br />
    Shapeshift form: Treant[2] (Tree of Life). <br />
    Leaders: Arch Druid Renferal <br />
    Druids sent from Darnassus by the Arch Druid Renferal in order to aid the Stormpike in Alterac Valley. They are capable of summoning Ivus the Forest Lord by use of Storm Crystals. </blockquote>
<br />
Druids of the Grove are those who prefer helping more than hurting. They restore fallen allies, they restore fallen trees, they restore anything they deem restorable and worthy of being restored. They can turn into trees, both to heal and, at times, spy. They are not a widely used sector of Druidism.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>    * Aquatic Druid<br />
<br />
    Primary patron: Tortolla<br />
    Shapeshift Form: Sea Lion, Turtle, Octopus, most things Aquatic. However, they cannot turn into any non-Aquatic form. Just a whole lot of Aquatic.<br />
    Leaders: Unknown</blockquote>
<br />
Aquatic Druids love water. They love being in it, swimming in it, sitting near it or sitting on it, if they can devise how to. Unlike Chuck Norris, they go to water, but water does like them, most likely. Outside of water, they are probably completely useless. They are not widely used, at all. In my humble opinion, they are the most bad-ass of all Druids, merely for their Patron.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><blockquote class="mycode_quote"><cite>Quote:</cite>Like many of Azeroth's ancients, Tortolla took part in the War of the Ancients in order to defend his world. Initially, the Burning Legion took little heed to him, as he was both nonthreatening and sluggish. However, this proved a fatal mistake, as he was able to easily crush hundreds of his enemies with his sheer weight and powerful jaws. Not only that, but his stony skin and hardened shell proved impossible for even the most powerful of the Burning Legion to pierce. He was one the few, if not the only, ancient to not fall during the war, being able to cover the retreat of the mortal races so that they could ultimately regroup and seal the portal. According to Hamuul, after the war he was found underneath a mountain of demon corpses, and slowly asked if they had won once he had shaken them off. </blockquote>
</div></div></div>
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Antler <br />
<br />
    Primary patron: Malorne <br />
    Shapeshift form: Stag[2] <br />
    Rumored druid order to have taken on totem based around Malorne.</blockquote>
<br />
Druids of the Antler are obscure, at best. They hold a little known legacy of worshiping Malorne and thus being granted his form. They charge into battle with their antlers, bucking much like antlers do in real life, except against Humanoids. However, this sect is currently nothing more than a rumor.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Fang <br />
<br />
    Primary patron: Unknown <br />
    Shapeshift form: Snake, Viper, Constrictor, Dire Cobra <br />
    Leaders: Lord Cobrahn, Lady Anacondra, Lord Pythas, Lord Serpentis, previously Naralex</blockquote>
<br />
Druids of the Fang are all but considered evil by the majority of the world. See, the majority of the world only knows of the Wailing Caverns, within which are corrupted Druids of the Fang. They prefer the snake form above the other, more used forms, adding onto their bad image.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Pack/Scythe<br />
<br />
    Primary patron: Goldrinn <br />
    Shapeshift form: Wolf (formerly), Worgen <br />
    Leaders: Ralaar Fangfire</blockquote>
<br />
Druids of the Pack are just as feared as Druids of the Fang, although just not as widely. Druids of the Packs are powerful, yet their form has a larger tendency to make them go feral, which is why they're so feared. They originally all turn into wolves yet, as they delve further into Nature's grip, they become Worgen and complete slaves to their primal mind.<br />
<br />
<blockquote class="mycode_quote"><cite>WoWPedia, Druid of the Nightmare Wrote:</cite>* Druid of the Nightmare<br />
<br />
    Primary Patron: Unknown, most likely Xavius<br />
    Shapeshift Form: Monstrous Vermin, ranging from Spiders to Scorpion<br />
<br />
A Druid of the Nightmare is a variant class of druid. Not all druids revere the Emerald Dream. A few rare and twisted individuals channel the Nightmare, a rent in the perfection of the Emerald Dream. Most of these druids of the Nightmare were once normal druids who inadvertently came in contact with the Nightmare (often while dreamwalking) and fell under its insidious influence. However, an increasing number of people have become druids of the Nightmare through their own volition. Whereas traditional druids seek a communion with nature, druids of the Nightmare become increasingly divorced from the natural order. Druids of the Nightmare transform into vermin such as monstrous scorpions or monstrous spiders instead of the animals other druids choose. Most of their abilities involve corrupting or destroying nature or warping the minds and bodies of others. At some point, the druid of the Nightmare is fully removed from nature; instead of aging as others, they develop random and unusual features (such as scales or tentacles) as they advance in years.</blockquote><br />
<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Possible Totems</span><br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemWild.png" loading="lazy"  alt="[Image: TotemWild.png]" class="mycode_img" /> Deadly Gladiator's Staff (Green), Furious Gladiator's Staff (Purple), Hateful Gladiator's Staff (Dark Purple)<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemClaw.png" loading="lazy"  alt="[Image: TotemClaw.png]" class="mycode_img" /> Wildcaller (Black), Fleshling Simulation Staff (Green), Ursol's Claw (Brown)<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDClaw.png" loading="lazy"  alt="[Image: TotemDClaw.png]" class="mycode_img" /> Emerald Ripper<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDClaw2.png" loading="lazy"  alt="[Image: TotemDClaw2.png]" class="mycode_img" /> Prowler's Strikeblade</div></div></div>
<br />
These totem would be advised to be used as a Claw. The firsts' tip clearly outlines a cats head and paws, so what better form than a cats to use it for? The second also end in a paw, so it could either be interpreted as a bear or cat paw. On the first dagger, it looks much like a fang would, albeit green. And the last one is still practical, yet still has fur. The eye and stoney look make it fit quite well, in my opinion.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemTalon2.png" loading="lazy"  alt="[Image: TotemTalon2.png]" class="mycode_img" /> Staff of Dark Mending<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemTalon.png" loading="lazy"  alt="[Image: TotemTalon.png]" class="mycode_img" /> Origin of Nightmares<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemPTalon.png" loading="lazy"  alt="[Image: TotemPTalon.png]" class="mycode_img" /> Fordragon Blades (Light), Archon Glaive (Dark)<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDTalon.png" loading="lazy"  alt="[Image: TotemDTalon.png]" class="mycode_img" /> Dagger of Lunar Purity (Purple), Dagger of the Rising Moon (Orange), Spectral Kris (White)</div></div></div>
<br />
This totem is bread and butter for Talon. There are various feathers, along with a head, wings and talon. Essentially, it's a bird on a stick. Now, with the polearm, you not only have one bird on a stick, but two! The dagger has some feathers and a nice eye, and the runes look like they would perhaps help a Moonkin cast better, or just for show.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove5.png" loading="lazy"  alt="[Image: TotemGrove5.png]" class="mycode_img" /> Brutal Gladiator's Staff (Blue), Stanchion of Primal Instinct (Green)<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove4.png" loading="lazy"  alt="[Image: TotemGrove4.png]" class="mycode_img" /> Cold Convergence (Purple), *None shown in picture<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove3.png" loading="lazy"  alt="[Image: TotemGrove3.png]" class="mycode_img" /> Draenic Wildstaff<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove2.png" loading="lazy"  alt="[Image: TotemGrove2.png]" class="mycode_img" /> Wildfury Greatstaff (Green), Staff of Natural Fury (Black)<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove.png" loading="lazy"  alt="[Image: TotemGrove.png]" class="mycode_img" /> Pillar of Ferocity<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDGrove.png" loading="lazy"  alt="[Image: TotemDGrove.png]" class="mycode_img" /> Ceremonial Knife</div></div></div>
<br />
All of these would be great for a Druid of the Grove. Many of them have leaves or vines on them, and what is better for a tree-man then someone covered in something on a tree? And the dagger is wooden, 'nuff said.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemAntler2.png" loading="lazy"  alt="[Image: TotemAntler2.png]" class="mycode_img" /> Twin's Pact (Green), Attrition (Red), *Neither the color shown<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemAntler.png" loading="lazy"  alt="[Image: TotemAntler.png]" class="mycode_img" /> Journey's End</div></div></div>
<br />
Both of these are great for Druids of the Antler. They have antlers, hooves (In the case of the second) and a clearly defined head.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemScale.png" loading="lazy"  alt="[Image: TotemScale.png]" class="mycode_img" /> Will of Arlokk</div></div></div>
<br />
This totem would be best for a Druid of the Fang. As easily seeable, it's a mixture between a snake and a stick, thus best fitting for someone who turns into a snake.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemFang.png" loading="lazy"  alt="[Image: TotemFang.png]" class="mycode_img" /> Staff of the Plaguehound<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemPack1.png" loading="lazy"  alt="[Image: TotemPack1.png]" class="mycode_img" /> Staff of Trickery</div></div></div>
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These, in my opinion, would be best for a Druid of the Pack. They both show dog, or wolf, heads, and the first one shows off the feral nature of the Druids of the Packs, what with the red eyes.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemNightmare.png" loading="lazy"  alt="[Image: TotemNightmare.png]" class="mycode_img" /> Staff of Feral Furies<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDNightmare.png" loading="lazy"  alt="[Image: TotemDNightmare.png]" class="mycode_img" /> Blade of Nadox<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDNightmare2.png" loading="lazy"  alt="[Image: TotemDNightmare2.png]" class="mycode_img" /> Dagger of Bad Mojo</div></div></div>
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It's a flaming lions head on a stick. Which of the above dislikes Nature the most? Which would set a lions head on flame and put it on a stick? The first dagger looks somewhat like a scorpion tail, which is something Nightmarish Druids turn into. The second one has a skull and another nice stoney look, but it just seems more.. frightening.<br />
<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Specializing</span><br />
<br />
Now, specializing is something that I've done with Sha'dash in the past, and am doing currently. Basically, you lose a skill or become worse in it, but in return you gain more power in one skill. Of course, this can't be done in a second. It probably can't be done in any time that anyone would be willing to play. Although, you probably wouldn't completely lose the power, but it would become more tiring, and much weaker.<br />
<br />
A good example of this is my Druid, Sha'dash. Essentially, he can barely heal and would have to have just waken up and drank enough coffee to stay awake for a week to turn into something like a bear and fight. However, in his Flight Form he is huge (enough to fly around comfortably with a Kaldorei raising on him, and able to support about two and a half). Along with this, he's on par with most Spellcasters his age in Moonkin form.<br />
<br />
Of course, you must be careful when you do this. Overplaying the powers can lead to drama and possible removal of this function, if it is allowed on this server. Really, this would suck. If you need help balancing out your Druid, if you choose to do this, my PM box is always open!<br />
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<span style="font-size: 6pt;" class="mycode_size">Outfits</span><br />
<br />
Druids of the Wild are a mixture of them all. Thusly, pinning down a set just for them can be both easy and challenging at the same time. However, you can look below to see if one of the sets I've premade for another will fit your Druid of the Wild.<br />
<br />
Druids of the Claws are a different case, though. They're usually small and lithe, or large and muscular, depending on their preferred form. Usually, their gear will have fangs or claws strapped to it to show their profession. They are almost always in leather.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearClaw.png" loading="lazy"  alt="[Image: GearClaw.png]" class="mycode_img" /> Geist Belt, Gloves, Boots, Legguards, Shoulders, Tunic *Available in Black<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/GearClaw2.png" loading="lazy"  alt="[Image: GearClaw2.png]" class="mycode_img" /> Stormrage Belt, Boots,  Pauldron, Legguards, Handguards, Cover, Chestguard *Available in Blue</div></div></div>
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Druids of the Talons would most likely be smaller than Druids of the Claw, with not as prominent muscles, but muscles nonetheless. Of course, they'd probably have feathers on their body, or something else symbolizing a bird.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearTalon.png" loading="lazy"  alt="[Image: GearTalon.png]" class="mycode_img" /> Feathered Leggings, Breastplate, Grunt's Pauldrons, Deprecated Feathered Helm, Mighty Girdle, Raven's Claws, Dreadhawk's Schynbald *You need to delete your "ItemCache" in your Cache folder to use Pauldrons and Boots. *Available in Grey and Brown (For the most part)<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/GearTalon2.png" loading="lazy"  alt="[Image: GearTalon2.png]" class="mycode_img" /> Wildheart Vest, Belt, Boots, Cowl, Spaulders, Kilt, Gloves *Available in blue</div></div></div>
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Druids of the Grove would probably be the weakest of all Druids. Of course, they'd still have muscle, but nothing compared to a Druid of the Claw. They would most likely dress in something tree-like, such as bark or leaves, with snippets of leather or cloth.<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearGrove.png" loading="lazy"  alt="[Image: GearGrove.png]" class="mycode_img" /> Cenarion Vestments, Belt, Boots, Gloves, Leggings, Spaulders *Yellow version available<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/GearGrove2.png" loading="lazy"  alt="[Image: GearGrove2.png]" class="mycode_img" /> Nordrassil Headguard, Life-Mantle, Chestguard, Life-Kilt, Gloves, Cord of Dark Suffering, Twill Boots *Blue version available</div></div></div>
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Druids of the Antler would be spindly, just a bit more muscley than the Druids of the Grove. They'd be lanky, and most likely dressed in leathers. They, of course, would probably have some antlers on them somewhere.<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearAntler.png" loading="lazy"  alt="[Image: GearAntler.png]" class="mycode_img" /> Gladiator's Kodohide Helm, Spaulders, Tunic, Gloves, Legguards, General's Kodohide Boots, Magram Hunter's Belt *White version available</div></div></div>
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Druids of the Fang would be in light, flexible cloth, valuing maneuverability over all else. Due to their similarities with the Druids of the Nightmare, their equipment would look much the same.<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearNightmare.png" loading="lazy"  alt="[Image: GearNightmare.png]" class="mycode_img" /> Armor of the Fang, Leggings of the Fang, Belt of the Fang, Gloves of the Fang, Footpads of the Fang *Green version available</div></div></div>
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Druids of the Pack would be small and stout, the muscle height ratio similar to a Druid of the Claws. They would also wear leathers, thin in leather but shaggy in fur. <br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearPack.png" loading="lazy"  alt="[Image: GearPack.png]" class="mycode_img" /> Embrace of the Lycan, Bristlebark Blouse, Britches, Boots, Belt, Gloves</div></div></div>
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Druids of the Nightmare would be long and spindly for almost all their forms, although still strong. They would wear tough, thick leathers, although most likely sparingly within this. Due to their forms nature, they'd probably stay away from Spider-like Totems, or such, so people do not become suspicious. Unless they're nefarious like that. If they do have an obvious totem, it'd probably be smaller than a usual-sized totem.<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearNightmare.png" loading="lazy"  alt="[Image: GearNightmare.png]" class="mycode_img" /> Armor of the Fang, Leggings of the Fang, Belt of the Fang, Gloves of the Fang, Footpads of the Fang *Green version available</div></div></div>
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<span style="color: #FFFFFF;" class="mycode_color">Questions? Concerns? Comments? If I see somewhat of a positive response (5 thanks), then I may make suits for each sector and post them here with the totems. Thank you for reading! C'mon, one more thank!</span></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #FFFFFF;" class="mycode_color">World of Warcraft gives very little information on Totemic Druids, thusly the majority of this is speculation. I'll attempt to add the sources where I got my speculation from within the posts. All quotes are from <a href="http://www.wowpedia.org/Totemic_Druid" target="_blank" rel="noopener" class="mycode_url">here</a>, unless stated otherwise. This post includes lore, but is mainly about what items can be used as totems, and over-all which totem is based off of which.</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>A totemic druid is a druid that bases his magic off a single totem. Before and during the Third War, almost all druids were night elves. (Most are still night elves, though many tauren and a few other races now take up the path.) Night elf druids were organized into different subgroups, each with its own totem animal Ã¢Â€Â” the most famous, and most influential in the Third War, were the Druids of the Claw and the Druids of the Talon.</blockquote>
<br />
Totemic Druids are just as the name implies -- Druids with Totems. Often, these Druids are closer to delving into becoming a Savagekin then their non-Totemic counterparts (See: Broll Bearmantle), thus take a Totem to strengthen their Humanoid connection to Nature, and stave away succumbing to natures will. Of course, if the totem is destroyed, the consequences can vary widely, going from between becoming a Savagekin, or continuing on as if life was no problem. Of course, you do not need a totem to be a Druid, yet it is, ICly, highly advisable. Totems offer just as much versatility as non-Totems do, and have no negative feedbacks <span style="font-size: 50pt;" class="mycode_size">other than the fact that it can't be hurt or leave you</span>. It also allows you to morph with smaller mana loss.<br />
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<span style="font-size: 6pt;" class="mycode_size">Types of Totemic Druids</span><br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Wild &amp; Epic Druid of the Wild <br />
<br />
    Primary patron: Ysera, Alexstrasza, Therazane the Stonemother <br />
    Shapeshift form: Multiple <br />
    It is strongly implied that playable druids are all Druids of the Wild. These druids employ a variety of magic from multiple totems, a new practice among the druids. </blockquote>
<br />
These are, basically, what all Druids are in-game. They are equal in all forms, although falling behind to others who are specialized in one. They have access to all forms, and are highly versatile, as well as fairly new to Druids. Thus, few elderly Druids would be one. <br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Claw <br />
<br />
    Primary patron: Ursol and Ursoc <br />
    Shapeshift form: Bear, Black Bear, Brown Bear, Polar Bear, Dire Bear, Huge Dire Bear. </blockquote>
<br />
Druid of the Claws are, once again, just that. They specialize in Bear form and (possibly) Cat form, and are the most popular sector of Druids, Talon being the second. They also have larger variety in what bear type they can turn into. Where Wilds are restricted to one type of bear, Claws can turn into many different types. Their primary function is being on the front lines.<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Talon <br />
<br />
    Primary patron: Aviana <br />
    Shapeshift form: Storm Crow, raven, birds of prey (hawk, eagle, etc). <br />
    These secretive druids have adopted the totem of the crow. </blockquote>
<br />
Druids of the Talon are people that prefer Birds. They have a large variety of birds which they can transform into, and possibly also into a (Disputed) Moonkin. They are the second most popular sect of Druids, only Claws surpassing them. Their primary function is either as a messenger bird, or as espionage, using their semi-common look to listen in on enemies.<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Grove <br />
<br />
    Primary patron: Ivus the Forest Lord <br />
    Shapeshift form: Treant[2] (Tree of Life). <br />
    Leaders: Arch Druid Renferal <br />
    Druids sent from Darnassus by the Arch Druid Renferal in order to aid the Stormpike in Alterac Valley. They are capable of summoning Ivus the Forest Lord by use of Storm Crystals. </blockquote>
<br />
Druids of the Grove are those who prefer helping more than hurting. They restore fallen allies, they restore fallen trees, they restore anything they deem restorable and worthy of being restored. They can turn into trees, both to heal and, at times, spy. They are not a widely used sector of Druidism.<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>    * Aquatic Druid<br />
<br />
    Primary patron: Tortolla<br />
    Shapeshift Form: Sea Lion, Turtle, Octopus, most things Aquatic. However, they cannot turn into any non-Aquatic form. Just a whole lot of Aquatic.<br />
    Leaders: Unknown</blockquote>
<br />
Aquatic Druids love water. They love being in it, swimming in it, sitting near it or sitting on it, if they can devise how to. Unlike Chuck Norris, they go to water, but water does like them, most likely. Outside of water, they are probably completely useless. They are not widely used, at all. In my humble opinion, they are the most bad-ass of all Druids, merely for their Patron.<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><blockquote class="mycode_quote"><cite>Quote:</cite>Like many of Azeroth's ancients, Tortolla took part in the War of the Ancients in order to defend his world. Initially, the Burning Legion took little heed to him, as he was both nonthreatening and sluggish. However, this proved a fatal mistake, as he was able to easily crush hundreds of his enemies with his sheer weight and powerful jaws. Not only that, but his stony skin and hardened shell proved impossible for even the most powerful of the Burning Legion to pierce. He was one the few, if not the only, ancient to not fall during the war, being able to cover the retreat of the mortal races so that they could ultimately regroup and seal the portal. According to Hamuul, after the war he was found underneath a mountain of demon corpses, and slowly asked if they had won once he had shaken them off. </blockquote>
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<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Antler <br />
<br />
    Primary patron: Malorne <br />
    Shapeshift form: Stag[2] <br />
    Rumored druid order to have taken on totem based around Malorne.</blockquote>
<br />
Druids of the Antler are obscure, at best. They hold a little known legacy of worshiping Malorne and thus being granted his form. They charge into battle with their antlers, bucking much like antlers do in real life, except against Humanoids. However, this sect is currently nothing more than a rumor.<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Fang <br />
<br />
    Primary patron: Unknown <br />
    Shapeshift form: Snake, Viper, Constrictor, Dire Cobra <br />
    Leaders: Lord Cobrahn, Lady Anacondra, Lord Pythas, Lord Serpentis, previously Naralex</blockquote>
<br />
Druids of the Fang are all but considered evil by the majority of the world. See, the majority of the world only knows of the Wailing Caverns, within which are corrupted Druids of the Fang. They prefer the snake form above the other, more used forms, adding onto their bad image.<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>    * Druid of the Pack/Scythe<br />
<br />
    Primary patron: Goldrinn <br />
    Shapeshift form: Wolf (formerly), Worgen <br />
    Leaders: Ralaar Fangfire</blockquote>
<br />
Druids of the Pack are just as feared as Druids of the Fang, although just not as widely. Druids of the Packs are powerful, yet their form has a larger tendency to make them go feral, which is why they're so feared. They originally all turn into wolves yet, as they delve further into Nature's grip, they become Worgen and complete slaves to their primal mind.<br />
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<blockquote class="mycode_quote"><cite>WoWPedia, Druid of the Nightmare Wrote:</cite>* Druid of the Nightmare<br />
<br />
    Primary Patron: Unknown, most likely Xavius<br />
    Shapeshift Form: Monstrous Vermin, ranging from Spiders to Scorpion<br />
<br />
A Druid of the Nightmare is a variant class of druid. Not all druids revere the Emerald Dream. A few rare and twisted individuals channel the Nightmare, a rent in the perfection of the Emerald Dream. Most of these druids of the Nightmare were once normal druids who inadvertently came in contact with the Nightmare (often while dreamwalking) and fell under its insidious influence. However, an increasing number of people have become druids of the Nightmare through their own volition. Whereas traditional druids seek a communion with nature, druids of the Nightmare become increasingly divorced from the natural order. Druids of the Nightmare transform into vermin such as monstrous scorpions or monstrous spiders instead of the animals other druids choose. Most of their abilities involve corrupting or destroying nature or warping the minds and bodies of others. At some point, the druid of the Nightmare is fully removed from nature; instead of aging as others, they develop random and unusual features (such as scales or tentacles) as they advance in years.</blockquote><br />
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<span style="font-size: 6pt;" class="mycode_size">Possible Totems</span><br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemWild.png" loading="lazy"  alt="[Image: TotemWild.png]" class="mycode_img" /> Deadly Gladiator's Staff (Green), Furious Gladiator's Staff (Purple), Hateful Gladiator's Staff (Dark Purple)<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemClaw.png" loading="lazy"  alt="[Image: TotemClaw.png]" class="mycode_img" /> Wildcaller (Black), Fleshling Simulation Staff (Green), Ursol's Claw (Brown)<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDClaw.png" loading="lazy"  alt="[Image: TotemDClaw.png]" class="mycode_img" /> Emerald Ripper<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDClaw2.png" loading="lazy"  alt="[Image: TotemDClaw2.png]" class="mycode_img" /> Prowler's Strikeblade</div></div></div>
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These totem would be advised to be used as a Claw. The firsts' tip clearly outlines a cats head and paws, so what better form than a cats to use it for? The second also end in a paw, so it could either be interpreted as a bear or cat paw. On the first dagger, it looks much like a fang would, albeit green. And the last one is still practical, yet still has fur. The eye and stoney look make it fit quite well, in my opinion.<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemTalon2.png" loading="lazy"  alt="[Image: TotemTalon2.png]" class="mycode_img" /> Staff of Dark Mending<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemTalon.png" loading="lazy"  alt="[Image: TotemTalon.png]" class="mycode_img" /> Origin of Nightmares<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemPTalon.png" loading="lazy"  alt="[Image: TotemPTalon.png]" class="mycode_img" /> Fordragon Blades (Light), Archon Glaive (Dark)<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDTalon.png" loading="lazy"  alt="[Image: TotemDTalon.png]" class="mycode_img" /> Dagger of Lunar Purity (Purple), Dagger of the Rising Moon (Orange), Spectral Kris (White)</div></div></div>
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This totem is bread and butter for Talon. There are various feathers, along with a head, wings and talon. Essentially, it's a bird on a stick. Now, with the polearm, you not only have one bird on a stick, but two! The dagger has some feathers and a nice eye, and the runes look like they would perhaps help a Moonkin cast better, or just for show.<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove5.png" loading="lazy"  alt="[Image: TotemGrove5.png]" class="mycode_img" /> Brutal Gladiator's Staff (Blue), Stanchion of Primal Instinct (Green)<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove4.png" loading="lazy"  alt="[Image: TotemGrove4.png]" class="mycode_img" /> Cold Convergence (Purple), *None shown in picture<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove3.png" loading="lazy"  alt="[Image: TotemGrove3.png]" class="mycode_img" /> Draenic Wildstaff<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove2.png" loading="lazy"  alt="[Image: TotemGrove2.png]" class="mycode_img" /> Wildfury Greatstaff (Green), Staff of Natural Fury (Black)<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemGrove.png" loading="lazy"  alt="[Image: TotemGrove.png]" class="mycode_img" /> Pillar of Ferocity<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDGrove.png" loading="lazy"  alt="[Image: TotemDGrove.png]" class="mycode_img" /> Ceremonial Knife</div></div></div>
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All of these would be great for a Druid of the Grove. Many of them have leaves or vines on them, and what is better for a tree-man then someone covered in something on a tree? And the dagger is wooden, 'nuff said.<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemAntler2.png" loading="lazy"  alt="[Image: TotemAntler2.png]" class="mycode_img" /> Twin's Pact (Green), Attrition (Red), *Neither the color shown<br />
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<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemAntler.png" loading="lazy"  alt="[Image: TotemAntler.png]" class="mycode_img" /> Journey's End</div></div></div>
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Both of these are great for Druids of the Antler. They have antlers, hooves (In the case of the second) and a clearly defined head.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemScale.png" loading="lazy"  alt="[Image: TotemScale.png]" class="mycode_img" /> Will of Arlokk</div></div></div>
<br />
This totem would be best for a Druid of the Fang. As easily seeable, it's a mixture between a snake and a stick, thus best fitting for someone who turns into a snake.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemFang.png" loading="lazy"  alt="[Image: TotemFang.png]" class="mycode_img" /> Staff of the Plaguehound<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemPack1.png" loading="lazy"  alt="[Image: TotemPack1.png]" class="mycode_img" /> Staff of Trickery</div></div></div>
<br />
These, in my opinion, would be best for a Druid of the Pack. They both show dog, or wolf, heads, and the first one shows off the feral nature of the Druids of the Packs, what with the red eyes.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/TotemNightmare.png" loading="lazy"  alt="[Image: TotemNightmare.png]" class="mycode_img" /> Staff of Feral Furies<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDNightmare.png" loading="lazy"  alt="[Image: TotemDNightmare.png]" class="mycode_img" /> Blade of Nadox<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/TotemDNightmare2.png" loading="lazy"  alt="[Image: TotemDNightmare2.png]" class="mycode_img" /> Dagger of Bad Mojo</div></div></div>
<br />
It's a flaming lions head on a stick. Which of the above dislikes Nature the most? Which would set a lions head on flame and put it on a stick? The first dagger looks somewhat like a scorpion tail, which is something Nightmarish Druids turn into. The second one has a skull and another nice stoney look, but it just seems more.. frightening.<br />
<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Specializing</span><br />
<br />
Now, specializing is something that I've done with Sha'dash in the past, and am doing currently. Basically, you lose a skill or become worse in it, but in return you gain more power in one skill. Of course, this can't be done in a second. It probably can't be done in any time that anyone would be willing to play. Although, you probably wouldn't completely lose the power, but it would become more tiring, and much weaker.<br />
<br />
A good example of this is my Druid, Sha'dash. Essentially, he can barely heal and would have to have just waken up and drank enough coffee to stay awake for a week to turn into something like a bear and fight. However, in his Flight Form he is huge (enough to fly around comfortably with a Kaldorei raising on him, and able to support about two and a half). Along with this, he's on par with most Spellcasters his age in Moonkin form.<br />
<br />
Of course, you must be careful when you do this. Overplaying the powers can lead to drama and possible removal of this function, if it is allowed on this server. Really, this would suck. If you need help balancing out your Druid, if you choose to do this, my PM box is always open!<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Outfits</span><br />
<br />
Druids of the Wild are a mixture of them all. Thusly, pinning down a set just for them can be both easy and challenging at the same time. However, you can look below to see if one of the sets I've premade for another will fit your Druid of the Wild.<br />
<br />
Druids of the Claws are a different case, though. They're usually small and lithe, or large and muscular, depending on their preferred form. Usually, their gear will have fangs or claws strapped to it to show their profession. They are almost always in leather.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearClaw.png" loading="lazy"  alt="[Image: GearClaw.png]" class="mycode_img" /> Geist Belt, Gloves, Boots, Legguards, Shoulders, Tunic *Available in Black<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/GearClaw2.png" loading="lazy"  alt="[Image: GearClaw2.png]" class="mycode_img" /> Stormrage Belt, Boots,  Pauldron, Legguards, Handguards, Cover, Chestguard *Available in Blue</div></div></div>
<br />
Druids of the Talons would most likely be smaller than Druids of the Claw, with not as prominent muscles, but muscles nonetheless. Of course, they'd probably have feathers on their body, or something else symbolizing a bird.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearTalon.png" loading="lazy"  alt="[Image: GearTalon.png]" class="mycode_img" /> Feathered Leggings, Breastplate, Grunt's Pauldrons, Deprecated Feathered Helm, Mighty Girdle, Raven's Claws, Dreadhawk's Schynbald *You need to delete your "ItemCache" in your Cache folder to use Pauldrons and Boots. *Available in Grey and Brown (For the most part)<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/GearTalon2.png" loading="lazy"  alt="[Image: GearTalon2.png]" class="mycode_img" /> Wildheart Vest, Belt, Boots, Cowl, Spaulders, Kilt, Gloves *Available in blue</div></div></div>
<br />
Druids of the Grove would probably be the weakest of all Druids. Of course, they'd still have muscle, but nothing compared to a Druid of the Claw. They would most likely dress in something tree-like, such as bark or leaves, with snippets of leather or cloth.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearGrove.png" loading="lazy"  alt="[Image: GearGrove.png]" class="mycode_img" /> Cenarion Vestments, Belt, Boots, Gloves, Leggings, Spaulders *Yellow version available<br />
<br />
<img src="http://i762.photobucket.com/albums/xx263/battm7/GearGrove2.png" loading="lazy"  alt="[Image: GearGrove2.png]" class="mycode_img" /> Nordrassil Headguard, Life-Mantle, Chestguard, Life-Kilt, Gloves, Cord of Dark Suffering, Twill Boots *Blue version available</div></div></div>
<br />
Druids of the Antler would be spindly, just a bit more muscley than the Druids of the Grove. They'd be lanky, and most likely dressed in leathers. They, of course, would probably have some antlers on them somewhere.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearAntler.png" loading="lazy"  alt="[Image: GearAntler.png]" class="mycode_img" /> Gladiator's Kodohide Helm, Spaulders, Tunic, Gloves, Legguards, General's Kodohide Boots, Magram Hunter's Belt *White version available</div></div></div>
<br />
Druids of the Fang would be in light, flexible cloth, valuing maneuverability over all else. Due to their similarities with the Druids of the Nightmare, their equipment would look much the same.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearNightmare.png" loading="lazy"  alt="[Image: GearNightmare.png]" class="mycode_img" /> Armor of the Fang, Leggings of the Fang, Belt of the Fang, Gloves of the Fang, Footpads of the Fang *Green version available</div></div></div>
<br />
Druids of the Pack would be small and stout, the muscle height ratio similar to a Druid of the Claws. They would also wear leathers, thin in leather but shaggy in fur. <br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearPack.png" loading="lazy"  alt="[Image: GearPack.png]" class="mycode_img" /> Embrace of the Lycan, Bristlebark Blouse, Britches, Boots, Belt, Gloves</div></div></div>
<br />
Druids of the Nightmare would be long and spindly for almost all their forms, although still strong. They would wear tough, thick leathers, although most likely sparingly within this. Due to their forms nature, they'd probably stay away from Spider-like Totems, or such, so people do not become suspicious. Unless they're nefarious like that. If they do have an obvious totem, it'd probably be smaller than a usual-sized totem.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><img src="http://i762.photobucket.com/albums/xx263/battm7/GearNightmare.png" loading="lazy"  alt="[Image: GearNightmare.png]" class="mycode_img" /> Armor of the Fang, Leggings of the Fang, Belt of the Fang, Gloves of the Fang, Footpads of the Fang *Green version available</div></div></div>
<br />
<br />
<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">Questions? Concerns? Comments? If I see somewhat of a positive response (5 thanks), then I may make suits for each sector and post them here with the totems. Thank you for reading! C'mon, one more thank!</span></div>]]></content:encoded>
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		<item>
			<title><![CDATA[Being a Color Mage]]></title>
			<link>https://www.conquestofthehorde.com/thread-18960.html</link>
			<pubDate>Thu, 09 Sep 2010 16:12:02 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=1435">Anski</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-18960.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Palatino Linotype;" class="mycode_font"><span style="font-size: 6pt;" class="mycode_size">So you want to be a Color Mage?</span><br />
Being a 'color' mage is a fancy way of saying you're a mage that specializes in one form of magic or another. Along with the things you do and what you do them for, being a color mage can spice up a run-of-the-mill magic user. It doesn't give you special powers or super strength, it's a matter of doing one thing more than another and using the currently given powers for their usage. The background from this is borrowed from multiple sources. Although not really backed up in Lore, it's not particularly changing anything at all other than calling yourself something else. Using it in such a way that you're giving yourself new powers or the likes is p much bending lore and metagaming to be over powerful. You get the idea.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">Also, if you decide to play a color mage, dress the part! Wear your color proudly!</span><br />
<br />
<img src="http://bb.xieke.com/files/blackmage.png" loading="lazy"  alt="[Image: blackmage.png]" class="mycode_img" /><br />
Being a Black Mage is common both in Warcraft and folklore. Deriving from the witches of the early European Christian belief that women who used 'magic' were witches and their form was Witchcraft. This changed once the idea of 'White Witches' were introduced, ones who worked as healers and cunning men and women, the idea of 'Witchcraft' was split into White and Black magic. The White Magic ideal came to be healing in lore, and the Light in Warcraft, whilst the black turned into offensive, damaging magic. This translates into Warcraft as mages who specialize in offensive magic. Although many non-mage players see all mages as offensive, dangerous beings, there's twice as much non-damaging magic spells as there are damaging spells. Common Black Mages in Warcraft Lore would practice in all three schools of magic, but work more in the Fire and Ice area. They don't spend time on frivolous things like teleporting, shields, anything that doesn't hurt.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Black Mage would prefer:<br />
[spell]38697[/spell]<br />
[spell]42832[/spell]<br />
[spell]42846[/spell]</span><br />
<br />
Black Mages aren't very good at combining Fire and Ice together, they'd rather blast off each school of magic separately, whether quickly switching between them or not. Black Mages can cast quickly at the hard cost of being mana burned quickly. Their mindset is killing the enemy quickly no matter what the cost.<br />
<br />
<img src="http://bb.xieke.com/files/Whitemage.png" loading="lazy"  alt="[Image: Whitemage.png]" class="mycode_img" /><br />
Being a White Mage is practically being a healing-focused based Priest. Mages as a class cannot do this job, one must be a priest or a paladin (Or perhaps a healing focused Druid or Shaman!) to call themselves a White Mage. The focus behind this draws from multiple, obvious sources, just like the Black Mage. From Final Fantasy to actual history, White Mages have been portrayed as do-good, anti-narcissistic views and live for other people. However what sets them apart from being just a run of the mill healer is that they focus on healing from a distance. Most priests would rather take the lay-on-hands approach, while White Mage healers would rather be at a distance, this spawning from healing during a battle. The base healing would also be offset by buffing spells, to make another person heal over time or last longer, etc. White Mages are pressed with the want to do good, they are never really any evil or even neutral White Mages.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a White Mage would prefer:<br />
[spell]64843[/spell]<br />
[spell]48071[/spell]<br />
[spell]48073[/spell]</span><br />
<br />
White Mages are healers through and through, something the base Mage class cannot reach. White Mages NEED to be Priests, Shamans or Druids, there is no question about it.<br />
<br />
<img src="http://bb.xieke.com/files/Redmage.png" loading="lazy"  alt="[Image: Redmage.png]" class="mycode_img" /><br />
Red Mages are a new idea but a very versatile one. The inspiration draws from the 'scholars' in fantasy lore that were old and weren't able to fling dangerous magic around. Tolkien explored this idea slightly, although not coining the term, with a circle of mages that were all elders and spend their time levitating libraries of books over their heads and doing multiple, small things at once. They teleported everywhere they walked and studied most of the time. The original Final Fantasy game grouped Red Mages as ones that were not good in either defense or offense, but still played in the schools of magic from both Black to White. As multi-classing isn't allowed, we move the Red Mage ideal from the multi-user to the multi-thinker. A Red Mage is one who puts little to no focus on offense and only a self-supporting idea on defense. The rest goes to the 'perks' of being a mage, from blinking to teleporting, shading to invisibility. These mages would put some usage into armor and being elusive. While Red Mages can go off into the offensive schools of magic, defense is first. Red Mages are the type to have things flying around them and hovering mindlessly, reading from one or two books and letting the rest float around their heads lazily. In turn, the Red Mages would make excellent herbalists and alchemists, putting their study to use and their free time on making potions and the such to help themselves or others around them.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Red Mage would prefer:<br />
[spell]1953[/spell]<br />
[spell]66[/spell]<br />
[spell]54354[/spell]</span><br />
<br />
Red Mages, in their defenseless ways, would be masters at getting away from trouble, whether just teleporting to a nearby location in an instant, turning invisible and slunking away, or so forth.<br />
<br />
<br />
<img src="http://bb.xieke.com/files/Bluemage.png" loading="lazy"  alt="[Image: Bluemage.png]" class="mycode_img" /><br />
Blue Mages are a concept that's a hard one to tackle. They live in the school of ice, never straying to arcane or fire. This in turn allows them to control water to an extent, however they cannot summon it, just like any other mage. After all, melted ice is water. However, Blue Mages are excellent at keeping themselves alive. Unlike Red Mages, who teleport and hide themselves from danger, Blue Mages are experts at holding up a physical wall of ice to block incoming attacks. At the same time, they use this ability to create ice armor on their bodies, and ice weapons to handle for a short time. A Blue Mage would be great at copying the style of their attacker. A big, armored orc against a small, gnome Blue Mage would yield the Blue Mage to create a thick armor of ice that raised their height and a large, ice weapon to mirror the Orc and put up an offense. Because of this, Blue Mages are often physically stronger than their other color counterparts just by using physical copy-weapons made of ice to attack. Blue Mages aren't high into studying or book work like Red Mages, they live to survive and wage war, their high defense spells being a counter-balance to their high offensive based life.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Blue Mage would prefer:<br />
[spell]43008[/spell]<br />
[spell]42914[/spell]<br />
[spell]45438[/spell]</span><br />
<br />
Blue Mages live a hard life, one that's always on the edge of war and despite their cool hands their temper can sometimes be a problem. However there are multiple docile Blue Mages, but taking the Blue Mage path would require a love of Frost arcane and the want to be able to fight with big, ice weapons.<br />
<br />
<img src="http://bb.xieke.com/files/Goldmage.png" loading="lazy"  alt="[Image: Goldmage.png]" class="mycode_img" /><br />
Gold Mages are ones that live in a fashionable lifestyle. They are more concerned with just living using the Arcane, and they get money through enchantments. Cloth weavers, enchanters, the whole nine yards. The offensive spells they know are basic, the defense the same. Gold Mages are focused on themselves, and making money. The idea behind this drives from player input and the Alchemists in folklore, who would sit and use their magic to spin gold and other valuables, not doing heroic things. These mages weren't always stuck up and snooty, it's just that they work for themselves, no matter how self centered or modest they are. Gold Mages tend to be good at teleporting as well, for their lives take them all over the planet, although the instantaneous teleporting would be only to high-used anchor locations such as Dalaran, SMC or Stormwind. They can take any magical object and scan it over, giving up it's properties, and can rival Red Mages in their ability to research something.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Gold Mage would prefer:<br />
[spell]53142[/spell]<br />
[spell]8455[/spell]<br />
[spell]61316[/spell]</span><br />
<br />
Gold Mages aren't exactly fighters but livers, however they can defend themselves much like any other mage.<br />
<br />
<img src="http://bb.xieke.com/files/Purplemage.png" loading="lazy"  alt="[Image: Purplemage.png]" class="mycode_img" /><br />
Purple Mages are your base, all around stock mages. Purple Mages consider themselves the first line of defense against threats in the world. They live and breathe the word Dalaran and spend a lot of their time learning about the ways of magic in the world. While Red Mages study everything, Purple Mages would rather learn about the world and how magic affects it. They cast themselves spells of brilliance, spending hours at night studying with their minds magically opened, scouring the world and all around it. Purple Mages are excellent at figuring things out, and put a lot of focus into the base Arcane rather than frost or fire, which are seen as needless things. They walk with an air of regency, and are the basic 'wizard' rather than a mage. Many mages turn to the life of a Purple Mage as they get older, as it's a very high powered use of Arcane. Tapping into Leylines, talking across the world and the such are a Purple Mages daily jobs. A few are a bit loose in the head mostly due to them being older, but many others are rock solid.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Purple Mage would prefer:<br />
[spell]53140[/spell]<br />
[spell]61024[/spell]<br />
[spell]42921[/spell]</span><br />
<br />
Most Purple Mages are a part of the Kirin Tor, naturally, and live in Dalaran. The ones that don't are tending to be drifters, looking for magical artifacts and the such to research in their life, or simply help anyone in need with their magic ability.<br />
<br />
<img src="http://bb.xieke.com/files/Greenmage.png" loading="lazy"  alt="[Image: Greenmage.png]" class="mycode_img" /><br />
Green Mages are master Alchemists and Herbalists, who use their magic to help their work and combat abilities. Because of this, the Green Mages tend to use all three schools of magic, with more focus on fire and arcane. Using the tips of their fingers to boil or cool off a potion instantly, throwing a potion and having it blink a few feet ahead and get double the range, Green Mages can be seen pandering around the entire world with bottles and glasses strung across them. Green Mages are crafty and sneaky, many Forsaken Mages end up being Green Mages. They have potions for helping and hurting, from health to acid in a second. Green Mages have a great throwing arm, and when they can't throw they'll blink close enough to smash the bottle on their target. Green Mages are not something to be trifled with in battle, as it can leave the opponent covered in burns and lacerations, near death. They don't tend to live in Dalaran like many other mages, as it's very restrictive on available herbs and the such, and Green Mages can tend to be loners often enough.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Green Mage would prefer:<br />
[spell]759[/spell]<br />
[spell]53042[/spell]<br />
[spell]55503[/spell]</span><br />
<br />
Green Mages, like any other Alchemist, would excel at transmuting things, due to their increased arcane ability and intelligence.<br />
<br />
More to come in the future!</span></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Palatino Linotype;" class="mycode_font"><span style="font-size: 6pt;" class="mycode_size">So you want to be a Color Mage?</span><br />
Being a 'color' mage is a fancy way of saying you're a mage that specializes in one form of magic or another. Along with the things you do and what you do them for, being a color mage can spice up a run-of-the-mill magic user. It doesn't give you special powers or super strength, it's a matter of doing one thing more than another and using the currently given powers for their usage. The background from this is borrowed from multiple sources. Although not really backed up in Lore, it's not particularly changing anything at all other than calling yourself something else. Using it in such a way that you're giving yourself new powers or the likes is p much bending lore and metagaming to be over powerful. You get the idea.<br />
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<span style="color: #FFFFFF;" class="mycode_color">Also, if you decide to play a color mage, dress the part! Wear your color proudly!</span><br />
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<img src="http://bb.xieke.com/files/blackmage.png" loading="lazy"  alt="[Image: blackmage.png]" class="mycode_img" /><br />
Being a Black Mage is common both in Warcraft and folklore. Deriving from the witches of the early European Christian belief that women who used 'magic' were witches and their form was Witchcraft. This changed once the idea of 'White Witches' were introduced, ones who worked as healers and cunning men and women, the idea of 'Witchcraft' was split into White and Black magic. The White Magic ideal came to be healing in lore, and the Light in Warcraft, whilst the black turned into offensive, damaging magic. This translates into Warcraft as mages who specialize in offensive magic. Although many non-mage players see all mages as offensive, dangerous beings, there's twice as much non-damaging magic spells as there are damaging spells. Common Black Mages in Warcraft Lore would practice in all three schools of magic, but work more in the Fire and Ice area. They don't spend time on frivolous things like teleporting, shields, anything that doesn't hurt.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Black Mage would prefer:<br />
[spell]38697[/spell]<br />
[spell]42832[/spell]<br />
[spell]42846[/spell]</span><br />
<br />
Black Mages aren't very good at combining Fire and Ice together, they'd rather blast off each school of magic separately, whether quickly switching between them or not. Black Mages can cast quickly at the hard cost of being mana burned quickly. Their mindset is killing the enemy quickly no matter what the cost.<br />
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<img src="http://bb.xieke.com/files/Whitemage.png" loading="lazy"  alt="[Image: Whitemage.png]" class="mycode_img" /><br />
Being a White Mage is practically being a healing-focused based Priest. Mages as a class cannot do this job, one must be a priest or a paladin (Or perhaps a healing focused Druid or Shaman!) to call themselves a White Mage. The focus behind this draws from multiple, obvious sources, just like the Black Mage. From Final Fantasy to actual history, White Mages have been portrayed as do-good, anti-narcissistic views and live for other people. However what sets them apart from being just a run of the mill healer is that they focus on healing from a distance. Most priests would rather take the lay-on-hands approach, while White Mage healers would rather be at a distance, this spawning from healing during a battle. The base healing would also be offset by buffing spells, to make another person heal over time or last longer, etc. White Mages are pressed with the want to do good, they are never really any evil or even neutral White Mages.<br />
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<span style="font-size: 6pt;" class="mycode_size">Example spells a White Mage would prefer:<br />
[spell]64843[/spell]<br />
[spell]48071[/spell]<br />
[spell]48073[/spell]</span><br />
<br />
White Mages are healers through and through, something the base Mage class cannot reach. White Mages NEED to be Priests, Shamans or Druids, there is no question about it.<br />
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<img src="http://bb.xieke.com/files/Redmage.png" loading="lazy"  alt="[Image: Redmage.png]" class="mycode_img" /><br />
Red Mages are a new idea but a very versatile one. The inspiration draws from the 'scholars' in fantasy lore that were old and weren't able to fling dangerous magic around. Tolkien explored this idea slightly, although not coining the term, with a circle of mages that were all elders and spend their time levitating libraries of books over their heads and doing multiple, small things at once. They teleported everywhere they walked and studied most of the time. The original Final Fantasy game grouped Red Mages as ones that were not good in either defense or offense, but still played in the schools of magic from both Black to White. As multi-classing isn't allowed, we move the Red Mage ideal from the multi-user to the multi-thinker. A Red Mage is one who puts little to no focus on offense and only a self-supporting idea on defense. The rest goes to the 'perks' of being a mage, from blinking to teleporting, shading to invisibility. These mages would put some usage into armor and being elusive. While Red Mages can go off into the offensive schools of magic, defense is first. Red Mages are the type to have things flying around them and hovering mindlessly, reading from one or two books and letting the rest float around their heads lazily. In turn, the Red Mages would make excellent herbalists and alchemists, putting their study to use and their free time on making potions and the such to help themselves or others around them.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Red Mage would prefer:<br />
[spell]1953[/spell]<br />
[spell]66[/spell]<br />
[spell]54354[/spell]</span><br />
<br />
Red Mages, in their defenseless ways, would be masters at getting away from trouble, whether just teleporting to a nearby location in an instant, turning invisible and slunking away, or so forth.<br />
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<img src="http://bb.xieke.com/files/Bluemage.png" loading="lazy"  alt="[Image: Bluemage.png]" class="mycode_img" /><br />
Blue Mages are a concept that's a hard one to tackle. They live in the school of ice, never straying to arcane or fire. This in turn allows them to control water to an extent, however they cannot summon it, just like any other mage. After all, melted ice is water. However, Blue Mages are excellent at keeping themselves alive. Unlike Red Mages, who teleport and hide themselves from danger, Blue Mages are experts at holding up a physical wall of ice to block incoming attacks. At the same time, they use this ability to create ice armor on their bodies, and ice weapons to handle for a short time. A Blue Mage would be great at copying the style of their attacker. A big, armored orc against a small, gnome Blue Mage would yield the Blue Mage to create a thick armor of ice that raised their height and a large, ice weapon to mirror the Orc and put up an offense. Because of this, Blue Mages are often physically stronger than their other color counterparts just by using physical copy-weapons made of ice to attack. Blue Mages aren't high into studying or book work like Red Mages, they live to survive and wage war, their high defense spells being a counter-balance to their high offensive based life.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Blue Mage would prefer:<br />
[spell]43008[/spell]<br />
[spell]42914[/spell]<br />
[spell]45438[/spell]</span><br />
<br />
Blue Mages live a hard life, one that's always on the edge of war and despite their cool hands their temper can sometimes be a problem. However there are multiple docile Blue Mages, but taking the Blue Mage path would require a love of Frost arcane and the want to be able to fight with big, ice weapons.<br />
<br />
<img src="http://bb.xieke.com/files/Goldmage.png" loading="lazy"  alt="[Image: Goldmage.png]" class="mycode_img" /><br />
Gold Mages are ones that live in a fashionable lifestyle. They are more concerned with just living using the Arcane, and they get money through enchantments. Cloth weavers, enchanters, the whole nine yards. The offensive spells they know are basic, the defense the same. Gold Mages are focused on themselves, and making money. The idea behind this drives from player input and the Alchemists in folklore, who would sit and use their magic to spin gold and other valuables, not doing heroic things. These mages weren't always stuck up and snooty, it's just that they work for themselves, no matter how self centered or modest they are. Gold Mages tend to be good at teleporting as well, for their lives take them all over the planet, although the instantaneous teleporting would be only to high-used anchor locations such as Dalaran, SMC or Stormwind. They can take any magical object and scan it over, giving up it's properties, and can rival Red Mages in their ability to research something.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Gold Mage would prefer:<br />
[spell]53142[/spell]<br />
[spell]8455[/spell]<br />
[spell]61316[/spell]</span><br />
<br />
Gold Mages aren't exactly fighters but livers, however they can defend themselves much like any other mage.<br />
<br />
<img src="http://bb.xieke.com/files/Purplemage.png" loading="lazy"  alt="[Image: Purplemage.png]" class="mycode_img" /><br />
Purple Mages are your base, all around stock mages. Purple Mages consider themselves the first line of defense against threats in the world. They live and breathe the word Dalaran and spend a lot of their time learning about the ways of magic in the world. While Red Mages study everything, Purple Mages would rather learn about the world and how magic affects it. They cast themselves spells of brilliance, spending hours at night studying with their minds magically opened, scouring the world and all around it. Purple Mages are excellent at figuring things out, and put a lot of focus into the base Arcane rather than frost or fire, which are seen as needless things. They walk with an air of regency, and are the basic 'wizard' rather than a mage. Many mages turn to the life of a Purple Mage as they get older, as it's a very high powered use of Arcane. Tapping into Leylines, talking across the world and the such are a Purple Mages daily jobs. A few are a bit loose in the head mostly due to them being older, but many others are rock solid.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Purple Mage would prefer:<br />
[spell]53140[/spell]<br />
[spell]61024[/spell]<br />
[spell]42921[/spell]</span><br />
<br />
Most Purple Mages are a part of the Kirin Tor, naturally, and live in Dalaran. The ones that don't are tending to be drifters, looking for magical artifacts and the such to research in their life, or simply help anyone in need with their magic ability.<br />
<br />
<img src="http://bb.xieke.com/files/Greenmage.png" loading="lazy"  alt="[Image: Greenmage.png]" class="mycode_img" /><br />
Green Mages are master Alchemists and Herbalists, who use their magic to help their work and combat abilities. Because of this, the Green Mages tend to use all three schools of magic, with more focus on fire and arcane. Using the tips of their fingers to boil or cool off a potion instantly, throwing a potion and having it blink a few feet ahead and get double the range, Green Mages can be seen pandering around the entire world with bottles and glasses strung across them. Green Mages are crafty and sneaky, many Forsaken Mages end up being Green Mages. They have potions for helping and hurting, from health to acid in a second. Green Mages have a great throwing arm, and when they can't throw they'll blink close enough to smash the bottle on their target. Green Mages are not something to be trifled with in battle, as it can leave the opponent covered in burns and lacerations, near death. They don't tend to live in Dalaran like many other mages, as it's very restrictive on available herbs and the such, and Green Mages can tend to be loners often enough.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size">Example spells a Green Mage would prefer:<br />
[spell]759[/spell]<br />
[spell]53042[/spell]<br />
[spell]55503[/spell]</span><br />
<br />
Green Mages, like any other Alchemist, would excel at transmuting things, due to their increased arcane ability and intelligence.<br />
<br />
More to come in the future!</span></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Warriors]]></title>
			<link>https://www.conquestofthehorde.com/thread-13187.html</link>
			<pubDate>Tue, 12 Jan 2010 17:00:54 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=688">Touchseed</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-13187.html</guid>
			<description><![CDATA[Hello, this little article is to discuss and elaborate on the most played class on the CotH server and my favorite gaming class. I intend to bring up some points to think on for proud owners of a warrior and ideas for those who have not yet been blessed to have such an honor. My objective is not to  present a bunch of information, but rather to help you interpret information and apply it to your mad skillz yo. If you manage to get through this, please feel completely free to discuss it publicly. Voice your approval or disapproval. Also, if you do like it and you have some role-played archetypes to add to the list PM them to me and I'll place it in there with credits and examples. Please argue with me over examples. So without further adieu:<br />
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<img src="http://www.rockstargames.com/thewarriors/_pix/logo_age.jpg" loading="lazy"  alt="[Image: logo_age.jpg]" class="mycode_img" /><br />
<br />
<br />
<br />
Lets me start by telling you what you've probably seen in the character creation screen already. Warriors come from all walks of life. With this in mind, I want to say that the Warrior as an ingame class is the most versatile, being able to wear all armors, and wield all weapons, save for wands. I also want to say that this versatility and flexibility reflects their nature as a role-played class. Think of the Warrior as a blank slate. As any other class, it's assumed you've got some special ability. As a blank slate you've go a lot of room to build on a character, so enjoy it!<br />
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<span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFFFF;" class="mycode_color">Warrior, as an Archetype:</span></span><br />
 <br />
The warrior in its classic archetypal form represents physical vigor, heroism, and a stoic demeanor. At the same time, a 'good' warrior will express self-sacrifice, honor, devotion and loyalty to 'good' cause. An 'evil' warrior  abandons the code of conduct and justifies their savage nature by distorting truths. As it is said, the first casualty of war is truth. If your warrior is good or evil, or somewhere in between, you can benefit from understanding the class on both ends of its spectrum. <br />
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The warrior represents culture for some, and a necessary mean for others, and as you role-play your going to want to recognize. Some fight for the gratitude of their province, and others fight for heavier pockets. A warrior is in tune with their weaponry and their equipment, and they become tools of destruction or even protection.<br />
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There are many archetypes played as warriors, and I'm sure you can name a few. I've put together a small list of some I've seen and some that may be worth trying out. <br />
__<br />
<span style="color: #FF0000;" class="mycode_color">The Brute</span> - AKA Brawn w/o brains, Meathead, stoopid orc, The savage. Your going to see this archetype played as members of the Horde on most occasions. It pisses off the GMs here at CotH, or at least stoopid ork does. I think it's less of the archetype and more of the portrayal. Let's set the record straight, the Brute is not mentally challenged, but it often is portrayed as such. The Brute is not so much dumb, as much as he chooses not to think. The Brute tends not to ponder the trivial topics of art and love and blah. War is their art and it may be all they know. They are quick to abandon ethics and morals for the sake of victory. Their application of stoical indifference transforms into cruelty and  they become convenient villains because of this. They follow orders blindly, assuming they follow orders, and they do so without guilt. Do not mistake their decision not to think as stupidity. They may be poorly educated or morally challenged, but The Brute's skills suggest his mind is in working condition. (Examples: The Spartans. The Brutes of Halo. The Enclave soldiers of Fallout. Grunt of Mass Effect 2. )<br />
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<span style="color: #00BFFF;" class="mycode_color">The Soldier</span> - Here's my favorite quote from a videogame: "I'm not a warrior, I'm a soldier. There's a difference. Warriors attack and conquer, they prey on the weak. Soldiers defend and protect the innocentÃ¢Â€Â”usually from warriors." - Carth Onasi. <br />
<br />
This sums up the Soldier into a neat little package, but suppose we open that package up. The soldier represents the goodness of being a warrior. A soldier must be self-sacrificing, loyal, and fearless. A soldier almost always serves a higher-up, usually to the best of their ability.It is regrettable that their loyalty is abused, or misused very often.  They serve their province for any variety of reasons, but the outcome is a devoted and disciplined fighter capable of heroism at it's most elemental. (Examples: Soldiers exist today in the form of your country, and other countries' armies.)<br />
<br />
<br />
<span style="color: #FFFF00;" class="mycode_color">The Mercenary</span>: If other warriors fight for survival, or king and country, or honor, the Mercenary fights for his pockets. His allegiance lasts with whomever is signing his checks. They may be professional, or they may be uncouth, but they are in it to win it. They are motivated by worldly materials and earthly desires. The characters learn to be tough, or learn to be charismatic. They often let their morals decay and quickly become expendable. There would be less mercenaries around, if not for the sense of survival they develop in their risk-for-reward lifestyle. Virtuous mercenaries are few and far between, and even they quickly become something different.  (Example: PMC's. Rios + Salem from Army of Two. Early Han Solo.)<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">The Knight: </span>The knight is the pinnacle of morality when it comes to warriors. They risk life and limb for a cause and never cave in to violent urges. To my understanding, in the middle-ages Knights were not even killed, but returned to their castles after being captured. This portrays their reluctance to kill, but their devotion to honor and combat. Knights participate in jousting and sparring as sports and serve others before themselves. A knight is likely to have a strong spirit and even in the hands of less-than-capable rulers, they can make rational and ethical decisions on the battle-field. Their heroism manifests in their ability to protect themselves, their king's property, and their woman. At their best they are devoted, dignified, and defensive. At their worst, devoted, proud, and inflexible. They walk a thin line between being more Lawful, or more Good. (The Brotherhood of Steel of Fallout.)<br />
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<span style="color: #404000;" class="mycode_color">The Thug</span>: Think of an articulating Brute, or a charmless Mercenary, when I say Thug. The Thug follows only one rule of engagement: Mob rule. They are their strongest in large groups and choose to outnumber and overpower their enemies.  They are brawlers who are toughened by being lone wolves and become fatal in mobs. A thug is usually a criminal, and a thug is devoid of morals. If they had the finesse they'd be thieves, but they don't. They have all the subtlety of a sledgehammer. Instead they use their battle-hardened mind and body to wage war with anybody who gets in their way. Real go-getters. ( Example: The Turnbull A.C's of the Warriors. The Raiders of Fallout)<br />
<br />
<span style="color: #FF8000;" class="mycode_color">The Leader</span>: The leader has to be smart to survive as long as she has. She cannot have survived as long as she has and gained all the experience by running into battles headlong. The Leader knows how to court strategy. Leaders are experienced and older. They've seen blood spilled and have committed to war for a while. Although the Leader may be the General safely in a bunker forty miles from the front, the Leader could also be somebody who bleeds in the trenches with their men. The Leader is not particularly good or evil, but after fighting for so long they develop a sort a connection with the men under their control and a connection with the men they must kill. It is a connection of respect, and maybe even compassion. The Leader softens up a bit around their allies, but how can they help it? (Example: Odysseus. Othello. Elder Lyons of Fallout.)<br />
<span style="color: #80FF00;" class="mycode_color"><br />
The Adventurer:</span> The most ambiguous of archetypes for a warrior. They've learnt how to fight and use it as a means of self-defense, usually. If you were to roll any random race as a warrior without thinking what you were going for, chances are they'd gravitate to the adventurer. They are neutral, mostly. They may or may not be skilled, but if they aren't sure what they are doing, you can assume they are novices. <br />
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<br />
<span style="font-size: 6pt;" class="mycode_size"><br />
<span style="color: #FFFFFF;" class="mycode_color">Warriors and Races:<br />
</span></span><br />
<span style="font-size: 50pt;" class="mycode_size">(The format is, first paragraph is fact, second is my interpretation.)</span><br />
<span style="font-size: 6pt;" class="mycode_size"><span style="color: #0000FF;" class="mycode_color">Alliance:</span></span><br />
<br />
Human: Humans have had it rough and without their warriors, they would never have lasted as long as they did. They have largely relied on the strength of their knights to take care of business. They are bolstered by legions of armored Foot-soldiers, and any Human can be roused to defend their home when the time comes. Their sworn enemy is the Orcish Horde, but they are no stranger to the Scourge and the native wildlife in the world they call home. Humans are known for their resilience and they can end up on the furthest corners or Azeroth. <br />
<br />
Warriors from this race are flexible in many ways. You can expect a mercenary, as much as an adventurer. At the same time, some end up as knights on horseback, guardsmen, or loyal soldiers. If they were represented by a tech tree on a whole, I'd say it was Protection, hands down.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">_<br />
</span><br />
IF Dwarf: The Dwarves represent a burly member of the Alliance. Although they are shorter compared to humans, their stocky build and heavy mass give them the strength to compete. The Dwarves come from a history of clan warfare, but also share a history with the Humans of the Alliance. Dwarves embark on adventure and their warriors often end up as treasure hunters. Their military strength is boosted by their mastery of engineering in the form of rifles, bombs, and Steam tanks. While you could call a Rifleman a warrior, your likely to call him a hunter. <br />
<br />
A Dwarven warrior is likely some form of a treasure hunter. They easily fill other roles too, like brawling drunk, guard, or a sell-sword. If they were represented by a tech tree, I'd say it would be closer to Arms, but that is an opinion.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">_</span><br />
<br />
Gnomes: Gnomes are tiny and not particularly menacing. They've dealt with warfare with their technologies and discoveries. Their warriors, I believe, manifest themselves as Engineer-soldiers. Gnomes don't give their defenders battle-axes and shields to fend off the enemy, instead, they do their math/science thing and come up with more creative ways to deal with maddafacks. Speaking of maddafacks, I'd cite a certain group of Gnomes on using combat to deal with foes. <br />
<br />
A Gnome warrior will often resort to more subtle means of combat, like machines and engineering. They are just too small to hold their weight against adversaries. If they are represented by ANYTHING, that anything is the Profession of Engineering. Get at it, soldiers!<br />
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<span style="color: #FFFFFF;" class="mycode_color">_<br />
</span><br />
Night Elves: Night Elves are the second largest of the Alliance races with their women maxing out around 300 pounds. A Kal'Dorei warrior could be pretty versatile, but they fill at least one role nine times out of ten. They are women. The Sentinels, the Night Elf's primary military organization, is comprised of women warriors who prefer the bow and arrow and circular glaives. Their archers are said to be able to take out an intruder in their forest without said intruder ever knowing what hit them. When you think Night-Elf warrior, think stealth and guerrilla tactics. They fight and navigate in dark forests and they turn that into an advantage.<br />
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A typical Night-Elf warrior is usually a woman with the discipline and skills to work in smaller groups. I could see mercenaries, archers, infiltrators and the like. If a tech tree represents them, I'd be inclined to say Fury,. Then again, I'd also be inclined to say Hunter!<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">_</span><br />
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Draenei: Draenei, for all their apparent physical strength, gravitate to more magical careers. Their warriors aren't even warriors at all, they are Paladins. Namely, the Vindicators. I'd write on the Vindicators, but I'm writing on the warriors so I'll write what I know. A warrior, in the Draenei theater, is centuries old. For all this age, I don't think we can really classify them as particularly experienced in the art. They were scrubbed off of Draenor by the Orcs under their demonic influence. Even worse, they've been on the run from demons, opting for flight over fight. Many Draenei are dead, and some of those Draenei were warriors.<br />
<br />
A playable warrior Draenei, I believe, shares parallels with their Paladins. Knowing the race, I think mercenaries and sell-swords would be extreme rarities. I'd see most warrior Draenei as guardsmen in the Exodar and patrolling protectors in the surrounding areas. If there's a tech tree for them, it's got to be Protection<br />
<br />
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<span style="font-size: 6pt;" class="mycode_size"><span style="color: #FF0000;" class="mycode_color">Horde:</span></span><br />
<br />
Orcs: Yeah, I've bet you been waiting to get to this part. The granddaddy of warriors, the Orc. They've got a few things going for them in the art of war waging. The most apparent being how large they are. Orcs are nearly as big as they get and they know how to put this advantage to work. Orcs were chosen by demon lords to play as shock troops. They nearly wiped out the Draenei and crushed the Humans of Azeroth. Their green skin is a testament to their bloody history. Nowadays, the brain of the Orcish culture is with the wise shamans, and not the Warlocks. But their brawn has always come from their warriors.<br />
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I think Orcs make the perfect warriors. While I feel they'd lean to more barbaric warrior archetypes given their status, I could also see them being very sought after. They are smarter than Ogres and nearly as strong and if honor wasn't an issue they'd represent a large portion of the mercenary community. I don't see Orcs as guardsmen, in that in Orgrimmar, crime is done a little differently. I see Orcs as just basic warriors and I think they do it the best. A tech tree would be either Fury or Arms.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color">_</span><br />
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Trolls: The Darkspear Trolls have been isolated on their islands until contact with the Orcs. They were most likely a hunter society then, and their warriors now may have hunter roots. They use spears, axes and knives in close combat, and they know how and when to throw them too. They are tall and lanky and although I don't see them out muscling their Horde peers, I can see them using their skills as a hunter to wage war with the best of them.<br />
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A Troll warrior could be influenced by island life and be something of a hunter. At the same time, they could be influenced by the Orcs and have moved on to using large axes and swords. Trolls are pretty cool, in that I can see them in a variety of roles. Morality is never an issue when you'd eat your own sister! If they've got a Tech tree, I think it is also Fury or Arms.<br />
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Tauren: The Tauren represent the largest race of the playable characters in World of Warcraft. Although it is easy to mistake them for gentle giants in the scope of their more belligerent buddies, do not assume they are pushovers. They've been at war with the Centaur since before the Orcish arrival, and much Tauren blood has been shed. All Tauren proclaim they are on The Great Hunt and that they are all hunters, and this is true. But when the time comes, they've been known to channel their rage and exhibit their immense strength. <br />
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The Tauren warrior, in play, is the most imposing of any character you could roll. They can be pretty versatile, but I think your average Tauren will always be using that 7 feet or so of Cow to their advantage. Their tech tree strikes me as Arms.<br />
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Undead (Forsaken): The Forsaken are the risen dead of Lordaeron. Men and women who, even in death, find the need for warriors. I see little in difference between human warriors and forsaken warriors. The Forsaken do not follow the same code of conduct, or even share the same morals. They are not restricted by fatigue and pain whereas the living feel these. Forsaken do not, however, heal like humans do. The Undead in Warcraft 3 enjoy an accelerated healing factor in blighted zones, but a crippled healing speed outside of it. At the same time, the Undead are hurt by healing spells cast by the Paladin, instead of healed. Similar functionality on World of Warcraft.<br />
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Undead warriors are morally ambiguous. Honor for them is not the same as Orcish honor. 'Dying' for the cause is unnecessary to them as they've already suffered a similar fate. I see the Forsaken, as a whole, resorting to more strategical means of carrying out their combat, and if you make an Undead warrior, it's not a bad idea to keep that in mind. The Forsaken warriors are pretty flexible, even if their limbs are not. As far as tech trees go, I can see them going in any direction equally. <br />
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Blood Elves: Blood Elves do not have a Warrior class option and there is a pretty good reason. The Elves do not resort to the mundane to kill things, they usually go to magic. Or bows and arrows. But that's a start. I depict a quintessential Blood-Elf or High-Elf warrior as a ranger with a trusty bow and a short sword to shiv fools. The closest your going to get to a warrior with the Elves is either a Blood Knight, or a Ranger. Both classes being held up by Paladin or Hunter, respectively. It's a shame the Blood-Elf is so small. A dwarf overcomes them pound for pound, but at least they might be able to fend off a gnome.<br />
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If your going for a Blood-Elf warrior, I think you have a lot of leave way to be pretty creative. Keep in mind they come from a society absolutely devoted to magic. Every Elf in Warcraft 3 uses magic, every last one. Their closest thing to a soldier is a Spell Breaker, or an Anti-magic mage who dons ceremonial armor and a glaive. As a Blood-Elf warrior, I think you can expect to be wearing very pretty armor (Pretty, not good.) and graceful weapons. At the same time, you'll enjoy a magic-laden background. IF a Blood-Elf could roll as a Warrior, that tech tree may be Fury or Protection.. Or some pathetic combination of both. Sissy.<br />
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<span style="color: #FFFFFF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size">The Armory</span></span><br />
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Dress up time! Now what good is a Warrior if not for that plate armor he gets at level 40! (It's still 40 right?) In all seriousness, however. We've discussed the warrior, now let's discuss his equipment. <br />
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One of the most enjoyable benefits to role-playing a warrior is the cosmetic options you have at your disposal. Glowing swords, oozing shoulder-pads, ornate shields, and flowing capes, all for the choosing. Now, before you go ticketing T6, take a moment to understand why your getting armor for your character. Reason one, to look cool. Mission accomplished. Unless your taste for armor sucks, but I can't help you with that. Reason two, to fit your role. Now, I, nor anyone else, can tell you if your armor is working on portraying what you want it to. However if your the rookie farmboy from Elwynn with Tier 4 Shoulderpads, I'm gonna assume you fought in  all three great wars, and eat Orc toes for breakfast. We make assumptions on what we see, and if you want to look cool, that's good. Don't overdo it though and look gaudy and moronic. Unless your trying to. When your looking for armor, go for something that strikes you as fitting of the character. Your warrior is wearing the armor, <span style="font-weight: bold;" class="mycode_b">not the other way around!</span> Don't let your appearance enslave your characters, let it complement them.<br />
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On to weaponry. Try the same thing. You don't want your battle-axe speaking for you. Unless you do. At which point I'll only be able to interpret "HI DER I OOZE BLOOD." Don't let your desire to look super cool overpower the purpose of items on a role-play server. To help you role-play. If those weapons on your back are giving the wrong messages, it's only hurting the immersion. It may take a few tries to get the right look, but always strive for the balance.<br />
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By now your brain is mush <span style="font-size: 6pt;" class="mycode_size">TL;DR</span><br />
Don't let your equipment act for your character. Let your character act for your equipment.]]></description>
			<content:encoded><![CDATA[Hello, this little article is to discuss and elaborate on the most played class on the CotH server and my favorite gaming class. I intend to bring up some points to think on for proud owners of a warrior and ideas for those who have not yet been blessed to have such an honor. My objective is not to  present a bunch of information, but rather to help you interpret information and apply it to your mad skillz yo. If you manage to get through this, please feel completely free to discuss it publicly. Voice your approval or disapproval. Also, if you do like it and you have some role-played archetypes to add to the list PM them to me and I'll place it in there with credits and examples. Please argue with me over examples. So without further adieu:<br />
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<img src="http://www.rockstargames.com/thewarriors/_pix/logo_age.jpg" loading="lazy"  alt="[Image: logo_age.jpg]" class="mycode_img" /><br />
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Lets me start by telling you what you've probably seen in the character creation screen already. Warriors come from all walks of life. With this in mind, I want to say that the Warrior as an ingame class is the most versatile, being able to wear all armors, and wield all weapons, save for wands. I also want to say that this versatility and flexibility reflects their nature as a role-played class. Think of the Warrior as a blank slate. As any other class, it's assumed you've got some special ability. As a blank slate you've go a lot of room to build on a character, so enjoy it!<br />
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<span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFFFF;" class="mycode_color">Warrior, as an Archetype:</span></span><br />
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The warrior in its classic archetypal form represents physical vigor, heroism, and a stoic demeanor. At the same time, a 'good' warrior will express self-sacrifice, honor, devotion and loyalty to 'good' cause. An 'evil' warrior  abandons the code of conduct and justifies their savage nature by distorting truths. As it is said, the first casualty of war is truth. If your warrior is good or evil, or somewhere in between, you can benefit from understanding the class on both ends of its spectrum. <br />
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The warrior represents culture for some, and a necessary mean for others, and as you role-play your going to want to recognize. Some fight for the gratitude of their province, and others fight for heavier pockets. A warrior is in tune with their weaponry and their equipment, and they become tools of destruction or even protection.<br />
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There are many archetypes played as warriors, and I'm sure you can name a few. I've put together a small list of some I've seen and some that may be worth trying out. <br />
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<span style="color: #FF0000;" class="mycode_color">The Brute</span> - AKA Brawn w/o brains, Meathead, stoopid orc, The savage. Your going to see this archetype played as members of the Horde on most occasions. It pisses off the GMs here at CotH, or at least stoopid ork does. I think it's less of the archetype and more of the portrayal. Let's set the record straight, the Brute is not mentally challenged, but it often is portrayed as such. The Brute is not so much dumb, as much as he chooses not to think. The Brute tends not to ponder the trivial topics of art and love and blah. War is their art and it may be all they know. They are quick to abandon ethics and morals for the sake of victory. Their application of stoical indifference transforms into cruelty and  they become convenient villains because of this. They follow orders blindly, assuming they follow orders, and they do so without guilt. Do not mistake their decision not to think as stupidity. They may be poorly educated or morally challenged, but The Brute's skills suggest his mind is in working condition. (Examples: The Spartans. The Brutes of Halo. The Enclave soldiers of Fallout. Grunt of Mass Effect 2. )<br />
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<span style="color: #00BFFF;" class="mycode_color">The Soldier</span> - Here's my favorite quote from a videogame: "I'm not a warrior, I'm a soldier. There's a difference. Warriors attack and conquer, they prey on the weak. Soldiers defend and protect the innocentÃ¢Â€Â”usually from warriors." - Carth Onasi. <br />
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This sums up the Soldier into a neat little package, but suppose we open that package up. The soldier represents the goodness of being a warrior. A soldier must be self-sacrificing, loyal, and fearless. A soldier almost always serves a higher-up, usually to the best of their ability.It is regrettable that their loyalty is abused, or misused very often.  They serve their province for any variety of reasons, but the outcome is a devoted and disciplined fighter capable of heroism at it's most elemental. (Examples: Soldiers exist today in the form of your country, and other countries' armies.)<br />
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<span style="color: #FFFF00;" class="mycode_color">The Mercenary</span>: If other warriors fight for survival, or king and country, or honor, the Mercenary fights for his pockets. His allegiance lasts with whomever is signing his checks. They may be professional, or they may be uncouth, but they are in it to win it. They are motivated by worldly materials and earthly desires. The characters learn to be tough, or learn to be charismatic. They often let their morals decay and quickly become expendable. There would be less mercenaries around, if not for the sense of survival they develop in their risk-for-reward lifestyle. Virtuous mercenaries are few and far between, and even they quickly become something different.  (Example: PMC's. Rios + Salem from Army of Two. Early Han Solo.)<br />
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<span style="color: #FFFFFF;" class="mycode_color">The Knight: </span>The knight is the pinnacle of morality when it comes to warriors. They risk life and limb for a cause and never cave in to violent urges. To my understanding, in the middle-ages Knights were not even killed, but returned to their castles after being captured. This portrays their reluctance to kill, but their devotion to honor and combat. Knights participate in jousting and sparring as sports and serve others before themselves. A knight is likely to have a strong spirit and even in the hands of less-than-capable rulers, they can make rational and ethical decisions on the battle-field. Their heroism manifests in their ability to protect themselves, their king's property, and their woman. At their best they are devoted, dignified, and defensive. At their worst, devoted, proud, and inflexible. They walk a thin line between being more Lawful, or more Good. (The Brotherhood of Steel of Fallout.)<br />
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<span style="color: #404000;" class="mycode_color">The Thug</span>: Think of an articulating Brute, or a charmless Mercenary, when I say Thug. The Thug follows only one rule of engagement: Mob rule. They are their strongest in large groups and choose to outnumber and overpower their enemies.  They are brawlers who are toughened by being lone wolves and become fatal in mobs. A thug is usually a criminal, and a thug is devoid of morals. If they had the finesse they'd be thieves, but they don't. They have all the subtlety of a sledgehammer. Instead they use their battle-hardened mind and body to wage war with anybody who gets in their way. Real go-getters. ( Example: The Turnbull A.C's of the Warriors. The Raiders of Fallout)<br />
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<span style="color: #FF8000;" class="mycode_color">The Leader</span>: The leader has to be smart to survive as long as she has. She cannot have survived as long as she has and gained all the experience by running into battles headlong. The Leader knows how to court strategy. Leaders are experienced and older. They've seen blood spilled and have committed to war for a while. Although the Leader may be the General safely in a bunker forty miles from the front, the Leader could also be somebody who bleeds in the trenches with their men. The Leader is not particularly good or evil, but after fighting for so long they develop a sort a connection with the men under their control and a connection with the men they must kill. It is a connection of respect, and maybe even compassion. The Leader softens up a bit around their allies, but how can they help it? (Example: Odysseus. Othello. Elder Lyons of Fallout.)<br />
<span style="color: #80FF00;" class="mycode_color"><br />
The Adventurer:</span> The most ambiguous of archetypes for a warrior. They've learnt how to fight and use it as a means of self-defense, usually. If you were to roll any random race as a warrior without thinking what you were going for, chances are they'd gravitate to the adventurer. They are neutral, mostly. They may or may not be skilled, but if they aren't sure what they are doing, you can assume they are novices. <br />
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<span style="color: #FFFFFF;" class="mycode_color">Warriors and Races:<br />
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<span style="font-size: 50pt;" class="mycode_size">(The format is, first paragraph is fact, second is my interpretation.)</span><br />
<span style="font-size: 6pt;" class="mycode_size"><span style="color: #0000FF;" class="mycode_color">Alliance:</span></span><br />
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Human: Humans have had it rough and without their warriors, they would never have lasted as long as they did. They have largely relied on the strength of their knights to take care of business. They are bolstered by legions of armored Foot-soldiers, and any Human can be roused to defend their home when the time comes. Their sworn enemy is the Orcish Horde, but they are no stranger to the Scourge and the native wildlife in the world they call home. Humans are known for their resilience and they can end up on the furthest corners or Azeroth. <br />
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Warriors from this race are flexible in many ways. You can expect a mercenary, as much as an adventurer. At the same time, some end up as knights on horseback, guardsmen, or loyal soldiers. If they were represented by a tech tree on a whole, I'd say it was Protection, hands down.<br />
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<span style="color: #FFFFFF;" class="mycode_color">_<br />
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IF Dwarf: The Dwarves represent a burly member of the Alliance. Although they are shorter compared to humans, their stocky build and heavy mass give them the strength to compete. The Dwarves come from a history of clan warfare, but also share a history with the Humans of the Alliance. Dwarves embark on adventure and their warriors often end up as treasure hunters. Their military strength is boosted by their mastery of engineering in the form of rifles, bombs, and Steam tanks. While you could call a Rifleman a warrior, your likely to call him a hunter. <br />
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A Dwarven warrior is likely some form of a treasure hunter. They easily fill other roles too, like brawling drunk, guard, or a sell-sword. If they were represented by a tech tree, I'd say it would be closer to Arms, but that is an opinion.<br />
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<span style="color: #FFFFFF;" class="mycode_color">_</span><br />
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Gnomes: Gnomes are tiny and not particularly menacing. They've dealt with warfare with their technologies and discoveries. Their warriors, I believe, manifest themselves as Engineer-soldiers. Gnomes don't give their defenders battle-axes and shields to fend off the enemy, instead, they do their math/science thing and come up with more creative ways to deal with maddafacks. Speaking of maddafacks, I'd cite a certain group of Gnomes on using combat to deal with foes. <br />
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A Gnome warrior will often resort to more subtle means of combat, like machines and engineering. They are just too small to hold their weight against adversaries. If they are represented by ANYTHING, that anything is the Profession of Engineering. Get at it, soldiers!<br />
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<span style="color: #FFFFFF;" class="mycode_color">_<br />
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Night Elves: Night Elves are the second largest of the Alliance races with their women maxing out around 300 pounds. A Kal'Dorei warrior could be pretty versatile, but they fill at least one role nine times out of ten. They are women. The Sentinels, the Night Elf's primary military organization, is comprised of women warriors who prefer the bow and arrow and circular glaives. Their archers are said to be able to take out an intruder in their forest without said intruder ever knowing what hit them. When you think Night-Elf warrior, think stealth and guerrilla tactics. They fight and navigate in dark forests and they turn that into an advantage.<br />
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A typical Night-Elf warrior is usually a woman with the discipline and skills to work in smaller groups. I could see mercenaries, archers, infiltrators and the like. If a tech tree represents them, I'd be inclined to say Fury,. Then again, I'd also be inclined to say Hunter!<br />
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<span style="color: #FFFFFF;" class="mycode_color">_</span><br />
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Draenei: Draenei, for all their apparent physical strength, gravitate to more magical careers. Their warriors aren't even warriors at all, they are Paladins. Namely, the Vindicators. I'd write on the Vindicators, but I'm writing on the warriors so I'll write what I know. A warrior, in the Draenei theater, is centuries old. For all this age, I don't think we can really classify them as particularly experienced in the art. They were scrubbed off of Draenor by the Orcs under their demonic influence. Even worse, they've been on the run from demons, opting for flight over fight. Many Draenei are dead, and some of those Draenei were warriors.<br />
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A playable warrior Draenei, I believe, shares parallels with their Paladins. Knowing the race, I think mercenaries and sell-swords would be extreme rarities. I'd see most warrior Draenei as guardsmen in the Exodar and patrolling protectors in the surrounding areas. If there's a tech tree for them, it's got to be Protection<br />
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<span style="font-size: 6pt;" class="mycode_size"><span style="color: #FF0000;" class="mycode_color">Horde:</span></span><br />
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Orcs: Yeah, I've bet you been waiting to get to this part. The granddaddy of warriors, the Orc. They've got a few things going for them in the art of war waging. The most apparent being how large they are. Orcs are nearly as big as they get and they know how to put this advantage to work. Orcs were chosen by demon lords to play as shock troops. They nearly wiped out the Draenei and crushed the Humans of Azeroth. Their green skin is a testament to their bloody history. Nowadays, the brain of the Orcish culture is with the wise shamans, and not the Warlocks. But their brawn has always come from their warriors.<br />
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I think Orcs make the perfect warriors. While I feel they'd lean to more barbaric warrior archetypes given their status, I could also see them being very sought after. They are smarter than Ogres and nearly as strong and if honor wasn't an issue they'd represent a large portion of the mercenary community. I don't see Orcs as guardsmen, in that in Orgrimmar, crime is done a little differently. I see Orcs as just basic warriors and I think they do it the best. A tech tree would be either Fury or Arms.<br />
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<span style="color: #FFFFFF;" class="mycode_color">_</span><br />
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Trolls: The Darkspear Trolls have been isolated on their islands until contact with the Orcs. They were most likely a hunter society then, and their warriors now may have hunter roots. They use spears, axes and knives in close combat, and they know how and when to throw them too. They are tall and lanky and although I don't see them out muscling their Horde peers, I can see them using their skills as a hunter to wage war with the best of them.<br />
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A Troll warrior could be influenced by island life and be something of a hunter. At the same time, they could be influenced by the Orcs and have moved on to using large axes and swords. Trolls are pretty cool, in that I can see them in a variety of roles. Morality is never an issue when you'd eat your own sister! If they've got a Tech tree, I think it is also Fury or Arms.<br />
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<span style="color: #FFFFFF;" class="mycode_color">_</span><br />
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Tauren: The Tauren represent the largest race of the playable characters in World of Warcraft. Although it is easy to mistake them for gentle giants in the scope of their more belligerent buddies, do not assume they are pushovers. They've been at war with the Centaur since before the Orcish arrival, and much Tauren blood has been shed. All Tauren proclaim they are on The Great Hunt and that they are all hunters, and this is true. But when the time comes, they've been known to channel their rage and exhibit their immense strength. <br />
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The Tauren warrior, in play, is the most imposing of any character you could roll. They can be pretty versatile, but I think your average Tauren will always be using that 7 feet or so of Cow to their advantage. Their tech tree strikes me as Arms.<br />
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Undead (Forsaken): The Forsaken are the risen dead of Lordaeron. Men and women who, even in death, find the need for warriors. I see little in difference between human warriors and forsaken warriors. The Forsaken do not follow the same code of conduct, or even share the same morals. They are not restricted by fatigue and pain whereas the living feel these. Forsaken do not, however, heal like humans do. The Undead in Warcraft 3 enjoy an accelerated healing factor in blighted zones, but a crippled healing speed outside of it. At the same time, the Undead are hurt by healing spells cast by the Paladin, instead of healed. Similar functionality on World of Warcraft.<br />
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Undead warriors are morally ambiguous. Honor for them is not the same as Orcish honor. 'Dying' for the cause is unnecessary to them as they've already suffered a similar fate. I see the Forsaken, as a whole, resorting to more strategical means of carrying out their combat, and if you make an Undead warrior, it's not a bad idea to keep that in mind. The Forsaken warriors are pretty flexible, even if their limbs are not. As far as tech trees go, I can see them going in any direction equally. <br />
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<span style="color: #FFFFFF;" class="mycode_color">_</span><br />
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Blood Elves: Blood Elves do not have a Warrior class option and there is a pretty good reason. The Elves do not resort to the mundane to kill things, they usually go to magic. Or bows and arrows. But that's a start. I depict a quintessential Blood-Elf or High-Elf warrior as a ranger with a trusty bow and a short sword to shiv fools. The closest your going to get to a warrior with the Elves is either a Blood Knight, or a Ranger. Both classes being held up by Paladin or Hunter, respectively. It's a shame the Blood-Elf is so small. A dwarf overcomes them pound for pound, but at least they might be able to fend off a gnome.<br />
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If your going for a Blood-Elf warrior, I think you have a lot of leave way to be pretty creative. Keep in mind they come from a society absolutely devoted to magic. Every Elf in Warcraft 3 uses magic, every last one. Their closest thing to a soldier is a Spell Breaker, or an Anti-magic mage who dons ceremonial armor and a glaive. As a Blood-Elf warrior, I think you can expect to be wearing very pretty armor (Pretty, not good.) and graceful weapons. At the same time, you'll enjoy a magic-laden background. IF a Blood-Elf could roll as a Warrior, that tech tree may be Fury or Protection.. Or some pathetic combination of both. Sissy.<br />
<span style="color: #FFFFFF;" class="mycode_color">_</span><br />
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<span style="color: #FFFFFF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size">The Armory</span></span><br />
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Dress up time! Now what good is a Warrior if not for that plate armor he gets at level 40! (It's still 40 right?) In all seriousness, however. We've discussed the warrior, now let's discuss his equipment. <br />
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One of the most enjoyable benefits to role-playing a warrior is the cosmetic options you have at your disposal. Glowing swords, oozing shoulder-pads, ornate shields, and flowing capes, all for the choosing. Now, before you go ticketing T6, take a moment to understand why your getting armor for your character. Reason one, to look cool. Mission accomplished. Unless your taste for armor sucks, but I can't help you with that. Reason two, to fit your role. Now, I, nor anyone else, can tell you if your armor is working on portraying what you want it to. However if your the rookie farmboy from Elwynn with Tier 4 Shoulderpads, I'm gonna assume you fought in  all three great wars, and eat Orc toes for breakfast. We make assumptions on what we see, and if you want to look cool, that's good. Don't overdo it though and look gaudy and moronic. Unless your trying to. When your looking for armor, go for something that strikes you as fitting of the character. Your warrior is wearing the armor, <span style="font-weight: bold;" class="mycode_b">not the other way around!</span> Don't let your appearance enslave your characters, let it complement them.<br />
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On to weaponry. Try the same thing. You don't want your battle-axe speaking for you. Unless you do. At which point I'll only be able to interpret "HI DER I OOZE BLOOD." Don't let your desire to look super cool overpower the purpose of items on a role-play server. To help you role-play. If those weapons on your back are giving the wrong messages, it's only hurting the immersion. It may take a few tries to get the right look, but always strive for the balance.<br />
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By now your brain is mush <span style="font-size: 6pt;" class="mycode_size">TL;DR</span><br />
Don't let your equipment act for your character. Let your character act for your equipment.]]></content:encoded>
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			<title><![CDATA[Aminar's Guide to Warlocks and Warlockery]]></title>
			<link>https://www.conquestofthehorde.com/thread-11838.html</link>
			<pubDate>Sat, 21 Nov 2009 22:15:54 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=3095">Aminar</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-11838.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: 50pt;" class="mycode_size">This is my first guide for anything in my life. Bear with me. It is very basic and it sucks.</span></div>
This is a work of mine that is also written in the Freedom WoW Forum by Me aswell. Thank you.<br />
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<span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align"><span style="font-size: 8pt;" class="mycode_size">Warlocks and Warlockery</span></div></span><br />
<span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size">A Basic Guide to the Shadow, fel and Fire.</span></div></span><br />
<span style="color: #4040BF;" class="mycode_color"><br />
So, Why make a guide? Well overall I have not seen any true guides on warlocks in all of CotH, and a lack of even the players who play warlocks and when I do see warlocks, personally I very much feel that some have not grappled the concept of warlocks and I think that is because there is no guide to set it in place. Well probably not. But still. I have seen discussions on warlocks, their magic skimmed over and the like yet not fully a guide. This is a basic guide to Warlocks and their works. This is my first guide and so I will be referencing and using peices of other discussions, small guides such as demon descriptions and other sources to make this guide as well as my own input knowledge. I will be listing everything I take information from at the end, so please, if anyone I have used information from wishes me to take it down or gain permission to use it, please tell me! I will be using a combination of Dilkinas' and Moose's set outs to convey my guide. </span><br />
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<span style="color: #4000BF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size">Tiny Table of Contents</span></span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.0]</span></span> Definition<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.1]</span></span>  What Makes a Warlock?<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.2]</span></span>  What DOESN'T Make a Warlock?<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.0]</span></span> Basic Motivations<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.1]</span></span>  Greed<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.2]</span></span>  Revenge<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.3]</span></span>  Curiosity<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.4]</span></span>  Misanthropy<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.5]</span></span>  Mental Disorders<br />
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<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.0]</span></span>  Types of Magic &amp; Practical Applications<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.1]</span></span>  Fire<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.2]</span></span>  Shadow<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.3]</span></span>  Demonology<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.4]</span></span>  Curses<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.5]</span></span>  Drain Soul &amp; Soul Shards<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.6]</span></span>  Summoning, Conjuring and Soul-storing<br />
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<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.0]</span></span>  Summoned Demons<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.1]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Imp</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.2]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Voidwalker</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.3]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Succubus</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.4]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Felhunter</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.5]</span></span> <span style="text-decoration: line-through;" class="mycode_s">Felguard</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.6]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Doomguard</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.7]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Infernal</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.8]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Other Demons</span><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[5.0]</span></span>  Effects of Magic<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[5.1]</span></span>  Physical Mutations<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[5.2]</span></span>  Mental Changes<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[5.3]</span></span>  Tolerance, Addiction and Powerlust<br />
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[<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">6.0]</span></span>  The Rule of Thumb: When in Doubt, Don't.<br />
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<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.0]</span> </span><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Definition</div></span></span><br />
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<span style="color: #4040BF;" class="mycode_color">Warlock n : the official dictionary definition of a warlock is as follows: <br />
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"a male version of a witch, wizard, magician or conjurer." <br />
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According to the Arcade Dictionary of Word Origins, by John Ayto, Arcade Publishing, 1991: "Etymologically, a *warlock* is a 'liar on oath', and hence a 'traitor' or 'deceiver'."<br />
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Although in modern times, the Warlock has evolved away from the concept of using the elements, and it being 'dark arts' because it was seen as against god to manipulate his creations and has become more of literally using dark magic and evil arts. The concept of Fel magic came with warcraft yet some believe the influence of fel comes from the idea that those with green eyes were possessed by a demon for it was so uncommon to have them, especially as a European where many 'magical' myths and concepts were created. Although this may not be true to how the idea of fel was born, The link between the color green and dark magic have always been connected. </span><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.1]</span></span>  <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">What Makes a Warlock?</div></span></span><br />
</span><br />
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<span style="color: #4040BF;" class="mycode_color"> What makes a Warlock.. Usually? Suffering. Addiction. Pain. Insanity. Abuse. These are usually the main reason one would believe in becoming a Warlock. The warlock would have gone through years of suffering. Whether it be physical or mental, He or She would have had some kind of suffering or trauma which also goes with pain and abuse which is usually constant throughout an arcane users life who has turned mentally unstable. Another common reason is the addiction for mana which Is explained later in the guide. The addiction, basically, becomes so much that an arcane user craved more power and goes over to 'the dark side' of sorts.. The hard assed men and women of society become warlocks. Those who already began as emotional wrecks and complete sociopaths are most likely to what a warlock usually is (and in some points has to be)<br />
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<span style="font-weight: bold;" class="mycode_b">[1.2]</span></span>  <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">What DOESN'T make a Warlock?</div></span></span><br />
</span><br />
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<span style="color: #4040BF;" class="mycode_color"> What doesn't make a warlock are people who have become warlocks just to use the darkness. Because they have had a love for the arts of shadow and fel magic 'as a child'. As this rarely is a case, it is a hard one to follow, since the descent into warlock magic is an unstable, and usually an unpleasant one which accompanies atleast, like above, some kind of mental instability or mana addiction which on the user is that of the most unpleasant experiences. Although as a fully fledged warlock it has its highs and lows, which are wonderful and horrible. What doesn't make a warlock is people who are compassionate, loving and only use this magic to help others or as a desperate way to 'protect their family'. That is rarely a good enough reason to become a warlock. Becoming a warlock requires hardships for a character and atleast some kind of mana or mental mess up unless a character is special where they were magically born as a dark person, usually through magic or in some kind of demonic cult. Your character most likely isn't this.<br />
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<span style="font-weight: bold;" class="mycode_b">[2.0]</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Basic Motivations</div></span></span><br />
</span><br />
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 <span style="color: #4040BF;" class="mycode_color"> A Warlock is basically motivated, well, 99% of the time to get more power. To be the best. To be the strongest and have more of that wonderful magic to keep them better!  The beliefs between all races about warlocks are very much different, and even to the individuals, it is different (yet somewhat intertwined, atleast in one way or another). The Basic motive though for every individual that has succumb to the art of shadow and fel are all closely the same. More power. Although in some rare cases it is not, I emphasise the fact that this is rare. All Warlocks are not born warlock. In the beginning, whatever god created whatever heaven and earth, and In the beginning of any warlocks life they were never fel. In again, very very rare cases No warlock is ever starting with using shadow and fel magic. The Warlock was always originally a magic user. The most common man or woman to ever change would be the users of arcane magic. Due to its very corruptive properties, many people turn to the power of shadow and fel in search of even more power and a thirst for more knowledge. The arcane user, whether it be a mage or any else that uses this the arcane user loses his/her powers of elemental ability and most of his/her arcane magic, yet still retains the ability to manipulate and use the arcane to create fire and in 'exchange' for the elemental power, they learn and gain the ability that arcane has over the elements to use shadow magic and some fel instead. Some Warlocks, in even more pursuit of power go into the specialty of fel magic, and are extremely corrupt while doing so. There is no way to block Fel from corrupting one person - it is impossible to stop it after it is done and it is improbable to stop it while doing so as it is probably the strongest addiction in all of Azeroth and even maybe the universe. All Warlocks believe in more power, and the majority of warlocks feel the world needs to be controlled by something stricter or stronger than what already is and usually, some take up the quest of doing so themselves. Those usually die. Yet, more indepth motivations of some warlocks are as follows:<br />
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<span style="font-weight: bold;" class="mycode_b">[2.1] </span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Greed</div></span></span><br />
</span><br />
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<span style="color: #4040BF;" class="mycode_color"> Greed is one of the centerpieces of the reason that most warlocks become what they are. As mention several times before Warlocks are warlocks because they were arcane users who got too greedy for just that arcane high. For people who have become in need and who just want more of that amazing arcane in bigger hits. Stronger hits. And who want it all! These people are usually the first to fall and is the most popular of all the reasons and these either become the fel fallen or the wretched. Or dead because of a demonic ritual gone wrong.<br />
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[2.2]</span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Revenge</div></span></span><br />
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<span style="color: #4040BF;" class="mycode_color">Although Revenge is a smaller section of reasons that Arcane users become warlocks but it is still just as valid. Having your whole family slaughtered makes anyone of any race want revenge on whoever did it (Well, not too much Draenei. But a Draenei Warlock? Hah! Well.. We'll worry about that when Cataclysm comes out.) and it has been the case for a lot of people, But not a lot turn so far as to learn the ways of the warlock. A revenge fueled warlock is also easily brought to death, as they become some what reckless, or the most of them do and are blinded by anger and would not pay so much attention and work in on what they are doing. They also end the rat race through the need for mana and build up and up into a large rage machine, who usually become out of control and even lose their initial motivation for revenge for whatever reason, and become obsessed with something else to do with power.<br />
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[2.3]</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Curiosity</div></span></span><br />
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<span style="color: #4040BF;" class="mycode_color">This is an even rarer possibility for people to become a warlock yet it happens sometimes. An arcane user would be very much interested into the works of the twisting nether, fel crystals and the works, and would begin studying it. Soon they would get far into it, and slowly becoming addicted and slowly corrupt as all other warlocks eventually do. Those with curiosity do not always intend to become a warlock, but in the end never doubt themselves or thought becoming one was ever a bad thing to begin with.<br />
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[2.4]</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Misanthropy</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color"><br />
Through Misanthropy from some kind of traumatic event involving extended abuse, or even a mental issue, This can cause an outright horrible warlock. But horrible in a powerfully evil way. A Warlock with a complete hatred for others is that of the most soulless. Those who don't care who or what does so they get their way! They are usually and purely self gain imposed and motivated constantly for themselves, and have no emotion toward others or very few. And those people are lucky when that warlock rules the world!! Or so he or she dreams..<br />
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[2.5]</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Mental Disorders</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Many people become warlocks through a mental disorder developed young or as the arcane user is developing their addiction and it may have become to much. Or just because they have gotten a mental disorder which gives them the motivation to begin using shadow and fel magic. This may be because the person believes they have some kind of power that will make them better if they get into warlock magic, or maybe they are aware of their disorder and believe becoming a warlock will help them berid of it, Or even, in rare cases, voices convincing and motivating the mentally diseased person into doing it. Or even a demon inside their head. Through any of these ways, Mental disorders dramatically increase in strength and power over a warlock with a mental disorder instead of ever possibly beridding it.<br />
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[3.0]</span> <span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Types of Magic &amp; Practical Applications</div></span></span><br />
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<span style="color: #4040BF;" class="mycode_color">Warlock Magic consists three intricate, strong and very dangerous schools. These are: </span><br />
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<span style="color: #4040BF;" class="mycode_color">[3.1]</span><span style="color: #FF0000;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Fire</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Fire is much like frost in that it is a school of magic made for combat. The Fire school of magic is aggressive in nature, focusing more on offense than it does defense. Employing this form of magic involves drawing upon magical energies from the surroundings, using the casters body as a medium, and focus on the concept of fire. Thus, when the magic materialises, it constantly seeks to release thermal energy. The concept of fire here centers around the intent to cause destruction, to convert magical energy into thermal energy. In order to do so, the arcane energy, when coursing through the body during a spell, needs to feel the heat from that medium. Thus, casting a strong fire spell requires the spellcaster to usually be in an emotional extreme, for the need to release those emotions is felt by the arcane energy, which will then try to meet that need through fire. Spells like molten armor, which are long term fire spells, requires that the magi always be in a mental state which calls for heat, requiring a lot of multitasking. Characters who specialise in the fire school of magic are usually bold and courageous. They feel very passionately, and wouldn't usually allow others to tell them what to do. They make great leaders, and would seek to solve conflicts with duels.</span><br />
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<span style="color: #4040BF;" class="mycode_color">[3.2]</span><span style="color: #400080;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Shadow</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Shadow magic, although considered as a form of Arcane magic, is actually in a whole section of its own. This is because magic pertaining to the Arcane require the arcane energy to go through the body and come out guided by a spell. Shadow magic however, is obtained from the shadow plane, which is an integral part of the universe, especially the Warcraft Universe. To get access to this shadow plane, the Magus manipulates the arcane energy surrounding him, and reaches out to the shadow plane through that rift, calling forth shadow energy, which then goes through the same process of spellcasting. In this sense, one does not allow arcane magic to enter the body, and since shadow energy does not give the caster the same pleasure as arcane energy, this form of spellcasting is not addictive. The shadow plane is just that, a plane with a source of shadow energy, and cannot be said to be good or evil. However, shadow energy corrupts the soul, blocking it from the attributes such as compassion, kindness, etc.<br />
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Constant use of shadow energy removes any 'feeling' within the practitioner. Inability to feel is the effect of shadow energy, unlike the frost school of magic, which merely requires one to dampen emotional needs. This is why those who employ shadow energy are seen as 'evil', for they disregard common feelings, and are extremely rational beings. Practitioners of shadow magic do not get angry or sad or anything for that matter. Warlocks who specialise in shadow magic maintain their emotions because their demonic affiliations counter the effects of shadow energy. Priests who specialise in shadow magic maintain their emotions because of their faith to their devoted god which counters the effects of shadow magic. In this sense, a person who only uses shadow magic would not exist, for they would be totally unfeeling, and lose all purpose. Only the undead can use shadow magic without fear, for there is no living essence for the shadow energy to cling to.</span><br />
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<span style="color: #4040BF;" class="mycode_color">[3.3]</span><span style="color: #80BF40;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Demonology</div></span></span><br />
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<span style="color: #4040BF;" class="mycode_color">Demonology is the work of using and manipulating demonic magic, whether it be summoning items, making demonic shields and augmentations to oneself or summoning demons themselves, and mostly using things called soul shards. It is divine magic. Even though the name divine sounds heavenly, it is defined as summoning. Whether it be anything summoned from one place to another, it is diving. Using this powerful form of magic requires a warlock to have a strong demonic bond with corruptive arcane magic, Therefore, practitioners of demonology are usually evil , for to align oneself with demons is a path only those with truly evil souls would undertake.<br />
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[3.4]<span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Curses</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Curses are the usually verbal yet sometimes movement oriented spells yet the use of curses can differ hugely, from writing inscriptions on parchment to yelling out and to even swallowing various potions and vomitting on the enemy! (Unlikely). Curses are spells which alter usually the mentality and physical form of the targetted victim to become weaker, stronger or lose some kind of ability through mental weakening. This type of magic comes under necromancy as it needs a strong bond with the magic of death.<br />
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[3.5]</span><span style="color: #80BF40;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Drain Soul &amp; Soul Shards</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">The use, power and how soul shards truly are made is a little bit of a mystery. According totally OOCly, During a small 'ritual' the warlock will channel a long purple stream of shadow magic into the victims chest, and slowly pulling out the soul to magically and slowly build up a purple crystal which is the solid form of a soul. We all know that the soul is a powerful object when used right, and when it is a solid form it is even more so. Although the spell is so simple yet reaps something so powerful, ICly it is assumed to take a lot more preparation and power than to just suck a soul out of somebodies chest. Drain soul does not necessarily kill somebody but it does very much hurt them, leaving them with a lack of energy and somewhat withered (like stealing blood).<br />
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[3.6]</span></span>  <span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Summoning, Conjuring and Soul-storing</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color"> Summoning is another very loosely bound thing in the work of warlock to do with detail, although referring to Kaghuros' guide on demons (Found here: <a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=48&amp;t=5370" target="_blank" rel="noopener" class="mycode_url">Kagh's Demon Guide</a> ), Demons become harder and harder to summon as they go on, and require further concentration, more numbers of people in a ritual, more regeants and a stronger will for each demon higher on the list. Summoning can be done in several different ways. Some people use the profession of inscription to help, where others may use a huge regeant (Such as a fel crystal as a power source) to make it easier. Summoning is another thing that may be done in many different ways, but the result is usually and clearly the same. Conjuring for warlocks is again, another unexplained thing. Yet it seems that Warlocks can use the souls of other people and combinations of shadow, fel and demon magic from the nether and turn them into useful items which warlocks can absorb or use as offensive materials in a lot of cases. Soul storing is one of the most powerful conjuring items. It is done by using another soul and combining a 'copy' or maybe a channelling point from which a soul may go to if it is released from the body, like a portal or a safekeep before a soul goes to the nether (Or where ever it goes). Wearing the soulstone on the body and having it contacted with the persons skin or just through some kind of contact will connect souls with a dead body, and give life to the dead.<br />
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[4.0]  </span><span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Summoned Demons</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Summoned demons are monsters pulled from the twisting nether by warlocks, Like mentioned above, rituals change between each demon and they become harder and harder to control, also causing the warlock to become incredibly corrupt. For information on demons please read Kaghuros' Demon guide (Found here: <a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=48&amp;t=5370" target="_blank" rel="noopener" class="mycode_url">Kagh's Demon Guide</a> )<br />
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<span style="font-weight: bold;" class="mycode_b">[5.0]</span></span>  <span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Effects of Magic</div></span></span><br />
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<span style="color: #4040BF;" class="mycode_color"> The effects of using the schools of fire, Shadow and Demonology are devastating to any body who is to use the magic. No matter the case, (Or no matter MOST cases), the person using this magic will become physically, mentally and even spiritually affected in some way. The final production of using this magic can range from many mental problems, physical illness and change all the way to physical augmentation. One who pursue's more work in fel magic would transform into a fel fallen. Something intertwined between what they once were and a demon that their magic is turning them into. Those that get too stuck into the shadow become insane or very mentally twisted, So much so that their reality is altered so much that they don't even know what environment they are in. And then there are the Wretched. These are the physical augmentations of people who crave mana so much that their body changes. Shrinks, the skin dying a darker color and even mana crystals painfully forming some of the mana addicts body. Usually their back. Although they barely care for they become virtually mindless. The path of the warlocks dark arts will never ever end out well. <span style="font-size: 50pt;" class="mycode_size">(like Alzheimer's). </span> </span><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040BF;" class="mycode_color">[5.1]</span></span> <span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Physical Mutations</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color"> Physical mutations in a warlock can be very subtle to very devastating, and can, for the user, be sometimes very much a 'good' thing to the user of magic. Physical mutation of the body can include anything from a darkening, paling or changing color of the skin, eye color changing and odd miscellaneous glows to even the fel fallen or the wretched, where the Warlock and demon have combined into something evil. Growing horns, claws, and becoming that which they have summoned and being addicted to their entire life. It can be incredibly painful or absolutely wonderful for the warlock, but usually it can consist of the latter at the same time. The wretched on the other hand are a bent over, dark and a painful change to the person that are mentioned in Section 5.0.<br />
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<span style="font-weight: bold;" class="mycode_b">[5.2]</span>  </span><span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Mental Changes</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color"> The personality and mentality of a warlock will always change to the worst in the end unless someone was to quit using the ways of warlock magic which is highly unlikely because of its INCREDIBLY addictive qualities. A person will find it harder to express loving or happy emotions and will become sour, mean and unpleasant to be around. A Warlock in most cases will be at least not very nice at all and most warlocks would end up with some kind of mental or physical illness by the end of his or her life because of the constant mental strain of the corruptive powers of fel, demonology and shadow.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[5.3]</span>  </span><span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Tolerance, Addiction &amp; Powerlust</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">All things that a Warlock has to deal with. Urges that a warlock needs to resist can be combated many different ways. Through meditation, Sapping arcane hits and mana from other sources, using your powers less often and eating mana endowed consumables are all possible ways of combating addiction. Many people are less or more tolerant to the magic and the corruptive effects of the magic that warlocks practise, which in some ways makes them weaker and stronger in several different ways. A person who is less tolerant may either become incredibly addicted to the darker magic, and very fast, or could even die because of such an intolerance that their body revolts against it and shuts down. But in the end, when a person does get past the initial abilities of controlling their magic well enough, a lot of people fail and slip into a strong powerlust. Like mentioned many times before, People will become hungrier for a stringer 'hit' and keep going until they have the best, get the best and ARE the best in what they do. Many of these people die or suffer strong and painful consequences usually from their own mistakes .<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[6.0]</span>  </span><span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">The Rule of Thumb: When in Doubt, Don't.</div></span></span><br />
<br />
<span style="color: #4040BF;" class="mycode_color"> All through life, a Warlock MUST be careful when dealing with any magic that he or she does. Warlock magic is that of the most dangerous to work with, and if a warlock is to doubt anything they do or doesn't believe they will do something right, they probably won't and the result will be a mush of flesh and a robe on the ground. Be sure to have your warlock 'trained' in what he or she is going to do and don't rp that you are ever lucky.</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: 50pt;" class="mycode_size">This is my first guide for anything in my life. Bear with me. It is very basic and it sucks.</span></div>
This is a work of mine that is also written in the Freedom WoW Forum by Me aswell. Thank you.<br />
<br />
<br />
<span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align"><span style="font-size: 8pt;" class="mycode_size">Warlocks and Warlockery</span></div></span><br />
<span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size">A Basic Guide to the Shadow, fel and Fire.</span></div></span><br />
<span style="color: #4040BF;" class="mycode_color"><br />
So, Why make a guide? Well overall I have not seen any true guides on warlocks in all of CotH, and a lack of even the players who play warlocks and when I do see warlocks, personally I very much feel that some have not grappled the concept of warlocks and I think that is because there is no guide to set it in place. Well probably not. But still. I have seen discussions on warlocks, their magic skimmed over and the like yet not fully a guide. This is a basic guide to Warlocks and their works. This is my first guide and so I will be referencing and using peices of other discussions, small guides such as demon descriptions and other sources to make this guide as well as my own input knowledge. I will be listing everything I take information from at the end, so please, if anyone I have used information from wishes me to take it down or gain permission to use it, please tell me! I will be using a combination of Dilkinas' and Moose's set outs to convey my guide. </span><br />
<br />
<span style="color: #4000BF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size">Tiny Table of Contents</span></span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.0]</span></span> Definition<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.1]</span></span>  What Makes a Warlock?<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.2]</span></span>  What DOESN'T Make a Warlock?<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.0]</span></span> Basic Motivations<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.1]</span></span>  Greed<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.2]</span></span>  Revenge<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.3]</span></span>  Curiosity<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.4]</span></span>  Misanthropy<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[2.5]</span></span>  Mental Disorders<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.0]</span></span>  Types of Magic &amp; Practical Applications<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.1]</span></span>  Fire<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.2]</span></span>  Shadow<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.3]</span></span>  Demonology<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.4]</span></span>  Curses<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.5]</span></span>  Drain Soul &amp; Soul Shards<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[3.6]</span></span>  Summoning, Conjuring and Soul-storing<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.0]</span></span>  Summoned Demons<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.1]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Imp</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.2]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Voidwalker</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.3]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Succubus</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.4]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Felhunter</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.5]</span></span> <span style="text-decoration: line-through;" class="mycode_s">Felguard</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.6]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Doomguard</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.7]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Infernal</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[4.8]</span></span>  <span style="text-decoration: line-through;" class="mycode_s">Other Demons</span><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[5.0]</span></span>  Effects of Magic<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[5.1]</span></span>  Physical Mutations<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[5.2]</span></span>  Mental Changes<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[5.3]</span></span>  Tolerance, Addiction and Powerlust<br />
<br />
[<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">6.0]</span></span>  The Rule of Thumb: When in Doubt, Don't.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.0]</span> </span><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Definition</div></span></span><br />
<br />
<span style="color: #4040BF;" class="mycode_color">Warlock n : the official dictionary definition of a warlock is as follows: <br />
<br />
"a male version of a witch, wizard, magician or conjurer." <br />
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According to the Arcade Dictionary of Word Origins, by John Ayto, Arcade Publishing, 1991: "Etymologically, a *warlock* is a 'liar on oath', and hence a 'traitor' or 'deceiver'."<br />
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Although in modern times, the Warlock has evolved away from the concept of using the elements, and it being 'dark arts' because it was seen as against god to manipulate his creations and has become more of literally using dark magic and evil arts. The concept of Fel magic came with warcraft yet some believe the influence of fel comes from the idea that those with green eyes were possessed by a demon for it was so uncommon to have them, especially as a European where many 'magical' myths and concepts were created. Although this may not be true to how the idea of fel was born, The link between the color green and dark magic have always been connected. </span><br />
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<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040FF;" class="mycode_color">[1.1]</span></span>  <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">What Makes a Warlock?</div></span></span><br />
</span><br />
<br />
<span style="color: #4040BF;" class="mycode_color"> What makes a Warlock.. Usually? Suffering. Addiction. Pain. Insanity. Abuse. These are usually the main reason one would believe in becoming a Warlock. The warlock would have gone through years of suffering. Whether it be physical or mental, He or She would have had some kind of suffering or trauma which also goes with pain and abuse which is usually constant throughout an arcane users life who has turned mentally unstable. Another common reason is the addiction for mana which Is explained later in the guide. The addiction, basically, becomes so much that an arcane user craved more power and goes over to 'the dark side' of sorts.. The hard assed men and women of society become warlocks. Those who already began as emotional wrecks and complete sociopaths are most likely to what a warlock usually is (and in some points has to be)<br />
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<span style="font-weight: bold;" class="mycode_b">[1.2]</span></span>  <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">What DOESN'T make a Warlock?</div></span></span><br />
</span><br />
<br />
<span style="color: #4040BF;" class="mycode_color"> What doesn't make a warlock are people who have become warlocks just to use the darkness. Because they have had a love for the arts of shadow and fel magic 'as a child'. As this rarely is a case, it is a hard one to follow, since the descent into warlock magic is an unstable, and usually an unpleasant one which accompanies atleast, like above, some kind of mental instability or mana addiction which on the user is that of the most unpleasant experiences. Although as a fully fledged warlock it has its highs and lows, which are wonderful and horrible. What doesn't make a warlock is people who are compassionate, loving and only use this magic to help others or as a desperate way to 'protect their family'. That is rarely a good enough reason to become a warlock. Becoming a warlock requires hardships for a character and atleast some kind of mana or mental mess up unless a character is special where they were magically born as a dark person, usually through magic or in some kind of demonic cult. Your character most likely isn't this.<br />
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<span style="font-weight: bold;" class="mycode_b">[2.0]</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Basic Motivations</div></span></span><br />
</span><br />
<br />
 <span style="color: #4040BF;" class="mycode_color"> A Warlock is basically motivated, well, 99% of the time to get more power. To be the best. To be the strongest and have more of that wonderful magic to keep them better!  The beliefs between all races about warlocks are very much different, and even to the individuals, it is different (yet somewhat intertwined, atleast in one way or another). The Basic motive though for every individual that has succumb to the art of shadow and fel are all closely the same. More power. Although in some rare cases it is not, I emphasise the fact that this is rare. All Warlocks are not born warlock. In the beginning, whatever god created whatever heaven and earth, and In the beginning of any warlocks life they were never fel. In again, very very rare cases No warlock is ever starting with using shadow and fel magic. The Warlock was always originally a magic user. The most common man or woman to ever change would be the users of arcane magic. Due to its very corruptive properties, many people turn to the power of shadow and fel in search of even more power and a thirst for more knowledge. The arcane user, whether it be a mage or any else that uses this the arcane user loses his/her powers of elemental ability and most of his/her arcane magic, yet still retains the ability to manipulate and use the arcane to create fire and in 'exchange' for the elemental power, they learn and gain the ability that arcane has over the elements to use shadow magic and some fel instead. Some Warlocks, in even more pursuit of power go into the specialty of fel magic, and are extremely corrupt while doing so. There is no way to block Fel from corrupting one person - it is impossible to stop it after it is done and it is improbable to stop it while doing so as it is probably the strongest addiction in all of Azeroth and even maybe the universe. All Warlocks believe in more power, and the majority of warlocks feel the world needs to be controlled by something stricter or stronger than what already is and usually, some take up the quest of doing so themselves. Those usually die. Yet, more indepth motivations of some warlocks are as follows:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[2.1] </span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Greed</div></span></span><br />
</span><br />
<br />
<span style="color: #4040BF;" class="mycode_color"> Greed is one of the centerpieces of the reason that most warlocks become what they are. As mention several times before Warlocks are warlocks because they were arcane users who got too greedy for just that arcane high. For people who have become in need and who just want more of that amazing arcane in bigger hits. Stronger hits. And who want it all! These people are usually the first to fall and is the most popular of all the reasons and these either become the fel fallen or the wretched. Or dead because of a demonic ritual gone wrong.<br />
<br />
<br />
[2.2]</span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Revenge</div></span></span><br />
<br />
<span style="color: #4040BF;" class="mycode_color">Although Revenge is a smaller section of reasons that Arcane users become warlocks but it is still just as valid. Having your whole family slaughtered makes anyone of any race want revenge on whoever did it (Well, not too much Draenei. But a Draenei Warlock? Hah! Well.. We'll worry about that when Cataclysm comes out.) and it has been the case for a lot of people, But not a lot turn so far as to learn the ways of the warlock. A revenge fueled warlock is also easily brought to death, as they become some what reckless, or the most of them do and are blinded by anger and would not pay so much attention and work in on what they are doing. They also end the rat race through the need for mana and build up and up into a large rage machine, who usually become out of control and even lose their initial motivation for revenge for whatever reason, and become obsessed with something else to do with power.<br />
<br />
[2.3]</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Curiosity</div></span></span><br />
<br />
<span style="color: #4040BF;" class="mycode_color">This is an even rarer possibility for people to become a warlock yet it happens sometimes. An arcane user would be very much interested into the works of the twisting nether, fel crystals and the works, and would begin studying it. Soon they would get far into it, and slowly becoming addicted and slowly corrupt as all other warlocks eventually do. Those with curiosity do not always intend to become a warlock, but in the end never doubt themselves or thought becoming one was ever a bad thing to begin with.<br />
<br />
[2.4]</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Misanthropy</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color"><br />
Through Misanthropy from some kind of traumatic event involving extended abuse, or even a mental issue, This can cause an outright horrible warlock. But horrible in a powerfully evil way. A Warlock with a complete hatred for others is that of the most soulless. Those who don't care who or what does so they get their way! They are usually and purely self gain imposed and motivated constantly for themselves, and have no emotion toward others or very few. And those people are lucky when that warlock rules the world!! Or so he or she dreams..<br />
<br />
[2.5]</span></span> <span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Mental Disorders</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Many people become warlocks through a mental disorder developed young or as the arcane user is developing their addiction and it may have become to much. Or just because they have gotten a mental disorder which gives them the motivation to begin using shadow and fel magic. This may be because the person believes they have some kind of power that will make them better if they get into warlock magic, or maybe they are aware of their disorder and believe becoming a warlock will help them berid of it, Or even, in rare cases, voices convincing and motivating the mentally diseased person into doing it. Or even a demon inside their head. Through any of these ways, Mental disorders dramatically increase in strength and power over a warlock with a mental disorder instead of ever possibly beridding it.<br />
<br />
[3.0]</span> <span style="font-size: 6pt;" class="mycode_size"><span style="color: #4000BF;" class="mycode_color"><div style="text-align: center;" class="mycode_align">Types of Magic &amp; Practical Applications</div></span></span><br />
<br />
<span style="color: #4040BF;" class="mycode_color">Warlock Magic consists three intricate, strong and very dangerous schools. These are: </span><br />
<br />
<span style="color: #4040BF;" class="mycode_color">[3.1]</span><span style="color: #FF0000;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Fire</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Fire is much like frost in that it is a school of magic made for combat. The Fire school of magic is aggressive in nature, focusing more on offense than it does defense. Employing this form of magic involves drawing upon magical energies from the surroundings, using the casters body as a medium, and focus on the concept of fire. Thus, when the magic materialises, it constantly seeks to release thermal energy. The concept of fire here centers around the intent to cause destruction, to convert magical energy into thermal energy. In order to do so, the arcane energy, when coursing through the body during a spell, needs to feel the heat from that medium. Thus, casting a strong fire spell requires the spellcaster to usually be in an emotional extreme, for the need to release those emotions is felt by the arcane energy, which will then try to meet that need through fire. Spells like molten armor, which are long term fire spells, requires that the magi always be in a mental state which calls for heat, requiring a lot of multitasking. Characters who specialise in the fire school of magic are usually bold and courageous. They feel very passionately, and wouldn't usually allow others to tell them what to do. They make great leaders, and would seek to solve conflicts with duels.</span><br />
<br />
<span style="color: #4040BF;" class="mycode_color">[3.2]</span><span style="color: #400080;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Shadow</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Shadow magic, although considered as a form of Arcane magic, is actually in a whole section of its own. This is because magic pertaining to the Arcane require the arcane energy to go through the body and come out guided by a spell. Shadow magic however, is obtained from the shadow plane, which is an integral part of the universe, especially the Warcraft Universe. To get access to this shadow plane, the Magus manipulates the arcane energy surrounding him, and reaches out to the shadow plane through that rift, calling forth shadow energy, which then goes through the same process of spellcasting. In this sense, one does not allow arcane magic to enter the body, and since shadow energy does not give the caster the same pleasure as arcane energy, this form of spellcasting is not addictive. The shadow plane is just that, a plane with a source of shadow energy, and cannot be said to be good or evil. However, shadow energy corrupts the soul, blocking it from the attributes such as compassion, kindness, etc.<br />
<br />
Constant use of shadow energy removes any 'feeling' within the practitioner. Inability to feel is the effect of shadow energy, unlike the frost school of magic, which merely requires one to dampen emotional needs. This is why those who employ shadow energy are seen as 'evil', for they disregard common feelings, and are extremely rational beings. Practitioners of shadow magic do not get angry or sad or anything for that matter. Warlocks who specialise in shadow magic maintain their emotions because their demonic affiliations counter the effects of shadow energy. Priests who specialise in shadow magic maintain their emotions because of their faith to their devoted god which counters the effects of shadow magic. In this sense, a person who only uses shadow magic would not exist, for they would be totally unfeeling, and lose all purpose. Only the undead can use shadow magic without fear, for there is no living essence for the shadow energy to cling to.</span><br />
<br />
<span style="color: #4040BF;" class="mycode_color">[3.3]</span><span style="color: #80BF40;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Demonology</div></span></span><br />
<br />
<span style="color: #4040BF;" class="mycode_color">Demonology is the work of using and manipulating demonic magic, whether it be summoning items, making demonic shields and augmentations to oneself or summoning demons themselves, and mostly using things called soul shards. It is divine magic. Even though the name divine sounds heavenly, it is defined as summoning. Whether it be anything summoned from one place to another, it is diving. Using this powerful form of magic requires a warlock to have a strong demonic bond with corruptive arcane magic, Therefore, practitioners of demonology are usually evil , for to align oneself with demons is a path only those with truly evil souls would undertake.<br />
<br />
<br />
[3.4]<span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Curses</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Curses are the usually verbal yet sometimes movement oriented spells yet the use of curses can differ hugely, from writing inscriptions on parchment to yelling out and to even swallowing various potions and vomitting on the enemy! (Unlikely). Curses are spells which alter usually the mentality and physical form of the targetted victim to become weaker, stronger or lose some kind of ability through mental weakening. This type of magic comes under necromancy as it needs a strong bond with the magic of death.<br />
<br />
[3.5]</span><span style="color: #80BF40;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Drain Soul &amp; Soul Shards</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">The use, power and how soul shards truly are made is a little bit of a mystery. According totally OOCly, During a small 'ritual' the warlock will channel a long purple stream of shadow magic into the victims chest, and slowly pulling out the soul to magically and slowly build up a purple crystal which is the solid form of a soul. We all know that the soul is a powerful object when used right, and when it is a solid form it is even more so. Although the spell is so simple yet reaps something so powerful, ICly it is assumed to take a lot more preparation and power than to just suck a soul out of somebodies chest. Drain soul does not necessarily kill somebody but it does very much hurt them, leaving them with a lack of energy and somewhat withered (like stealing blood).<br />
<br />
[3.6]</span></span>  <span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Summoning, Conjuring and Soul-storing</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color"> Summoning is another very loosely bound thing in the work of warlock to do with detail, although referring to Kaghuros' guide on demons (Found here: <a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=48&amp;t=5370" target="_blank" rel="noopener" class="mycode_url">Kagh's Demon Guide</a> ), Demons become harder and harder to summon as they go on, and require further concentration, more numbers of people in a ritual, more regeants and a stronger will for each demon higher on the list. Summoning can be done in several different ways. Some people use the profession of inscription to help, where others may use a huge regeant (Such as a fel crystal as a power source) to make it easier. Summoning is another thing that may be done in many different ways, but the result is usually and clearly the same. Conjuring for warlocks is again, another unexplained thing. Yet it seems that Warlocks can use the souls of other people and combinations of shadow, fel and demon magic from the nether and turn them into useful items which warlocks can absorb or use as offensive materials in a lot of cases. Soul storing is one of the most powerful conjuring items. It is done by using another soul and combining a 'copy' or maybe a channelling point from which a soul may go to if it is released from the body, like a portal or a safekeep before a soul goes to the nether (Or where ever it goes). Wearing the soulstone on the body and having it contacted with the persons skin or just through some kind of contact will connect souls with a dead body, and give life to the dead.<br />
<br />
[4.0]  </span><span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Summoned Demons</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">Summoned demons are monsters pulled from the twisting nether by warlocks, Like mentioned above, rituals change between each demon and they become harder and harder to control, also causing the warlock to become incredibly corrupt. For information on demons please read Kaghuros' Demon guide (Found here: <a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=48&amp;t=5370" target="_blank" rel="noopener" class="mycode_url">Kagh's Demon Guide</a> )<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[5.0]</span></span>  <span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Effects of Magic</div></span></span><br />
<br />
<span style="color: #4040BF;" class="mycode_color"> The effects of using the schools of fire, Shadow and Demonology are devastating to any body who is to use the magic. No matter the case, (Or no matter MOST cases), the person using this magic will become physically, mentally and even spiritually affected in some way. The final production of using this magic can range from many mental problems, physical illness and change all the way to physical augmentation. One who pursue's more work in fel magic would transform into a fel fallen. Something intertwined between what they once were and a demon that their magic is turning them into. Those that get too stuck into the shadow become insane or very mentally twisted, So much so that their reality is altered so much that they don't even know what environment they are in. And then there are the Wretched. These are the physical augmentations of people who crave mana so much that their body changes. Shrinks, the skin dying a darker color and even mana crystals painfully forming some of the mana addicts body. Usually their back. Although they barely care for they become virtually mindless. The path of the warlocks dark arts will never ever end out well. <span style="font-size: 50pt;" class="mycode_size">(like Alzheimer's). </span> </span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #4040BF;" class="mycode_color">[5.1]</span></span> <span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Physical Mutations</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color"> Physical mutations in a warlock can be very subtle to very devastating, and can, for the user, be sometimes very much a 'good' thing to the user of magic. Physical mutation of the body can include anything from a darkening, paling or changing color of the skin, eye color changing and odd miscellaneous glows to even the fel fallen or the wretched, where the Warlock and demon have combined into something evil. Growing horns, claws, and becoming that which they have summoned and being addicted to their entire life. It can be incredibly painful or absolutely wonderful for the warlock, but usually it can consist of the latter at the same time. The wretched on the other hand are a bent over, dark and a painful change to the person that are mentioned in Section 5.0.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[5.2]</span>  </span><span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Mental Changes</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color"> The personality and mentality of a warlock will always change to the worst in the end unless someone was to quit using the ways of warlock magic which is highly unlikely because of its INCREDIBLY addictive qualities. A person will find it harder to express loving or happy emotions and will become sour, mean and unpleasant to be around. A Warlock in most cases will be at least not very nice at all and most warlocks would end up with some kind of mental or physical illness by the end of his or her life because of the constant mental strain of the corruptive powers of fel, demonology and shadow.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[5.3]</span>  </span><span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">Tolerance, Addiction &amp; Powerlust</div></span></span><br />
<span style="color: #4040BF;" class="mycode_color">All things that a Warlock has to deal with. Urges that a warlock needs to resist can be combated many different ways. Through meditation, Sapping arcane hits and mana from other sources, using your powers less often and eating mana endowed consumables are all possible ways of combating addiction. Many people are less or more tolerant to the magic and the corruptive effects of the magic that warlocks practise, which in some ways makes them weaker and stronger in several different ways. A person who is less tolerant may either become incredibly addicted to the darker magic, and very fast, or could even die because of such an intolerance that their body revolts against it and shuts down. But in the end, when a person does get past the initial abilities of controlling their magic well enough, a lot of people fail and slip into a strong powerlust. Like mentioned many times before, People will become hungrier for a stringer 'hit' and keep going until they have the best, get the best and ARE the best in what they do. Many of these people die or suffer strong and painful consequences usually from their own mistakes .<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[6.0]</span>  </span><span style="color: #4000BF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align">The Rule of Thumb: When in Doubt, Don't.</div></span></span><br />
<br />
<span style="color: #4040BF;" class="mycode_color"> All through life, a Warlock MUST be careful when dealing with any magic that he or she does. Warlock magic is that of the most dangerous to work with, and if a warlock is to doubt anything they do or doesn't believe they will do something right, they probably won't and the result will be a mush of flesh and a robe on the ground. Be sure to have your warlock 'trained' in what he or she is going to do and don't rp that you are ever lucky.</span>]]></content:encoded>
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			<title><![CDATA[[PENDING REWRITE] The Nature People - A Guide to Druids and Druidism]]></title>
			<link>https://www.conquestofthehorde.com/thread-11203.html</link>
			<pubDate>Tue, 03 Nov 2009 13:37:16 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=1608">Dilly</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-11203.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="color: #800000;" class="mycode_color">Out! Out, I say!</span></span><br />
<br />
<br />
<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: 8pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="color: #8000FF;" class="mycode_color">The Nature People</span></div></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">A Guide to Druids and Druidism</span></span></div></span><br />
<br />
<span style="color: #8000FF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size">Introduction</span></div></span></span><br />
<br />
<span style="color: #FFFF00;" class="mycode_color">So, why a Druid guide? <span style="text-decoration: line-through;" class="mycode_s">Because I love Druids, you dummies.</span> Because I have seen people asking about Druid stuff in profiles and whatnot. And we don't really have a real Druid guide. We do have an <span style="font-weight: bold;" class="mycode_b">amazing</span> guide to druidic totems, but there's more to Druids than that. I'll just try to cover most of the stuff without omnomnomnoming too much space.</span><br />
<br />
<span style="color: #8000FF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size">Basics and Beliefs</span></div></span></span><br />
<br />
Let's start with the basics. Druids are the people who are perhaps as close to nature as possible. They have learned to respect the wilds and the animals that inhabit them. Druids draw their power directly from nature Ã¢Â€Â“ and like nature, they are unpredictable. A Druid can be peaceful, tranquil and calm. But he can also be vicious, feral and merciless. Again, they reflect nature itself.<br />
<br />
Now, this is probably clear, but I thought I'd put it in here anyway. Just to avoid misunderstandings and whatnot. Druids revere nature and serve it. They will not harm it, they will not defile it. They shun the people who do. Druids strive to protect the natural world from all threats, believing that the true harmony lies in nature and the life it creates.<br />
<br />
There are two slightly different types of Druidism, but I'll talk more about that a little later.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFF00;" class="mycode_color">The Races</span></span></div></span><br />
<br />
Now, what races have Druids among their ranks? I think it is common (and obvious) knowledge that those are Night Elves and Tauren. Or Kal'dorei and Shu'halo, whatever you want to call them. There have been hints about High/Blood Elven or Human Druids, but if I recall correctly, it is still unconfirmed speculation. So, I guess we should stick to the things we know for sure. Now, I mentioned that there are different types of Druidism. Well, one of them is more common among Night Elves and the other one Ã¢Â€Â“ among Tauren. So, let's get to that.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">Types - Balance and Aminism</span></span></div></span><br />
<br />
There are two types of Druidism. Or versions. Or what-have-you. Anyway, the name isn't important. They differ slightly, but still differ.<br />
<br />
Night Elves usually use the Ã¢Â€Â˜traditional' Druidism. Mostly, they believe in the natural balance and strive to protect it. Yes, balance Ã¢Â€Â“ that is exactly what the Kal'dorei Ã¢Â€Â˜version' of Druidism is based on. It might seem like a complicated system. They believe that everything must be even and equal Ã¢Â€Â“ if it's not, nature will be disturbed and who knows what could happen.<br />
<br />
Tauren relate Druidism to Aminism and Shamanism. Yes, they believe in the balance too, but not as much. They focus on the belief that everything has a spirit, and through Druidism they commune with them spirits Ã¢Â€Â“ commune, ask for favours, perhaps bend, serve and befriend. They believe that everything Ã¢Â€Â“ a tree, a leaf, et cetera Ã¢Â€Â“ has a spirit, and through that spirit they can call the natural forces.<br />
<br />
Or something like that.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFF00;" class="mycode_color">Becoming a Druid</span></span></div></span><br />
<br />
So, how does one become a Druid? It's quite of a difficult process, really. While you can learn to at least mingle with the Arcane in a few years, you need a lot more time to reach the same level with Druidism. The nature stuff is a difficult art and one must be truly dedicated to learning it.<br />
<br />
So, how does this work? First things first, the person has to be really determined and dedicated Ã¢Â€Â“ just like when learning any other art. Then, you need a master. Learning Druidism would be extremely hard without an experienced master. Also, keep in mind that the master will only teach you the basic philosophy/theories of the Druids. Having finished the boring theory studies, the Druid must go into The Emerald Dream, where other Druids sleep, nature blossoms, animal spirits roam every corner and green dragons watch over the land from above. The Emerald Dream is the home of the Druids and only there will they learn to truly master the nature energies. Now, while the Azeroth part of the studies might take a few years give or take, the part in the Emerald Dream lasts for millenniums. Now, the stuff just said is applicable to Night Elves, but not to Tauren. Well, not all of it. Tauren aren't as long-lived as Night Elves and they don't have thousands and thousands of years to spend in the Dream doing stuff. Usually Tauren learn Druidism through honouring and communing with various spirits on Azeroth. The lore is contradicting itself when it comes to Tauren and Druidism, so it's pretty hard to say anything fo' sure.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">Shapeshifting</span></span></div></span><br />
<br />
Now, the part you've all been waiting for... Shapeshifting! Perhaps one of the more interested things the Druids have. The Druids are -so- tied to nature and the animals that they can actually -turn- into some of them. Night Elves learn to shapeshift in the Dream. They work with the great spirits in there and eventually master the art. However, it might take hundreds if not thousands of years of years to truly master a form. Shapeshifting is a very difficult act and a Druid must take lots of things into consideration when doing it Ã¢Â€Â“ like effort and perhaps consequences.<br />
<br />
Tauren tend to learn shapeshifting through honouring and communing with the spirits on Azeroth (Yes, again.) Ã¢Â€Â“ animal spirits, more specifically. If they spend enough time trying, studying the spirit and praising it, they are rewarded.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFF00;" class="mycode_color">Totems and Animal Forms</span></span></div></span><br />
<br />
Now, with shapeshifting covered, let's have a look at the actual animal forms. Prior to the Third War, Night Elven Druids used to follow a certain totem, with only a few exceptions being the rare Druids of the Wild. Therefore, Ã¢Â€Â˜orders' were created, if you will. Druids of the Talon followed the Storm Crow totem, Druids of the Claw served the legendary bear twins Ursoc and Ursol, Druids of the Fang mastered the forms of snakes, scorpions and other poisonous beasts, Aquatic Druids learned to live underwater by turning into Sea Lions, Squids, et cetera. There were also the legendary Druids of the Antler Ã¢Â€Â“ according to the myths, they're a close circle of Malorne's followers, choosing to take the form of a stag. However, these little Druids are mangled and twangled with rumours, no actual facts are known. The in-game Cat and Travel (cheetah, tiger, what-have-you) forms are left for the Druids of the Wild, who follow multiple totems and can turn into different animals.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">The Savagekin</span></span></div></span><br />
<br />
Another one of Ã¢Â€Â˜em interesting aspects of Druidism Ã¢Â€Â“ the Savagekin. Druids cannot stay shapeshifted forever and experience no side effects, oh no. The longer they stay in animal form, the more feral their mind becomes. The Druid starts to lose himself and think like a beast. They find it difficult to preserve their sanity.<br />
<br />
However, the Savagekin are somewhat of an exception. The Savagekin are Druids who dedicated themselves to living in an animal form in exchange for more power. They rarely return to their Ã¢Â€Â˜human' forms. However, as feral as they may be, they learn to preserve bits of logical thinking.<br />
<br />
This could be an interesting story development idea for your Druid character. However, keep in mind that the Savagekin class is prestige and therefore, has lots of rules and regulations (which are good!) attached to it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFF00;" class="mycode_color">The Natural Balance</span></span></div></span><br />
<br />
Now, let's talk about the dreaded natural balance. Well, it's not really that dreaded when you look into it. As it was said before, the Night Elven version of Druidism is mostly based on preserving the balance. So, let's get to it.<br />
<br />
Do not let yourself be fooled. Druids can kill and will kill if it is necessary. Thinning the animal population is a common thing for Ã¢Â€Â˜em Druids. Now, examples. Let's say imbalance was created in Ashenvale. The bears killed too many squirrels, got too good conditions and got overpopulated, while the squirrel society became underpopulated (A humourous example, but ignore that. D: ). So, what do the little Elfies do? Why they kill bears, of course! They thin down the bear population and help the squirrel population grow until they're even. I just hope the nonsense I just wrote illustrates the thing well enough. Q_Q<br />
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<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">Tauren and The Emerald Dream</span></span></div></span><br />
<br />
Now, Tauren and the Emerald Dream. I couldn't find a concrete source stating this, but taking in mind all the hints and whatnot, I suppose it safe to say that Tauren can enter the Emerald Dream. Their roots lie there and the spirits of their ancestors reside in Ã¢Â€Â˜em lush fields. Spiritwalkers can feel all the spirits of the passed away Tauren in the Emerald Dream. With such Ã¢Â€Â˜connections', I suppose we could say that Tauren Druids can and do enter the place Ã¢Â€Â“ whether to fight the corruption or to learn.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">See also:</span></span></span><br />
<a href="http://www.wowpedia.org/Kaldorei" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Kaldorei</a><br />
<a href="http://www.wowpedia.org/Night_elves" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Night_elves</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=78&amp;t=13243" target="_blank" rel="noopener" class="mycode_url">Of Night And Stars! - A Night Elf Guide by Dilnikas</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=78&amp;t=5479&amp;start=0" target="_blank" rel="noopener" class="mycode_url">The Wonderful Night Elf Guide by Maeven!</a><br />
<a href="http://www.wowpedia.org/Tauren" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Tauren</a><br />
<a href="http://www.wowpedia.org/Druid" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Druid</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=79&amp;t=9189" target="_blank" rel="noopener" class="mycode_url">Heroforgotten's Guide to Totemic Druids</a><br />
<a href="http://www.wowpedia.org/Emerald_dream" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Emerald_dream</a><br />
<a href="http://www.wowpedia.org/Emerald_Nightmare" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Emerald_Nightmare</a><br />
<a href="http://www.wowpedia.org/Ysera" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Ysera</a><br />
<br />
<span style="color: #FFFF00;" class="mycode_color">Welp, that'll be all for now. I might update this at a later date if I notice the stuff I forgot to put in. So, I really hope this thing helps! <img src="https://www.conquestofthehorde.com/images/smilies/orc/orc6.gif" alt=":D" title=":D" class="smilie smilie_47" /></span><br />
<br />
<span style="color: #8000FF;" class="mycode_color">~Dilly</span></div></div></div>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="color: #800000;" class="mycode_color">Out! Out, I say!</span></span><br />
<br />
<br />
<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><b>Spoiler:</b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }" /></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: 8pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="color: #8000FF;" class="mycode_color">The Nature People</span></div></span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">A Guide to Druids and Druidism</span></span></div></span><br />
<br />
<span style="color: #8000FF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size">Introduction</span></div></span></span><br />
<br />
<span style="color: #FFFF00;" class="mycode_color">So, why a Druid guide? <span style="text-decoration: line-through;" class="mycode_s">Because I love Druids, you dummies.</span> Because I have seen people asking about Druid stuff in profiles and whatnot. And we don't really have a real Druid guide. We do have an <span style="font-weight: bold;" class="mycode_b">amazing</span> guide to druidic totems, but there's more to Druids than that. I'll just try to cover most of the stuff without omnomnomnoming too much space.</span><br />
<br />
<span style="color: #8000FF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size">Basics and Beliefs</span></div></span></span><br />
<br />
Let's start with the basics. Druids are the people who are perhaps as close to nature as possible. They have learned to respect the wilds and the animals that inhabit them. Druids draw their power directly from nature Ã¢Â€Â“ and like nature, they are unpredictable. A Druid can be peaceful, tranquil and calm. But he can also be vicious, feral and merciless. Again, they reflect nature itself.<br />
<br />
Now, this is probably clear, but I thought I'd put it in here anyway. Just to avoid misunderstandings and whatnot. Druids revere nature and serve it. They will not harm it, they will not defile it. They shun the people who do. Druids strive to protect the natural world from all threats, believing that the true harmony lies in nature and the life it creates.<br />
<br />
There are two slightly different types of Druidism, but I'll talk more about that a little later.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFF00;" class="mycode_color">The Races</span></span></div></span><br />
<br />
Now, what races have Druids among their ranks? I think it is common (and obvious) knowledge that those are Night Elves and Tauren. Or Kal'dorei and Shu'halo, whatever you want to call them. There have been hints about High/Blood Elven or Human Druids, but if I recall correctly, it is still unconfirmed speculation. So, I guess we should stick to the things we know for sure. Now, I mentioned that there are different types of Druidism. Well, one of them is more common among Night Elves and the other one Ã¢Â€Â“ among Tauren. So, let's get to that.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">Types - Balance and Aminism</span></span></div></span><br />
<br />
There are two types of Druidism. Or versions. Or what-have-you. Anyway, the name isn't important. They differ slightly, but still differ.<br />
<br />
Night Elves usually use the Ã¢Â€Â˜traditional' Druidism. Mostly, they believe in the natural balance and strive to protect it. Yes, balance Ã¢Â€Â“ that is exactly what the Kal'dorei Ã¢Â€Â˜version' of Druidism is based on. It might seem like a complicated system. They believe that everything must be even and equal Ã¢Â€Â“ if it's not, nature will be disturbed and who knows what could happen.<br />
<br />
Tauren relate Druidism to Aminism and Shamanism. Yes, they believe in the balance too, but not as much. They focus on the belief that everything has a spirit, and through Druidism they commune with them spirits Ã¢Â€Â“ commune, ask for favours, perhaps bend, serve and befriend. They believe that everything Ã¢Â€Â“ a tree, a leaf, et cetera Ã¢Â€Â“ has a spirit, and through that spirit they can call the natural forces.<br />
<br />
Or something like that.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFF00;" class="mycode_color">Becoming a Druid</span></span></div></span><br />
<br />
So, how does one become a Druid? It's quite of a difficult process, really. While you can learn to at least mingle with the Arcane in a few years, you need a lot more time to reach the same level with Druidism. The nature stuff is a difficult art and one must be truly dedicated to learning it.<br />
<br />
So, how does this work? First things first, the person has to be really determined and dedicated Ã¢Â€Â“ just like when learning any other art. Then, you need a master. Learning Druidism would be extremely hard without an experienced master. Also, keep in mind that the master will only teach you the basic philosophy/theories of the Druids. Having finished the boring theory studies, the Druid must go into The Emerald Dream, where other Druids sleep, nature blossoms, animal spirits roam every corner and green dragons watch over the land from above. The Emerald Dream is the home of the Druids and only there will they learn to truly master the nature energies. Now, while the Azeroth part of the studies might take a few years give or take, the part in the Emerald Dream lasts for millenniums. Now, the stuff just said is applicable to Night Elves, but not to Tauren. Well, not all of it. Tauren aren't as long-lived as Night Elves and they don't have thousands and thousands of years to spend in the Dream doing stuff. Usually Tauren learn Druidism through honouring and communing with various spirits on Azeroth. The lore is contradicting itself when it comes to Tauren and Druidism, so it's pretty hard to say anything fo' sure.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">Shapeshifting</span></span></div></span><br />
<br />
Now, the part you've all been waiting for... Shapeshifting! Perhaps one of the more interested things the Druids have. The Druids are -so- tied to nature and the animals that they can actually -turn- into some of them. Night Elves learn to shapeshift in the Dream. They work with the great spirits in there and eventually master the art. However, it might take hundreds if not thousands of years of years to truly master a form. Shapeshifting is a very difficult act and a Druid must take lots of things into consideration when doing it Ã¢Â€Â“ like effort and perhaps consequences.<br />
<br />
Tauren tend to learn shapeshifting through honouring and communing with the spirits on Azeroth (Yes, again.) Ã¢Â€Â“ animal spirits, more specifically. If they spend enough time trying, studying the spirit and praising it, they are rewarded.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFF00;" class="mycode_color">Totems and Animal Forms</span></span></div></span><br />
<br />
Now, with shapeshifting covered, let's have a look at the actual animal forms. Prior to the Third War, Night Elven Druids used to follow a certain totem, with only a few exceptions being the rare Druids of the Wild. Therefore, Ã¢Â€Â˜orders' were created, if you will. Druids of the Talon followed the Storm Crow totem, Druids of the Claw served the legendary bear twins Ursoc and Ursol, Druids of the Fang mastered the forms of snakes, scorpions and other poisonous beasts, Aquatic Druids learned to live underwater by turning into Sea Lions, Squids, et cetera. There were also the legendary Druids of the Antler Ã¢Â€Â“ according to the myths, they're a close circle of Malorne's followers, choosing to take the form of a stag. However, these little Druids are mangled and twangled with rumours, no actual facts are known. The in-game Cat and Travel (cheetah, tiger, what-have-you) forms are left for the Druids of the Wild, who follow multiple totems and can turn into different animals.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">The Savagekin</span></span></div></span><br />
<br />
Another one of Ã¢Â€Â˜em interesting aspects of Druidism Ã¢Â€Â“ the Savagekin. Druids cannot stay shapeshifted forever and experience no side effects, oh no. The longer they stay in animal form, the more feral their mind becomes. The Druid starts to lose himself and think like a beast. They find it difficult to preserve their sanity.<br />
<br />
However, the Savagekin are somewhat of an exception. The Savagekin are Druids who dedicated themselves to living in an animal form in exchange for more power. They rarely return to their Ã¢Â€Â˜human' forms. However, as feral as they may be, they learn to preserve bits of logical thinking.<br />
<br />
This could be an interesting story development idea for your Druid character. However, keep in mind that the Savagekin class is prestige and therefore, has lots of rules and regulations (which are good!) attached to it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #FFFF00;" class="mycode_color">The Natural Balance</span></span></div></span><br />
<br />
Now, let's talk about the dreaded natural balance. Well, it's not really that dreaded when you look into it. As it was said before, the Night Elven version of Druidism is mostly based on preserving the balance. So, let's get to it.<br />
<br />
Do not let yourself be fooled. Druids can kill and will kill if it is necessary. Thinning the animal population is a common thing for Ã¢Â€Â˜em Druids. Now, examples. Let's say imbalance was created in Ashenvale. The bears killed too many squirrels, got too good conditions and got overpopulated, while the squirrel society became underpopulated (A humourous example, but ignore that. D: ). So, what do the little Elfies do? Why they kill bears, of course! They thin down the bear population and help the squirrel population grow until they're even. I just hope the nonsense I just wrote illustrates the thing well enough. Q_Q<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><div style="text-align: center;" class="mycode_align"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">Tauren and The Emerald Dream</span></span></div></span><br />
<br />
Now, Tauren and the Emerald Dream. I couldn't find a concrete source stating this, but taking in mind all the hints and whatnot, I suppose it safe to say that Tauren can enter the Emerald Dream. Their roots lie there and the spirits of their ancestors reside in Ã¢Â€Â˜em lush fields. Spiritwalkers can feel all the spirits of the passed away Tauren in the Emerald Dream. With such Ã¢Â€Â˜connections', I suppose we could say that Tauren Druids can and do enter the place Ã¢Â€Â“ whether to fight the corruption or to learn.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 6pt;" class="mycode_size"><span style="color: #8000FF;" class="mycode_color">See also:</span></span></span><br />
<a href="http://www.wowpedia.org/Kaldorei" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Kaldorei</a><br />
<a href="http://www.wowpedia.org/Night_elves" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Night_elves</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=78&amp;t=13243" target="_blank" rel="noopener" class="mycode_url">Of Night And Stars! - A Night Elf Guide by Dilnikas</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=78&amp;t=5479&amp;start=0" target="_blank" rel="noopener" class="mycode_url">The Wonderful Night Elf Guide by Maeven!</a><br />
<a href="http://www.wowpedia.org/Tauren" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Tauren</a><br />
<a href="http://www.wowpedia.org/Druid" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Druid</a><br />
<a href="http://www.conquestofthehorde.com/forum/viewtopic.php?f=79&amp;t=9189" target="_blank" rel="noopener" class="mycode_url">Heroforgotten's Guide to Totemic Druids</a><br />
<a href="http://www.wowpedia.org/Emerald_dream" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Emerald_dream</a><br />
<a href="http://www.wowpedia.org/Emerald_Nightmare" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Emerald_Nightmare</a><br />
<a href="http://www.wowpedia.org/Ysera" target="_blank" rel="noopener" class="mycode_url">http://www.wowpedia.org/Ysera</a><br />
<br />
<span style="color: #FFFF00;" class="mycode_color">Welp, that'll be all for now. I might update this at a later date if I notice the stuff I forgot to put in. So, I really hope this thing helps! <img src="https://www.conquestofthehorde.com/images/smilies/orc/orc6.gif" alt=":D" title=":D" class="smilie smilie_47" /></span><br />
<br />
<span style="color: #8000FF;" class="mycode_color">~Dilly</span></div></div></div>]]></content:encoded>
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			<title><![CDATA[Grakor's Guide to Death Knights!]]></title>
			<link>https://www.conquestofthehorde.com/thread-10787.html</link>
			<pubDate>Mon, 19 Oct 2009 02:20:11 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=16">Grakor456</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-10787.html</guid>
			<description><![CDATA[What is this guide for? This guide is designed to put together a basic overview of the DK quest chain from Retail so that people who have not played through it, or are not able to, can understand the basic idea of what these guys did. It also is designed to go over the basic lore information of DKs that we learn in this chain, and information that we learned from other sources.<br />
<br />
So let's just get started, shall we?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Quest Chain</span><br />
<br />
Upon making a DK, you are shown the intro cinematic, from which you are given the basic exposition...you were once a hero of your race, but presumably fell in battle against the Scourge. Your defeat led to you becoming a Death Knight, a thrall to the Lich King's will. After this exposition, you are dumped into your character's shoes, in Archerus, right before the Lich King himself.<br />
<br />
You are given an opening speech by the Lich King where he tells you that you are one of his chosen champions, yadda yadda. After accepting the first quest you hear this speech spoken in your head. Better get used to it, as he'll be making comments to you through-out the rest of the quest chain. Anyway, you're ushered off to make your very own runeblade...which ends up being nothing more than snagging a battle-worn sword off of a rack and placing some runes on it at the nearby runeforge.<br />
<br />
You are then given the chance to test your new two-handed sword. It's explained that you are subject to "the endless hunger", that you'll feel unimaginable pain, and the only way to sate this hunger is to kill. You are then given the opportunity to slay one of the unworthy initiates within Acherus, who fights back with the desire to prove themselves worthy again by slaying you instead.<br />
<br />
Once you complete this task, your next is to spy upon the town of New Avalon below Acherus, where the Scarlet Crusade holds sway. To keep this brief, you use the magic of Acherus to see the buildings below, then you are sent down to fight the Crusaders yourself. To keep the next series of quests brief, you are sent mostly to kill the Crusaders, slay the fleeing peasants, and to steal a horse which will be used to make your Deathcharger. You also are sent to salvage Saronite arrows, and given the exposition that the metal comes from Northrend and thus is valuable.<br />
<br />
These quests mostly follow that sort of style, so from now on I'll only cover the more unusual ones. You are, for example, told to spread plague onto the Scarlets and make ghouls for the Scourge, and you have to enter the world of Shadows to tame your Deathcharger. Through-out this, you are given quests that lead to information about the Scarlet Crusade, the new Scarlet Onslaught, and the Crimson Dawn (including one quest where you dual-wield two hot pokers and torture the information out of the Scarlets that you fight.) You also get to set up a plague cauldron.<br />
<br />
As these shinanegans continue, you also get to meet some of the more noteworthy DKs that you'll recognize later. One will send you on a quest to rescue another DK from the Scarlets, behavior that even the other DKs comment as being far too nice for what they are now. After this, you are given the infamous quest "A Special Surprise", in which you are sent to slay one of the prisoners, who just happens to have been a close friend of yours once and a member of your race, and pleads with you to fight the Lich King's control. After this they tell you to put them out of their misery, which you are compelled to do. You're then given the chilling lines at the end by the quest giver, "Felt good, didn't it? You're not one of them anymore. You're Scourge. You're one of us. Forever..."<br />
<br />
Soon after this, slaying more Scarlets, you're finally given the quest to finish your time under the Scourge, the battle at Light's Hope Chapel. Following behind Mograine, you fight the Argent Dawn and their allies at Light's Hope, all the while Mograine (holding the corrupted Ashbringer) gets increasingly frustrated at his lack of ability to fight, as the holy ground is weakening him. Soon he is weakened, and some dialogue ensues between him and Fordring. The Lich King himself then appears, saying that this was all an attempt to get Fordring out in the open where he can be slain, and the Death Knights were pawns to be thrown away to this end. After knocking Mograine aside, he nearly defeats Fordring. Then, at the last moment, Mograine tosses the Ashbringer to the paladin, who purifies it and uses it to land a powerful blow on the Lich King. He flees, commenting that next they meet, it won't be on holy ground.<br />
<br />
After this, you are given the final quests. You clear out the remaining Scourge in Acherus, and then you are sent with a letter to the leader of our old faction, either Wrynn or Thrall. The people of Stormwind/Orgrimmar throw rotten fruit at you as you pass, and hurl insults, until you finally throw yourself at the mercy of your leader, who eventually accepts you once more.<br />
<br />
More to come in the next post!]]></description>
			<content:encoded><![CDATA[What is this guide for? This guide is designed to put together a basic overview of the DK quest chain from Retail so that people who have not played through it, or are not able to, can understand the basic idea of what these guys did. It also is designed to go over the basic lore information of DKs that we learn in this chain, and information that we learned from other sources.<br />
<br />
So let's just get started, shall we?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Quest Chain</span><br />
<br />
Upon making a DK, you are shown the intro cinematic, from which you are given the basic exposition...you were once a hero of your race, but presumably fell in battle against the Scourge. Your defeat led to you becoming a Death Knight, a thrall to the Lich King's will. After this exposition, you are dumped into your character's shoes, in Archerus, right before the Lich King himself.<br />
<br />
You are given an opening speech by the Lich King where he tells you that you are one of his chosen champions, yadda yadda. After accepting the first quest you hear this speech spoken in your head. Better get used to it, as he'll be making comments to you through-out the rest of the quest chain. Anyway, you're ushered off to make your very own runeblade...which ends up being nothing more than snagging a battle-worn sword off of a rack and placing some runes on it at the nearby runeforge.<br />
<br />
You are then given the chance to test your new two-handed sword. It's explained that you are subject to "the endless hunger", that you'll feel unimaginable pain, and the only way to sate this hunger is to kill. You are then given the opportunity to slay one of the unworthy initiates within Acherus, who fights back with the desire to prove themselves worthy again by slaying you instead.<br />
<br />
Once you complete this task, your next is to spy upon the town of New Avalon below Acherus, where the Scarlet Crusade holds sway. To keep this brief, you use the magic of Acherus to see the buildings below, then you are sent down to fight the Crusaders yourself. To keep the next series of quests brief, you are sent mostly to kill the Crusaders, slay the fleeing peasants, and to steal a horse which will be used to make your Deathcharger. You also are sent to salvage Saronite arrows, and given the exposition that the metal comes from Northrend and thus is valuable.<br />
<br />
These quests mostly follow that sort of style, so from now on I'll only cover the more unusual ones. You are, for example, told to spread plague onto the Scarlets and make ghouls for the Scourge, and you have to enter the world of Shadows to tame your Deathcharger. Through-out this, you are given quests that lead to information about the Scarlet Crusade, the new Scarlet Onslaught, and the Crimson Dawn (including one quest where you dual-wield two hot pokers and torture the information out of the Scarlets that you fight.) You also get to set up a plague cauldron.<br />
<br />
As these shinanegans continue, you also get to meet some of the more noteworthy DKs that you'll recognize later. One will send you on a quest to rescue another DK from the Scarlets, behavior that even the other DKs comment as being far too nice for what they are now. After this, you are given the infamous quest "A Special Surprise", in which you are sent to slay one of the prisoners, who just happens to have been a close friend of yours once and a member of your race, and pleads with you to fight the Lich King's control. After this they tell you to put them out of their misery, which you are compelled to do. You're then given the chilling lines at the end by the quest giver, "Felt good, didn't it? You're not one of them anymore. You're Scourge. You're one of us. Forever..."<br />
<br />
Soon after this, slaying more Scarlets, you're finally given the quest to finish your time under the Scourge, the battle at Light's Hope Chapel. Following behind Mograine, you fight the Argent Dawn and their allies at Light's Hope, all the while Mograine (holding the corrupted Ashbringer) gets increasingly frustrated at his lack of ability to fight, as the holy ground is weakening him. Soon he is weakened, and some dialogue ensues between him and Fordring. The Lich King himself then appears, saying that this was all an attempt to get Fordring out in the open where he can be slain, and the Death Knights were pawns to be thrown away to this end. After knocking Mograine aside, he nearly defeats Fordring. Then, at the last moment, Mograine tosses the Ashbringer to the paladin, who purifies it and uses it to land a powerful blow on the Lich King. He flees, commenting that next they meet, it won't be on holy ground.<br />
<br />
After this, you are given the final quests. You clear out the remaining Scourge in Acherus, and then you are sent with a letter to the leader of our old faction, either Wrynn or Thrall. The people of Stormwind/Orgrimmar throw rotten fruit at you as you pass, and hurl insults, until you finally throw yourself at the mercy of your leader, who eventually accepts you once more.<br />
<br />
More to come in the next post!]]></content:encoded>
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		<item>
			<title><![CDATA[Death Knight Guide, and Myths busted!]]></title>
			<link>https://www.conquestofthehorde.com/thread-10071.html</link>
			<pubDate>Tue, 22 Sep 2009 23:04:16 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=1723">PiesOfNub</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-10071.html</guid>
			<description><![CDATA[Why hello there, CotH! I've come under the impression that some people are confused, etc. by Death Knights. Now, I want to lessen this confusion. And, to do this, I am going to be answering a few myths and misconceptions, as well as an explanation which may aid you in the creation of your Death Knight.<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="http://i34.tinypic.com/11sdmjm.jpg" loading="lazy"  alt="[Image: 11sdmjm.jpg]" class="mycode_img" /></div>
A Death Knight being all Death Knight-ish, made by me!<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-size: 8pt;" class="mycode_size">Guide!</span></span><br />
<br />
"From the darkest places in Azeroth, these Knights of the Unholy magics sow chaos and doom atop their fear-striking steeds. With their Runeblades in hand, they slaughter, pillage, and destroy. These, are knights of death. These are Death Knights."<br />
<br />
Well, since we've got that out of the way, we can begin explaining who the Fel these jovile fellows and maddams are. In the most simple way I can put it, Death Knights are the physical apparation of death itself, what with all the Unholy powers.<br />
<br />
The original Death Knights were more of a mage than a Knight. Well, more of a Lich actually. They used to be Orcs of the Shadow Council before being killed and stuff, and having their souls forcibly shoved into some Knights of Azeroth's corpses, and ultimately becoming nasty little cretins with their dark powers and all.<br />
<br />
The second lot of Death Knights were some dead Paladins who were forcefully risen, and instead of being the old Death Knight mage-guys, became Knights of Death, ergo, Death Knights. Being able to fight in close quarters really did help these guys where the original ones failed. Included in these bunch were a crapload of betrayers who decided to follow Arthas' example, since Arthas was the cool-kid of WarCraft Lore. Well, to a degree.<br />
<br />
The third generation is when you come into this twisted history. Being forcefully risen from a death most likely at Scourge's blade, you are loyal to the Lich King.. Well, were at least before the battle for Light's Hope Chapel, where Arthas was weakened by the Purified Ashbringer after Darion Mograine, leader of the Knights of the Ebon Blade, discovered that they were only used to bring out Tirion Fordring so the Lich King could finish him. Big mistake on Arthas' part. He got a bit knocked up by the Purified Ashbringer, and had to run back to Icecrown Citadel crying. Since he was weakened, you were released from his hold, which was pretty chill. Now, as far as I'm concerned, you dislike the Scourge and Arthas, and feel rather betrayed. Eh, so is life. Well, since then you've probably gone around a bit being all Death Knight-ish, and have ended up.. where-ever you are now! And this, is where your story starts.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">That's a cool blade.. Can I lick it?</span><br />
No you most certainly can not. That's your Runeblade.. The thing you used to kill hundreds upon hundreds of innocent people during your days as a Scourge Death Knight? Well, you've become quite attached to it, it seems.<br />
<br />
Runeblades are blades which accentuate the Death Knight's power, whatever that may be. Although, you'll never see an Unholy Death Knight wielding a Frost-runed blade.. It's just not logical. And before you go kill some people with that thing, you should know a few things about it first..<br />
<br />
A Runeblade is an instrument, mostly a weapon, which Death Knights use to channel and accentuate their power in order to perform more devastating and powerful blows against their enemies. It doesn't have to be a weapon, however. It could be Gauntlets, or maybe a Helm.. Even a body part for all I know! See, if it can have runes written to it, it can TECHNICALLY be classed as a Runeblade/Runemace/Runehood/what have you. Well, this is VERY uncommon, and has probably never been done before. I suggest sticking with the blade.<br />
<br />
Your first Runeblade was most probably a used sword, salvaged during some kind of war which you picked out of a pile.. If not, it was most likely a sword you forged yourself with either Saronite or some kind of other kickass metal. Although, Runeblades don't always have to be swords. There's also axes.. And Polearms.. And the occaional mace! But, swords seem to be the reigning champions currently.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Why are my eyes blue and fizzly?</span><br />
They're runic'n'stuff. I have not seen a reason as to WHY their eyes are this colour, but I assume that it's somewhat related to the Forsaken's yellow eye colour.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Saronite? Sounds like Sauron made a metal!</span><br />
You'd think so with that tiny brain of yours, wouldn't you!? Well, you're wrong. Sauron doesn't exist in Warcraft, first off.. Secondly, Saronite is the metal that your armour is most probably made out of. if it isn't, you've got crappy armour! Although, I wouldn't suggest touching it.. It MIGHT drive you insane, and cause suicide/attraction to sheep and manbearpigs.. Well, whatever happens when you become insane!<br />
<br />
Saronite is quite tough and somewhat dark. That's why Death Knights wear it anyway. Aesthetics. DO NOT question my logic on this subject. Well, Saronite WILL cause insanity, even in Death Knights.. The only ones who are unaffected by it are those without minds. So, if you're a sentient being, you're going to go Bat-Shit Crazy. And that's the highest level of crazy.<br />
<br />
<span style="font-style: italic;" class="mycode_i">So, I hear Death Knights are Necromancers+Blood Benders+Liches</span><br />
Ah, my dear idiot, you could not be more wrong.. Here's an overview of the three different classes of Death Knight magic:<br />
<span style="color: #FF0000;" class="mycode_color">Blood Magic</span>, for starters, is the kind of magic which controls and alters blood, yes, but doesn't mean you can blood-bend. It's more of heating blood, etc, or twisting it. If a Blood Death Knight is powerful enough, he'd be able to control someone by taking hold of their blood, yes.. But they'd have to be VERY powerful.<br />
<span style="color: #00FFFF;" class="mycode_color">Frost Magic</span> is pretty much the same as the Mage's frost abilities. Summon ice, etc. No, does not mean you can summon ice in a desert. It's mostly freezing things for one's own upper hand, instead of the Mage's focus on summoning.<br />
<span style="color: #00FF00;" class="mycode_color">Unholy Magic</span> is the ability to use the powers of death, and occasionally, Undeath. No, Death Knights aren't master Necromancers. Unholy Death Knights focus, believe it or not, more on creating and spreading plagues and sickness, than raising the dead.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">I'm gonna be the different Death Knight who loves everything!</span><br />
No.. Just, no. If you were forcefully raised from death, forced to kill hundreds, if not thousands of innocents, discover that you were betrayed, and are now living in probable solitude, you're NOT going to be happy. You're going to be the worst example of happy I've seen since I watched The Notebook. That is all.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">B-but, can I at least be different!</span><br />
Umm.. That's kind of the point of the "Personality" section in the Character Profile sheet.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">So, can I at least just have a hobby, or is that "too happy"?</span><br />
Go ahead! Everyone has hobbies, even sour, unsocial undead who hate things. It just adds more fun to your Roleplay, after all! Just NO flower picking. (We're looking at you, Maulbane!)<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Well, my Death Knight seems rather bland.. What should I do?</span><br />
Did you add personality? If not, do so. See, your Death Knight can have certain emotions triggered by certain things, like Malth for example: He hates randomness in colours. There has to be some order.. He gets very judgemental about the randomness and will not stop annoying the person responsible until it's changed or Malth's gone. See, this is a strange personality trait which keeps RP interesting. That's what you want to look for when playing a Death Knight.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Sir, could I see a Death Knight's profile?</span><br />
I have a better idea! I'll show you a very horrible one based on stereotypes and idiocy, and a moderately good one!<br />
<br />
Here's the stereotypical one!<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Player: PiesOfGod<br />
<br />
Character Full Name: Malth Valarl<br />
<br />
Character In-Game Name: Malth<br />
<br />
Nickname(s): None as of yet.<br />
<br />
Association(s): Scourge. <span style="color: #FF0000;" class="mycode_color">(No. You're not a part of the Scourge now, idiot.)</span><br />
<br />
Race: Forsaken <span style="color: #FF0000;" class="mycode_color">(Yeah, he's human though, right? Explain why he's Forsaken now..)</span><br />
<br />
Class: Death Knight <span style="color: #FF0000;" class="mycode_color">(Captain Obvious to the rescue!)</span><br />
<br />
Age: 47 <span style="color: #FF0000;" class="mycode_color">(What age did he die? How long had he been dead before he was raised?)</span><br />
<br />
Sex: Guy <span style="color: #FF0000;" class="mycode_color">(No. He's a male. Please keep to proper English and use the word "Male"..)</span><br />
<br />
Hair: Dark and long <span style="color: #FF0000;" class="mycode_color">(As in down to his well-toned arse? Or down to his shoulders? Explain)</span><br />
<br />
Eyes: Red <span style="color: #FF0000;" class="mycode_color">(NO. Death Knight eyes are BLUE AND BLUE ONLY.)</span><br />
<br />
Weight: 80kg<br />
<br />
Height: 1.76m<br />
<br />
Usual Garments/Armor: Armour <span style="color: #FF0000;" class="mycode_color">(What kind of Armour? Does he wear Cloth, Mail, Leather, Plate? Iron, <br />
Mageweave, Saronite, Kodo Hide?)</span><br />
<br />
Other: A sword and has a stutter. <span style="color: #FF0000;" class="mycode_color">(What kind of sword, and how extreme is his stutter?)</span><br />
<br />
Alignment: Chaotic Neutral<br />
<br />
Personality: Malth is evil and hates everything. He also dislikes humans, but is fond of Night Elves. <span style="color: #FF0000;" class="mycode_color">(Don't.. Even.. Think.. About.. It. Also, WAY too short for a Personality. I would suggest at least 3-5 lines!)</span><br />
<br />
History: Malth grew up in Loredaeron and died fighting scourge as a guard. He was raised because Arthas liked him, and forced to kill some people and be a Death Knight. <span style="color: #FF0000;" class="mycode_color">(Yeah, probably a BIT too short. Explain his life-defining moments, how he felt, his reactions, etc. If not, this profile would get an IMMEDIATE DENIED.)</span></blockquote>
<br />
And now for the moderately good version!<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Player: PiesOfGod<br />
<br />
Character Full Name: Malth Valarl<br />
<br />
Character In-Game Name: Malth<br />
<br />
Nickname(s): None as of yet.<br />
<br />
Association(s): The Undercity, The Ebon Blade, The Scourge (Ex), The Lordaeron Militia (Ex), Lordaeron (Ex).<br />
<br />
Race: Forsaken (Malth is infact a Human Death Knight, but since his injuries were so horrific, and well, macabre, he was unrecognisable as human. He is now seen as a Forsaken, shed flesh, bones protruding through skin.)<br />
<br />
Class: Death Knight (More of a magic-user than a fighter.)<br />
<br />
Age: 47 at death.<br />
<br />
Sex: Male<br />
<br />
Hair: A very calm mix of grey and white. His scalp shows signs of Male Pattern Baldness from his previous life as a Militia-Man of Lordaeron. Although, the non-affected areas still retain a youthful length.<br />
<br />
Eyes: A glowing, runic blue.<br />
<br />
Weight: 80kg<br />
<br />
Height: 1.76m<br />
<br />
Usual Garments/Armor: Malth has gained access to some robes which he now wears above a set of dark plate armour<br />
<br />
Other: Malth wields a single Zweinhander, now glowing runic-white, the colour of ice and snow. He changed it recently before travelling to Northrend. Malth is also a mute, for some mysterious reason. Because of this, he carries around a single vial of blood and a sheet of parchment which he uses to communicate with. The blood as ink, and the parchment for the ink to lay upon.<br />
<br />
Alignment: Chaotic Neutral<br />
<br />
Personality: Malth is the kind of individual one would imagine living (or unliving for that matter) in the shady regions of town. He is untrustworthy and selfish, yet he always sticks to his word. Although, when he sticks by his word, his word could mean different to that of someone else. "I'll escort you to the Undercity and protect you from Scourge." Is one thing he might say. In truth, he's actually saying "As long as you don't piss me off, you'll find yourself in the Undercity in at least 1 piece." He also tends to only help people who are of potential profit to him. Malth does not believe in killing the unarmed. However, if they still do pose a threat to him, he'll be sure to put them in their place. However selfish Malth is, he rewards people for aiding him with either money, or a kind word.<br />
<br />
History: Born into a simple Lordaeron family, Malth grew up aspiring to be one of those swordsmen in steel he saw so commonly walking through the old city. They were his idols. When the time came, he was off, signing up with the Lordaeron Militia. He served as a simple guard, tending to duties around the city. The occasional brawl, the occasional theft. Though what he was doing was small in scale compared to the soldiers who fought in the wars, he knew he was doing something good, which made him feel great. His self esteem boomed every time he helped an old lady, or gave a traveler directions to the nearest Inn. He did not know why, but he felt absolutely great. Plus, the income was nothing to complain about either. Throughout all his years with the Militia, he never thought the next few events would even be possible.<br />
Malth was on duty, helping the elderly and breaking up brawls as usual, when he heard whispers of a death. A very high-up death. Apparently one of the nobles, or someone else had been slain by Arthas! Malth was intrigued, and completely shut the idea of Arthas betraying the Alliance away, inside a small little box in his mind. He continued on with duty, thinking it todays "rumour", or what-have-you. He was called away to help someone just outside the city gates, apparently a linen cart was robbed of most of it's supplies. That's not what Malth saw though. He -did- see a cart, but it wasn't linen inside of it. Something was moving in there.. He drew his blade, and went in for a closer look. The last thing he saw was a ghoul, digging into his gut, mauling away skin and flesh until he bled to death.<br />
The Lich King saw honour in his heart, great honour, something which could be abused. Malth was of average intelligence. He was no mage, or a scholar.. He was the perfect target for brainwashing. His corpse, along with many, was put inside one of many Meat Wagons, and taken to Icecrown Citadel, in Northrend, where his spirit was twisted, his soul forcefully shed from a dreamless, relaxing sleep.. He was back, but not for a purpose he would've liked.<br />
Malth opened his eyes, and for some reason, felt betrayed, felt as if he was forced to do something. He looked down, and saw his guard's armour. Although, he wasn't in Loredaeron anymore. He felt a chill, a sharp bite which continued to bite at him as the air waved past, bits of sleet and ice landing on him. He looked around, and realised that he was laying down. He got up, and saw what he -thought- he feared most. A single ghoul stood there, bits of skin hanging off of him, and emanating possibly the most putrid smell Malth had thought possible. Although, it did not seem to bother him much. He managed to get himself off of some kind of stone plateau, rectangular in shape, with ornamental skulls covering it. He walked over to the ghoul, investigating it. It's tongue was hanging out, surprisingly it hadn't been dismembered by it's horribly sharp teeth. Malth was bored with the somewhat macabre spectacle, and moved on towards an open doorway, and walked outside. After navigating through a few halls, Malth saw something he didn't even think possible. Runeforges lined a massive circular room, in the middle what appeared to be an arena. Now Malth was really starting to worry. He saw others like him, walking around confused, so he decided to try and talk to them. All that came out of his mouth were short gasps. He went over to examine one of the Runeforges, which he thought might give him an idea as to where the Fel he was. He was greeted by a.. Night Elf!?<br />
"You have just awoken, yes?" Malth attempted to speak, but yet again, only short gasps emanated from his mouth. Instead, he slowly nodded his head. "Follow me." Malth simply nodded along hurriedly, and followed the Elf to a room, the walls stacked with armour and robes. The Elf looked around, walking over to sets of spaulders, and plate. He collected a set in the middle of the room, on a table. "Change your armour." Malth shrugged to himself, and began changing his armour. Midway, when his original armour was off, he saw a horrid truth. His fingers were no longer covered in skin and flesh, but instead were bone. His body was rotted, horribly. His mind took notice, but his body continued to change into the new armour without a care. He was being controlled.<br />
Finally, after the armour was on, the Elf beckoned Malth to follow him. He followed, against his will. He was bought to a room, a single Zweihander blade was laying on a stone table, and similar blades, even a Warscythe, lined the walls. "This.. This is the blade that makes you a Death Knight," the Elf said, as he pointed to the rather sadistic-looking blade. It had jagged, thorny edges, and it's hilt was engraved with symbols, depicting the three runes: A drop of blood, a snowflake, and a jaw-less skull. Malth picked it up. It was light, and balanced. Obviously enchanted. The Elf motioned to a training dummy on the left side of the table. Malth conformed, and struck at the dummy, leaving a noticeably large slice in it. Malth looked at the sword, amazed at it's power. "Come now, the blade is to be completed."<br />
Malth followed the Elf to a Runeforge inside the circular main hall. "And now to finish it. Choose which rune you want, for soon it will envelop you, and become one with you." When Malth heard these words, the thought of flowing blood ran through his mind. Memories of blood simply called out to him. Malth looked at a small patch of skin, showing under his armour. He did have not any blood left.. But now it's time I get it back.. The thought of blood was soothing.. He began enchanting the blade, smiling horribly. As soon as the blade was finished, it emanated a blood-red glow. Beautiful, macabre, sadistic. Malth was ready to unleash a reign of horror upon the world.<br />
Over the next few days of continuous training, Malth's mind was warped by twisted memories, the voice of the Lich King himself, and his vampiric Runeblade. Death was all he cared for, and he displayed that well. Northrend was a wonderful place, full of many things he could prove his worth on, who he could destroy horribly.. Both physically and mentally. He was now a true Death Knight.<br />
After the battle at Light's Hope Chapel, Malth began to remember things as they were, the voices in his head were dissappearing. He could move himself properly, without any bounds or restrictions. He was finally free from the grasp of the tyrant Lich King! After travelling in solitude and nearly being killed again by a group of humans, he managed to get a ride to the Eastern Kingdoms, managing to get a ride aboard a Forsaken troop ship. Malth recognized himself as one of them now. He was betrayed by the Scourge, betrayed by humans, and now his only choice was to stick with the Forsaken, and in turn, the Horde if he wanted to stay alive.<br />
Over the next few months, Malth had actually seen other Death Knights, also free. He was overjoyed. Well, as overjoyed as a corpse can get. he had heard many of them speak about The Ebon Blade, a faction of rebellious Death Knights fighting in Northrend. Why he had not found them before, while he was in solitude there, boggled him. Now, he is preparing to find these Knights, and pledge allegiance to them in their fight against the Scourge. He wants to make sure that the Scourge suffer at his hands, for what they did to him. They have made him restless, Undead, Forsaken.<br />
Just after the Horde invaded Arathi, Malth heard news of a new faction of sorts. Horde tried to kill him.. Betrayed, again! Now, all that was left were the Forsaken and the Blood Elves.. And he wasn't too fond of Blood Elves. Now, he was truly Forsaken, fighting in a world where nobody accepted him.. The entire world was against him. Although, from his point of view, it was him versus the world..<br />
Now Malth has returned to Northrend, to fight against the Scourge alongside the Knights of the Ebon Blade, and in turn, help all of Azeroth from a fate worse than death.</blockquote>
<br />
Now, did you see the difference between the two? Malth's reactions, emotions and the likes were captured in the history, he has a nice, beefy personality section, and quite a long history, which I think ALL Death Knights need. Seriously, include BOTH lives in the profile. (Or all 3 if a genuine Forsaken!) Just compare any other differences, and learn from those.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Wow, this guide really did help me with creating my Death Knight!</span><br />
No it didn't. Why are you still here anyways?<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">I thought you were my frie-</span><br />
No.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-size: 8pt;" class="mycode_size">Myths and Misconceptions!</span></span><br />
<br />
First one up, Death Knights are "Emo".<br />
	A Death Knight is a knight of death pretty much. When one sows chaos and destruction over countless citizens of Azeroth, they tend to lose emotional touches with the world. They are NOT depressed.. Well, some may be shocked as to their actions when they served the Scourge, but that's about the worst of it. Like the Forsaken, Death Knights are frowned upon by several races, possibly hated. It's only fair that they are feeling SOME kind of emotion, however, regarding the whole "Everyone hates meeeeeee!" thing. Death Knights DO have a reason to become "Emo", but that's not saying they're all "Emo".<br />
<br />
Secondly, Death Knights are OP.<br />
	Also an overlooked fact. Death Knights are simply the Undead counterpart of a Paladin. There's two sides to every equation, and it just so happens that on one side, we have a light-wielding paladin, and on the other is an undeath-wielding Death Knight. Also, notice the little equals sign to the equation? They're not as powerful as each other. Now, saying Death Knights are OP is like saying Paladins are OP. And you REALLY don't want to anger the Church of Stormwind. They've got torture devices underneath the chapel which don't look too friendly.<br />
<br />
Third, Death Knights will populate the server.<br />
	Also a big fat lie. Death Knights aren't the class that *everyone* wants to play. They may be on retail.. But on retail, there's Half Elf, Half Human, Half Dragon, Half Vampire, Half Worgen characters out there. And yes, I know that equals 2 and a half characters. My logic is infallible.<br />
	And who's to say you'll enjoy Roleplaying a Death Knight anyway? They thrive off of death, pretty much, and most are zealotical towards the Ebon Blade. Maybe that's not your kind of thing. It's not many people's kind of thing either..<br />
<br />
Fourth, there is no such thing as Draenei Death Knights.<br />
<blockquote class="mycode_quote"><cite>Pies Wrote:</cite>Based on the difference between the year BC is base in, and the year Wrath is based in, minus a month of training, it gives Draenei about 11 months to be captured by the Scourge to be used as Death Knights. Based on the fact that Draenei would have to adapt to Azeroth's germs/bacteria, quite a few Draenei would die even from a single infected cut.</blockquote>This effectively states that Draenei had 11 months to become Death Knights since they landed on Azeroth. However, several things will alter these statistics. Not all Draenei who died within those 11 months became Death Knights. Only those who would've died at the hands of Scourge and/or those who died around Scourge territory.<br />
<br />
And finally, Death Knights are all evil bastards.<br />
	*That gameshow noise which signifies a wrong answer.* Death Knights DO thrive somewhat off of death, but there are ways to counter that addiction. All addictions are psychological, and can be replaced with something less detrimental to society. Depends on your Death Knight's personality. My character, Malth, thrives off of death to a small degree. Instead, now, he thrives off of creating Unholy Constructs, which are small constructs made of blood which Malth or Toranak can control.. or any Death Knight with Unholy or Blood abilities. While a Death Knight's goals may be seen as evil by others, they're seen as righteous by the Death Knight him/herself. And that's all that matters.. Heh.<br />
<br />
<br />
<br />
Now, you might know a little bit more about Death Knights.. Hopefully.<br />
<br />
EDIT: Krent, /roll a Warrior OOCly to get the gun skill, claim he's a Death Knight, and perhaps run it by the GMs. I don't think Kretol would mind.. &gt;.&gt;]]></description>
			<content:encoded><![CDATA[Why hello there, CotH! I've come under the impression that some people are confused, etc. by Death Knights. Now, I want to lessen this confusion. And, to do this, I am going to be answering a few myths and misconceptions, as well as an explanation which may aid you in the creation of your Death Knight.<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="http://i34.tinypic.com/11sdmjm.jpg" loading="lazy"  alt="[Image: 11sdmjm.jpg]" class="mycode_img" /></div>
A Death Knight being all Death Knight-ish, made by me!<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-size: 8pt;" class="mycode_size">Guide!</span></span><br />
<br />
"From the darkest places in Azeroth, these Knights of the Unholy magics sow chaos and doom atop their fear-striking steeds. With their Runeblades in hand, they slaughter, pillage, and destroy. These, are knights of death. These are Death Knights."<br />
<br />
Well, since we've got that out of the way, we can begin explaining who the Fel these jovile fellows and maddams are. In the most simple way I can put it, Death Knights are the physical apparation of death itself, what with all the Unholy powers.<br />
<br />
The original Death Knights were more of a mage than a Knight. Well, more of a Lich actually. They used to be Orcs of the Shadow Council before being killed and stuff, and having their souls forcibly shoved into some Knights of Azeroth's corpses, and ultimately becoming nasty little cretins with their dark powers and all.<br />
<br />
The second lot of Death Knights were some dead Paladins who were forcefully risen, and instead of being the old Death Knight mage-guys, became Knights of Death, ergo, Death Knights. Being able to fight in close quarters really did help these guys where the original ones failed. Included in these bunch were a crapload of betrayers who decided to follow Arthas' example, since Arthas was the cool-kid of WarCraft Lore. Well, to a degree.<br />
<br />
The third generation is when you come into this twisted history. Being forcefully risen from a death most likely at Scourge's blade, you are loyal to the Lich King.. Well, were at least before the battle for Light's Hope Chapel, where Arthas was weakened by the Purified Ashbringer after Darion Mograine, leader of the Knights of the Ebon Blade, discovered that they were only used to bring out Tirion Fordring so the Lich King could finish him. Big mistake on Arthas' part. He got a bit knocked up by the Purified Ashbringer, and had to run back to Icecrown Citadel crying. Since he was weakened, you were released from his hold, which was pretty chill. Now, as far as I'm concerned, you dislike the Scourge and Arthas, and feel rather betrayed. Eh, so is life. Well, since then you've probably gone around a bit being all Death Knight-ish, and have ended up.. where-ever you are now! And this, is where your story starts.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">That's a cool blade.. Can I lick it?</span><br />
No you most certainly can not. That's your Runeblade.. The thing you used to kill hundreds upon hundreds of innocent people during your days as a Scourge Death Knight? Well, you've become quite attached to it, it seems.<br />
<br />
Runeblades are blades which accentuate the Death Knight's power, whatever that may be. Although, you'll never see an Unholy Death Knight wielding a Frost-runed blade.. It's just not logical. And before you go kill some people with that thing, you should know a few things about it first..<br />
<br />
A Runeblade is an instrument, mostly a weapon, which Death Knights use to channel and accentuate their power in order to perform more devastating and powerful blows against their enemies. It doesn't have to be a weapon, however. It could be Gauntlets, or maybe a Helm.. Even a body part for all I know! See, if it can have runes written to it, it can TECHNICALLY be classed as a Runeblade/Runemace/Runehood/what have you. Well, this is VERY uncommon, and has probably never been done before. I suggest sticking with the blade.<br />
<br />
Your first Runeblade was most probably a used sword, salvaged during some kind of war which you picked out of a pile.. If not, it was most likely a sword you forged yourself with either Saronite or some kind of other kickass metal. Although, Runeblades don't always have to be swords. There's also axes.. And Polearms.. And the occaional mace! But, swords seem to be the reigning champions currently.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Why are my eyes blue and fizzly?</span><br />
They're runic'n'stuff. I have not seen a reason as to WHY their eyes are this colour, but I assume that it's somewhat related to the Forsaken's yellow eye colour.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Saronite? Sounds like Sauron made a metal!</span><br />
You'd think so with that tiny brain of yours, wouldn't you!? Well, you're wrong. Sauron doesn't exist in Warcraft, first off.. Secondly, Saronite is the metal that your armour is most probably made out of. if it isn't, you've got crappy armour! Although, I wouldn't suggest touching it.. It MIGHT drive you insane, and cause suicide/attraction to sheep and manbearpigs.. Well, whatever happens when you become insane!<br />
<br />
Saronite is quite tough and somewhat dark. That's why Death Knights wear it anyway. Aesthetics. DO NOT question my logic on this subject. Well, Saronite WILL cause insanity, even in Death Knights.. The only ones who are unaffected by it are those without minds. So, if you're a sentient being, you're going to go Bat-Shit Crazy. And that's the highest level of crazy.<br />
<br />
<span style="font-style: italic;" class="mycode_i">So, I hear Death Knights are Necromancers+Blood Benders+Liches</span><br />
Ah, my dear idiot, you could not be more wrong.. Here's an overview of the three different classes of Death Knight magic:<br />
<span style="color: #FF0000;" class="mycode_color">Blood Magic</span>, for starters, is the kind of magic which controls and alters blood, yes, but doesn't mean you can blood-bend. It's more of heating blood, etc, or twisting it. If a Blood Death Knight is powerful enough, he'd be able to control someone by taking hold of their blood, yes.. But they'd have to be VERY powerful.<br />
<span style="color: #00FFFF;" class="mycode_color">Frost Magic</span> is pretty much the same as the Mage's frost abilities. Summon ice, etc. No, does not mean you can summon ice in a desert. It's mostly freezing things for one's own upper hand, instead of the Mage's focus on summoning.<br />
<span style="color: #00FF00;" class="mycode_color">Unholy Magic</span> is the ability to use the powers of death, and occasionally, Undeath. No, Death Knights aren't master Necromancers. Unholy Death Knights focus, believe it or not, more on creating and spreading plagues and sickness, than raising the dead.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">I'm gonna be the different Death Knight who loves everything!</span><br />
No.. Just, no. If you were forcefully raised from death, forced to kill hundreds, if not thousands of innocents, discover that you were betrayed, and are now living in probable solitude, you're NOT going to be happy. You're going to be the worst example of happy I've seen since I watched The Notebook. That is all.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">B-but, can I at least be different!</span><br />
Umm.. That's kind of the point of the "Personality" section in the Character Profile sheet.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">So, can I at least just have a hobby, or is that "too happy"?</span><br />
Go ahead! Everyone has hobbies, even sour, unsocial undead who hate things. It just adds more fun to your Roleplay, after all! Just NO flower picking. (We're looking at you, Maulbane!)<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Well, my Death Knight seems rather bland.. What should I do?</span><br />
Did you add personality? If not, do so. See, your Death Knight can have certain emotions triggered by certain things, like Malth for example: He hates randomness in colours. There has to be some order.. He gets very judgemental about the randomness and will not stop annoying the person responsible until it's changed or Malth's gone. See, this is a strange personality trait which keeps RP interesting. That's what you want to look for when playing a Death Knight.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Sir, could I see a Death Knight's profile?</span><br />
I have a better idea! I'll show you a very horrible one based on stereotypes and idiocy, and a moderately good one!<br />
<br />
Here's the stereotypical one!<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Player: PiesOfGod<br />
<br />
Character Full Name: Malth Valarl<br />
<br />
Character In-Game Name: Malth<br />
<br />
Nickname(s): None as of yet.<br />
<br />
Association(s): Scourge. <span style="color: #FF0000;" class="mycode_color">(No. You're not a part of the Scourge now, idiot.)</span><br />
<br />
Race: Forsaken <span style="color: #FF0000;" class="mycode_color">(Yeah, he's human though, right? Explain why he's Forsaken now..)</span><br />
<br />
Class: Death Knight <span style="color: #FF0000;" class="mycode_color">(Captain Obvious to the rescue!)</span><br />
<br />
Age: 47 <span style="color: #FF0000;" class="mycode_color">(What age did he die? How long had he been dead before he was raised?)</span><br />
<br />
Sex: Guy <span style="color: #FF0000;" class="mycode_color">(No. He's a male. Please keep to proper English and use the word "Male"..)</span><br />
<br />
Hair: Dark and long <span style="color: #FF0000;" class="mycode_color">(As in down to his well-toned arse? Or down to his shoulders? Explain)</span><br />
<br />
Eyes: Red <span style="color: #FF0000;" class="mycode_color">(NO. Death Knight eyes are BLUE AND BLUE ONLY.)</span><br />
<br />
Weight: 80kg<br />
<br />
Height: 1.76m<br />
<br />
Usual Garments/Armor: Armour <span style="color: #FF0000;" class="mycode_color">(What kind of Armour? Does he wear Cloth, Mail, Leather, Plate? Iron, <br />
Mageweave, Saronite, Kodo Hide?)</span><br />
<br />
Other: A sword and has a stutter. <span style="color: #FF0000;" class="mycode_color">(What kind of sword, and how extreme is his stutter?)</span><br />
<br />
Alignment: Chaotic Neutral<br />
<br />
Personality: Malth is evil and hates everything. He also dislikes humans, but is fond of Night Elves. <span style="color: #FF0000;" class="mycode_color">(Don't.. Even.. Think.. About.. It. Also, WAY too short for a Personality. I would suggest at least 3-5 lines!)</span><br />
<br />
History: Malth grew up in Loredaeron and died fighting scourge as a guard. He was raised because Arthas liked him, and forced to kill some people and be a Death Knight. <span style="color: #FF0000;" class="mycode_color">(Yeah, probably a BIT too short. Explain his life-defining moments, how he felt, his reactions, etc. If not, this profile would get an IMMEDIATE DENIED.)</span></blockquote>
<br />
And now for the moderately good version!<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>Player: PiesOfGod<br />
<br />
Character Full Name: Malth Valarl<br />
<br />
Character In-Game Name: Malth<br />
<br />
Nickname(s): None as of yet.<br />
<br />
Association(s): The Undercity, The Ebon Blade, The Scourge (Ex), The Lordaeron Militia (Ex), Lordaeron (Ex).<br />
<br />
Race: Forsaken (Malth is infact a Human Death Knight, but since his injuries were so horrific, and well, macabre, he was unrecognisable as human. He is now seen as a Forsaken, shed flesh, bones protruding through skin.)<br />
<br />
Class: Death Knight (More of a magic-user than a fighter.)<br />
<br />
Age: 47 at death.<br />
<br />
Sex: Male<br />
<br />
Hair: A very calm mix of grey and white. His scalp shows signs of Male Pattern Baldness from his previous life as a Militia-Man of Lordaeron. Although, the non-affected areas still retain a youthful length.<br />
<br />
Eyes: A glowing, runic blue.<br />
<br />
Weight: 80kg<br />
<br />
Height: 1.76m<br />
<br />
Usual Garments/Armor: Malth has gained access to some robes which he now wears above a set of dark plate armour<br />
<br />
Other: Malth wields a single Zweinhander, now glowing runic-white, the colour of ice and snow. He changed it recently before travelling to Northrend. Malth is also a mute, for some mysterious reason. Because of this, he carries around a single vial of blood and a sheet of parchment which he uses to communicate with. The blood as ink, and the parchment for the ink to lay upon.<br />
<br />
Alignment: Chaotic Neutral<br />
<br />
Personality: Malth is the kind of individual one would imagine living (or unliving for that matter) in the shady regions of town. He is untrustworthy and selfish, yet he always sticks to his word. Although, when he sticks by his word, his word could mean different to that of someone else. "I'll escort you to the Undercity and protect you from Scourge." Is one thing he might say. In truth, he's actually saying "As long as you don't piss me off, you'll find yourself in the Undercity in at least 1 piece." He also tends to only help people who are of potential profit to him. Malth does not believe in killing the unarmed. However, if they still do pose a threat to him, he'll be sure to put them in their place. However selfish Malth is, he rewards people for aiding him with either money, or a kind word.<br />
<br />
History: Born into a simple Lordaeron family, Malth grew up aspiring to be one of those swordsmen in steel he saw so commonly walking through the old city. They were his idols. When the time came, he was off, signing up with the Lordaeron Militia. He served as a simple guard, tending to duties around the city. The occasional brawl, the occasional theft. Though what he was doing was small in scale compared to the soldiers who fought in the wars, he knew he was doing something good, which made him feel great. His self esteem boomed every time he helped an old lady, or gave a traveler directions to the nearest Inn. He did not know why, but he felt absolutely great. Plus, the income was nothing to complain about either. Throughout all his years with the Militia, he never thought the next few events would even be possible.<br />
Malth was on duty, helping the elderly and breaking up brawls as usual, when he heard whispers of a death. A very high-up death. Apparently one of the nobles, or someone else had been slain by Arthas! Malth was intrigued, and completely shut the idea of Arthas betraying the Alliance away, inside a small little box in his mind. He continued on with duty, thinking it todays "rumour", or what-have-you. He was called away to help someone just outside the city gates, apparently a linen cart was robbed of most of it's supplies. That's not what Malth saw though. He -did- see a cart, but it wasn't linen inside of it. Something was moving in there.. He drew his blade, and went in for a closer look. The last thing he saw was a ghoul, digging into his gut, mauling away skin and flesh until he bled to death.<br />
The Lich King saw honour in his heart, great honour, something which could be abused. Malth was of average intelligence. He was no mage, or a scholar.. He was the perfect target for brainwashing. His corpse, along with many, was put inside one of many Meat Wagons, and taken to Icecrown Citadel, in Northrend, where his spirit was twisted, his soul forcefully shed from a dreamless, relaxing sleep.. He was back, but not for a purpose he would've liked.<br />
Malth opened his eyes, and for some reason, felt betrayed, felt as if he was forced to do something. He looked down, and saw his guard's armour. Although, he wasn't in Loredaeron anymore. He felt a chill, a sharp bite which continued to bite at him as the air waved past, bits of sleet and ice landing on him. He looked around, and realised that he was laying down. He got up, and saw what he -thought- he feared most. A single ghoul stood there, bits of skin hanging off of him, and emanating possibly the most putrid smell Malth had thought possible. Although, it did not seem to bother him much. He managed to get himself off of some kind of stone plateau, rectangular in shape, with ornamental skulls covering it. He walked over to the ghoul, investigating it. It's tongue was hanging out, surprisingly it hadn't been dismembered by it's horribly sharp teeth. Malth was bored with the somewhat macabre spectacle, and moved on towards an open doorway, and walked outside. After navigating through a few halls, Malth saw something he didn't even think possible. Runeforges lined a massive circular room, in the middle what appeared to be an arena. Now Malth was really starting to worry. He saw others like him, walking around confused, so he decided to try and talk to them. All that came out of his mouth were short gasps. He went over to examine one of the Runeforges, which he thought might give him an idea as to where the Fel he was. He was greeted by a.. Night Elf!?<br />
"You have just awoken, yes?" Malth attempted to speak, but yet again, only short gasps emanated from his mouth. Instead, he slowly nodded his head. "Follow me." Malth simply nodded along hurriedly, and followed the Elf to a room, the walls stacked with armour and robes. The Elf looked around, walking over to sets of spaulders, and plate. He collected a set in the middle of the room, on a table. "Change your armour." Malth shrugged to himself, and began changing his armour. Midway, when his original armour was off, he saw a horrid truth. His fingers were no longer covered in skin and flesh, but instead were bone. His body was rotted, horribly. His mind took notice, but his body continued to change into the new armour without a care. He was being controlled.<br />
Finally, after the armour was on, the Elf beckoned Malth to follow him. He followed, against his will. He was bought to a room, a single Zweihander blade was laying on a stone table, and similar blades, even a Warscythe, lined the walls. "This.. This is the blade that makes you a Death Knight," the Elf said, as he pointed to the rather sadistic-looking blade. It had jagged, thorny edges, and it's hilt was engraved with symbols, depicting the three runes: A drop of blood, a snowflake, and a jaw-less skull. Malth picked it up. It was light, and balanced. Obviously enchanted. The Elf motioned to a training dummy on the left side of the table. Malth conformed, and struck at the dummy, leaving a noticeably large slice in it. Malth looked at the sword, amazed at it's power. "Come now, the blade is to be completed."<br />
Malth followed the Elf to a Runeforge inside the circular main hall. "And now to finish it. Choose which rune you want, for soon it will envelop you, and become one with you." When Malth heard these words, the thought of flowing blood ran through his mind. Memories of blood simply called out to him. Malth looked at a small patch of skin, showing under his armour. He did have not any blood left.. But now it's time I get it back.. The thought of blood was soothing.. He began enchanting the blade, smiling horribly. As soon as the blade was finished, it emanated a blood-red glow. Beautiful, macabre, sadistic. Malth was ready to unleash a reign of horror upon the world.<br />
Over the next few days of continuous training, Malth's mind was warped by twisted memories, the voice of the Lich King himself, and his vampiric Runeblade. Death was all he cared for, and he displayed that well. Northrend was a wonderful place, full of many things he could prove his worth on, who he could destroy horribly.. Both physically and mentally. He was now a true Death Knight.<br />
After the battle at Light's Hope Chapel, Malth began to remember things as they were, the voices in his head were dissappearing. He could move himself properly, without any bounds or restrictions. He was finally free from the grasp of the tyrant Lich King! After travelling in solitude and nearly being killed again by a group of humans, he managed to get a ride to the Eastern Kingdoms, managing to get a ride aboard a Forsaken troop ship. Malth recognized himself as one of them now. He was betrayed by the Scourge, betrayed by humans, and now his only choice was to stick with the Forsaken, and in turn, the Horde if he wanted to stay alive.<br />
Over the next few months, Malth had actually seen other Death Knights, also free. He was overjoyed. Well, as overjoyed as a corpse can get. he had heard many of them speak about The Ebon Blade, a faction of rebellious Death Knights fighting in Northrend. Why he had not found them before, while he was in solitude there, boggled him. Now, he is preparing to find these Knights, and pledge allegiance to them in their fight against the Scourge. He wants to make sure that the Scourge suffer at his hands, for what they did to him. They have made him restless, Undead, Forsaken.<br />
Just after the Horde invaded Arathi, Malth heard news of a new faction of sorts. Horde tried to kill him.. Betrayed, again! Now, all that was left were the Forsaken and the Blood Elves.. And he wasn't too fond of Blood Elves. Now, he was truly Forsaken, fighting in a world where nobody accepted him.. The entire world was against him. Although, from his point of view, it was him versus the world..<br />
Now Malth has returned to Northrend, to fight against the Scourge alongside the Knights of the Ebon Blade, and in turn, help all of Azeroth from a fate worse than death.</blockquote>
<br />
Now, did you see the difference between the two? Malth's reactions, emotions and the likes were captured in the history, he has a nice, beefy personality section, and quite a long history, which I think ALL Death Knights need. Seriously, include BOTH lives in the profile. (Or all 3 if a genuine Forsaken!) Just compare any other differences, and learn from those.<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">Wow, this guide really did help me with creating my Death Knight!</span><br />
No it didn't. Why are you still here anyways?<br />
<br />
<br />
<span style="font-style: italic;" class="mycode_i">I thought you were my frie-</span><br />
No.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-size: 8pt;" class="mycode_size">Myths and Misconceptions!</span></span><br />
<br />
First one up, Death Knights are "Emo".<br />
	A Death Knight is a knight of death pretty much. When one sows chaos and destruction over countless citizens of Azeroth, they tend to lose emotional touches with the world. They are NOT depressed.. Well, some may be shocked as to their actions when they served the Scourge, but that's about the worst of it. Like the Forsaken, Death Knights are frowned upon by several races, possibly hated. It's only fair that they are feeling SOME kind of emotion, however, regarding the whole "Everyone hates meeeeeee!" thing. Death Knights DO have a reason to become "Emo", but that's not saying they're all "Emo".<br />
<br />
Secondly, Death Knights are OP.<br />
	Also an overlooked fact. Death Knights are simply the Undead counterpart of a Paladin. There's two sides to every equation, and it just so happens that on one side, we have a light-wielding paladin, and on the other is an undeath-wielding Death Knight. Also, notice the little equals sign to the equation? They're not as powerful as each other. Now, saying Death Knights are OP is like saying Paladins are OP. And you REALLY don't want to anger the Church of Stormwind. They've got torture devices underneath the chapel which don't look too friendly.<br />
<br />
Third, Death Knights will populate the server.<br />
	Also a big fat lie. Death Knights aren't the class that *everyone* wants to play. They may be on retail.. But on retail, there's Half Elf, Half Human, Half Dragon, Half Vampire, Half Worgen characters out there. And yes, I know that equals 2 and a half characters. My logic is infallible.<br />
	And who's to say you'll enjoy Roleplaying a Death Knight anyway? They thrive off of death, pretty much, and most are zealotical towards the Ebon Blade. Maybe that's not your kind of thing. It's not many people's kind of thing either..<br />
<br />
Fourth, there is no such thing as Draenei Death Knights.<br />
<blockquote class="mycode_quote"><cite>Pies Wrote:</cite>Based on the difference between the year BC is base in, and the year Wrath is based in, minus a month of training, it gives Draenei about 11 months to be captured by the Scourge to be used as Death Knights. Based on the fact that Draenei would have to adapt to Azeroth's germs/bacteria, quite a few Draenei would die even from a single infected cut.</blockquote>This effectively states that Draenei had 11 months to become Death Knights since they landed on Azeroth. However, several things will alter these statistics. Not all Draenei who died within those 11 months became Death Knights. Only those who would've died at the hands of Scourge and/or those who died around Scourge territory.<br />
<br />
And finally, Death Knights are all evil bastards.<br />
	*That gameshow noise which signifies a wrong answer.* Death Knights DO thrive somewhat off of death, but there are ways to counter that addiction. All addictions are psychological, and can be replaced with something less detrimental to society. Depends on your Death Knight's personality. My character, Malth, thrives off of death to a small degree. Instead, now, he thrives off of creating Unholy Constructs, which are small constructs made of blood which Malth or Toranak can control.. or any Death Knight with Unholy or Blood abilities. While a Death Knight's goals may be seen as evil by others, they're seen as righteous by the Death Knight him/herself. And that's all that matters.. Heh.<br />
<br />
<br />
<br />
Now, you might know a little bit more about Death Knights.. Hopefully.<br />
<br />
EDIT: Krent, /roll a Warrior OOCly to get the gun skill, claim he's a Death Knight, and perhaps run it by the GMs. I don't think Kretol would mind.. &gt;.&gt;]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[All About Shamanism]]></title>
			<link>https://www.conquestofthehorde.com/thread-9975.html</link>
			<pubDate>Sat, 19 Sep 2009 06:25:53 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=730">Khashgrokk</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-9975.html</guid>
			<description><![CDATA[I might have stopped playing shamans, but their awesomeness remains in my typing fingers.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Small foreword:</span></span> Some of these things are speculative, but hey, we try to make the best out of what Blizzard has given us. Lore has always been quite speculative at some pointsÃ¢Â€Â¦ Sources are all the way down.<br />
If you have questions, please ask. I'd like to add them to this pile of information. Also, if something untrue or doubtful has been spotted, please let me know.<br />
<br />
<br />
tl;dr? Planes -&gt; Elemental Plane -&gt; Shaman call/ask for aid<br />
<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Table of Content</span></span><br />
1. Etymology<br />
2. Definition of Shamanism<br />
3. U.S. pt 1 Ã¢Â€Â“ the Multiverse<br />
4. U.S. pt 2 Ã¢Â€Â“ of Shamans and Planes<br />
5. U.S. pt 3 Ã¢Â€Â“ Calls, Philosophy and Elemental Spirits<br />
6. Favour, a Shaman's Mana<br />
7. Realistic Calls<br />
8. Practitioners of Shamanism<br />
<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Etymology</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>The term "shaman" is loan from Tungusic word Ã…Â¡amÃƒÂ¡n, the term for such a practitioner, which also gained currency in wider Turko-Mongol and Tungusic cultures in ancient Siberia. The word's etymology is uncertain. It is sometimes connected to a Tungus root Ã…Â¡a- "to know". Other scholars assert that the word comes directly from the Manchu language, and would therefore be "the only commonly used English word that is a loan from this language".</blockquote>
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<br />
<span style="font-weight: bold;" class="mycode_b">Definition of Shamanism</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>The animistic religion of certain peoples of northern Asia and Native Americans in which mediation between the visible and spirit worlds is effected by shamans.</blockquote>
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<br />
<span style="font-weight: bold;" class="mycode_b">Understanding Shamanism Part 1 Ã¢Â€Â“ The Multiverse</span><br />
<br />
There are two worlds in Earth's Shamanism, the world of the living, like you and me, and the <span style="font-style: italic;" class="mycode_i">spirit world</span>. Shamans, highly revered priest-like persons in Shamanism, are able to communicate with that spirit world. They foretell the future with the aid of good spirits, cure what harm evil spirits have done with their knowledge, are masters of herbalism and so on.<br />
<br />
Warcraft's Shamanism is very close to that, yes indeed. The evil spirits I mentioned earlier do not only consist of vengeful ghosts (as seen a lot in troll culture) but also, yes, <span style="font-style: italic;" class="mycode_i">demons</span>. The good old shaman versus demon. What gives you higher prestige than to slay a taint to the land? Few things, but yeah.<br />
<br />
There are many different planes in the world of Warcraft, we don't know the exact number, but do know it's a lot. Azeroth is a plane, <span style="font-style: italic;" class="mycode_i">the Twisting Nether</span> too, don't forget the spirit world! We call these planes all together, <span style="font-style: italic;" class="mycode_i">the Multiverse</span>. There are different types of course. For instance, Azeroth is a material plane. Draenor (now known as Outland) was one too.<br />
<br />
Another sort of plane is <span style="font-style: italic;" class="mycode_i">the Ethereal Plane</span>, which we know only one of, the <span style="font-style: italic;" class="mycode_i">Emerald Dream</span>. Said plane is somehow attached to Azeroth's material world.<br />
Then you have Energy Planes, this is where your Ã¢Â€Â˜light', Ã¢Â€Â˜undead', your Ã¢Â€Â˜shadow' spells come from. Also, this thing called the <span style="font-style: italic;" class="mycode_i">Shadow Realm</span>, is believed to be a shadowy version of Azeroth, used by the mightiest of Death Knights to call upon whatever they find of use there.<br />
<br />
Finally! The part of which shamans are heavily included. In my eyes, there are two planes besides their material one which a shaman communicates with.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">1.</span> <span style="font-style: italic;" class="mycode_i">The Elemental Plane</span>. Before creatures on Azeroth as we know them started populating the surface, it was ruled by chaotic elementals, the time of the old gods. The Titans had no objection locking them up far beneath Azeroth's surface. This leaded to elementals being banished to another plane, the Elemental Plane.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">2.</span> <span style="font-style: italic;" class="mycode_i">The Astral Plane. Inner and Outer Planes</span>, very complicated they are. Luckily, Azeroth has the easiest case. In between Azeroth and the Emerald Dream, you have the spirit world AKA afterlife AKA <span style="font-style: italic;" class="mycode_i">the Astral Plane</span>. The Twisting Nether <span style="font-style: italic;" class="mycode_i">can</span> be the main spirit world, all tricky stuff not needed to be told in here.<br />
Back on subject! Not all dead sapient creatures are in the spirit world we know. Paladins would mostly go to <span style="font-style: italic;" class="mycode_i">the Holy Light</span> (an Energy Plane), druids are supposedly spending their time in the Emerald Dream and shamans are presumed to roam the world with elemental spirits.<br />
<br />
As always, there is someone wanting to take over the place. <span style="font-style: italic;" class="mycode_i">Sargeras</span> and his <span style="font-style: italic;" class="mycode_i">Burning Legion</span> is the bad guy crew here. You see what they did to Argus and Draenor, be prepared I tell ye! No plane is safe. We might have fended for ourselves a couple of times, but that won't stop the Burning Legion. Oh noÃ¢Â€Â¦ they've taken over many planes, we're just another pile of Ã¢Â€Â˜emÃ¢Â€Â¦ that's putting up quite a good fight. <span style="font-style: italic;" class="mycode_i">Broxigar the Red Ax</span> has even managed to wound Sargeras' leg, giving Elves time for the gate to be shut between Azeroth and a Legion conquered plane, which of course no one has ever managed to do before. Please, look up Ã¢Â€Â˜Broxigar' in wowpedia.org, it's quite an interesting story.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Understanding Shamanism Part 2 Ã¢Â€Â“ Of Planes and Shamans</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>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. Although the shaman may seem wise and serene at first glance, he is a formidable foe; and when angered, his wrath is as fierce as those who have a connection to Eternals or nature.</blockquote>
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You must be wondering, how in Brox's name do shamans communicate with elemental and ancestral spirits? They see things others cannot, and the spirits probably decide when. Of course, a shaman can always <span style="font-style: italic;" class="mycode_i">ask</span> if he/she has got enough favour with them. That is what shamans are all about, doing favours and asking. You'll see that in the next chapter!<br />
Potions are also known to be made to see this, but I reckon they'd be expansive as <span style="font-style: italic;" class="mycode_i">fel</span>.<br />
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<br />
<span style="font-weight: bold;" class="mycode_b">Understanding Shamanism Part 3 Ã¢Â€Â“ <span style="font-style: italic;" class="mycode_i">Calls</span>, Philosophy and Elemental Spirits</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>All shamans gain their power from the Elemental Spirits, so most shamanic philosophy is the same no matter which race practices it. Access to the power of the shaman is borrowed, rather than taken. Unlike the rigid disciplines of the Holy Light which bends the power of the Light to its user through spells, shaman practitioners refer to the act of using their magic as calls, not spells. The power imparted by the elements to the shaman has a wide berth, and encompasses many forces. A shaman can diagnose and cure ailments, harness the power of the elements to defeat their opponents, and enhance the natural power of themselves and other. And these abilities are but a mere fraction of the ability of a shaman. By traversing the axis mundi and forming a special relationship with the spirits, shaman have gained access to divination, dream interpretation, astral projection, control over the weather, and a near innumerable list of abilities. <br />
<br />
Shamanism is based on the premise that the visible world is pervaded by the invisible force of spirits that affect the living in a very strong and meaningful way. Shamanism can therefore be seen as the practical application of the concepts of animism through specialized knowledge and abilities. Shamanism is not, however, organized into full-time rituals or spiritual association as priests are. There exists a very distinct chasm between a Priest serving the Earthmother, and a Shaman of the Earthmother.</blockquote>
<br />
Throughout this part, I am not going to say much, but of course I will give small comments and extra information.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">THRALL</span>: Isn't magic magic? <br />
<br />
<span style="font-weight: bold;" class="mycode_b">GROM</span>: Yes and no. Sometimes the effect is the same. For instance, if a shaman was to summon lightning to strike his foes, they would be burned to death. If a warlock was to summon hell's flames against an enemy, they would be burned to death. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">THRALL</span>: So magic is magic. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">GROM</span>: But lightning is a natural phenomenon. You call it by requesting it. With hell's fire, you make a bargain. It costs a little of yourself. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">THRALL</span>: But you said that the shamans were disappearing. Doesn't that mean that the warlock's way was better? <br />
<br />
<span style="font-weight: bold;" class="mycode_b">GROM</span>: The warlock's way was quicker, more effective, or so it seemed. But there comes a time when a price must be paid, and sometimes, it is dear indeed. </blockquote>
<br />
Ah, I like this conversation the most of all. In my time on retail, it occurred far too much that warlocks were never showing signs of the other side of the coin. Of course, a warlock can start out with good intentions, of course they can hold those, but do not forget you are making a bargain with the devil. It's bound to backfire dramaticallyÃ¢Â€Â¦ In orcish history, the spirits' distaste of demons has been displayed. So, slaying nasty demons is a good way to earn brownie points with the local spiritsÃ¢Â€Â¦ brownie points? I'll make a paragraph for that.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">DREK'THAR</span>: The wolves are not tamed, not as you might understand the word. They have come to be our friends because I invited them. It is a part of being a shaman. We have a bond with the things of the natural world, and strive always to work in harmony with them. Warlocks would term them spells, but we shamans simply term them calls. We ask, the powers we work with answer. Or not, as they will. I can call the snows, and wind, and lightning. The trees may bend to me when I ask. The rivers may flow where I ask them to. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">THRALL</span>: If your power is so great, then why do you continue to live in such a harsh place? If what you are saying is true, you could turn this barren mountaintop into a lush garden. Food would never be difficult to come by, your enemies would never find youÃ¢Â€Â” <br />
<br />
<span style="font-weight: bold;" class="mycode_b">DREK'THAR (angrily)</span>: And I would violate the primary agreement with the elements, and nothing of nature would ever respond to me again! Do you understand nothing? Have the humans sunk their greedy talons in you so deeply that you cannot see what lies at the heart of a shaman's power? I am granted these things because I ask, with respect in my heart, and I am willing to offer something in return. I request only the barest needs for myself and my people. At times, I ask great things, but only when the cause is good and just and wholesome. In return, I thank these powers, knowing they are borrowed only, never bought. They come to me because they choose to, not because I demand it! These are not slaves, Thrall. They are powerful entities who come of their own free will, who are companions in my magic, not my servants. Pagh! You will never understand. </blockquote>
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Ah, wise old Far Seer Drek'thar explains the difference of spells and calls. Quite a unique thingÃ¢Â€Â¦<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">THRALL:</span> I am one of the second wave of shaman, just as I am the leader of the second, and I pray better and wiser incarnation of the Horde. I have spoken with the elements and spirits, and I have felt them working in harmony with me many times, and refusing their aid almost as often. But I have never seen the spirits of the ancestors, not even in my dreams; my soul yearns for such a connection. Until very recently, those who once walked the path of the shaman did not even dream of being able to walk it again, and yet they do. Perhaps one day the barriers between us and the beloved dead, too, will be lifted. Perhaps.</blockquote>
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Thrall's monologue here clarifies the connection between spirits and shaman very well in my opinion.<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite> The shamans call upon the Elements in their magic. There are five elements, or Spirits: Earth, Air, Fire, Water and the Wilds. At their simplest, the elements may cause an earthquake, summon a storm, conjure fire or finding water. As their most complex, the elements <span style="font-style: italic;" class="mycode_i">are</span> the very world we live in. <br />
The Spirit of the Wilds is the most complex and least understood of the elements. This element is tied to life and the living things that grow when the other four elements are in harmony. The Wilds is rarely used by shaman, and lies more in the domain of the druid. It is invoked by the shaman only during the ritual of Ancestral Spirit, a call so powerful it can rewind the mortal coil, bringing life to the dead, and binding the spirit of a being back into their corporeal shell.</blockquote>
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How often are the wilds forgotten by the shaman? They could at least mention it when speaking of the elements, tss.<br />
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<span style="font-weight: bold;" class="mycode_b">Favour, a Shaman's Mana</span><br />
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You see a shaman, and on the other side you see the elemental spirits. The shaman has no favour, so the spirits don't answer his calls. The spirits see him slaying a demon, and he gains a bunch of favour. Now, they answer his call and some favour is deleted but will reappear in a time.<br />
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This is how I see the calling system goes. Basically, the shaman gains favour with them by doing things good for the spirits, I like to see favour as a shaman's mana. You gain that by doing things for the spirits, by pleasing them, by being good to them.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Realistic Calls</span><br />
<br />
Before you start waving around, calling the elements and whatnot, you need to know how much your character knows, and how much favour you have. For instance, you're a young shaman, you don't know much besides the basics. You have pleased the elemental spirits once or twice, and you're off to battle some mangy cur.<br />
<br />
You call for the elements to let the earth split open, to ensure that your enemies won't come out ever again, you reign nature's fury upo- <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">STOP RIGHT THERE, CRIMINAL SCUM!</span></span><br />
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The most an inexperienced, young and favourless shaman would be able to do in battle is one shwooffle of an element. Be realistic, don't Thrall yourself up. (Honestly, far seer at that age?)<br />
<br />
But yes, if you absolutely have to look awesome, that's possible with one shwooffle of an element. Be creative, call for them to magically set your spear ablaze for a limited time, ask them to let a small spike of earth pierce your victim. Or if you're in a storm, ask them to strike your opponent while they're at it.<br />
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The more experienced and the more favour you've got, the bigger the scale of your calls get. For instance, a great far seer is able to call for a large earthquake. <br />
<br />
Remember, you are able to call upon the elements. A lot of creativity is involved with this, the smarter you play a shaman in battle, the stronger you'll get without being overpowered. See a big log dangling above a mob of enemies following you? Call for the elements to separate the log from the tree with whatever element suited, giving you time to escape. Here, you've done a small call but still made a lot of impact. Use your location to the fullest, shammies!<br />
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<span style="font-weight: bold;" class="mycode_b">Practitioners of Shamanism</span><br />
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-<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">Battle Shaman</span></span><br />
This is the most common practitioner of shamanism, even though shamans are very prestigious, this is sadly not a prestige class. Well, what more can I say? This whole guide has been explaining the normal shaman, hopefully. They don't constantly use the elemental spirits to aid them, they rely more on their melee combat skills. They mostly use claws or weapons normal to their race. They call upon the spirits when really needed, I'd say, as a special attack.<br />
<br />
Although not as much as the ascended version of the normal shaman, they do contact the spirits once in a while for given reason. Their clothing normally consists of tribal leather kilts, cloaks, beast masks, teeth, Ã¢Â€Â¦<br />
<br />
<span style="font-style: italic;" class="mycode_i">Playable by</span>: Probably all races that are (partly) shamanistic.<br />
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<br />
-<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">Far Seer</span></span><br />
Ahah, an ascended battle shaman. These are mostly very old, experienced and probably talented shamans that have finally earned the title of Far Seer after all of their hard work that started from they were young. The spirits favour them more than a regular shaman, they're old and they can, so they kind of call upon the spirits in battle a lot. A far seer can also see visions, hence why they're called far seers. They can see the future because they're so favoured with the spirits.<br />
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Far seers are often a chieftain's left hand, an advisor. They clothe themselves as a regular shaman, but sometimes replace their beast mask with a hood. Staves are also preferred over claws now. They mostly ride great dire wolves, it matches with their white hair. I hope this is a prestige class, as they are, very, very, very prestigious, especially within the Horde.<br />
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<span style="font-style: italic;" class="mycode_i">Playable by</span>: Probably all races that are (partly) shamanistic, though, I doubt trolls can, they're not really into shamanism that much to devote their lives at becoming a far seer.<br />
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<br />
-<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">Spirit Champion</span></span><br />
The spirit champion is a fighter fully devoted to the spirits only, yes, only. He/she would, literally, kill his own mother if the spirits tell him to. Although, they do gain quite a few bonuses. The spirits improve their wits, strength and whatnot, and even constantly whisper in his/her ear what to do next, advise him on techniques and so on. Together with their master melee combat skills, they're quite a tough target to kill. How often do you fight a big Ã¢Â€Â˜brute' fully aided by the spirits, ey? They're closer to them than regular shamans.<br />
<br />
Spirit champions enjoy mediating in nature's beauty, more before battle, and also consider wearing chainmail and/or plate armour extremely offending, so expect to see them running around in loincloth, some straps, and some sort of beasty head. Highly skilled spirit champions can even join the spirits, but not fully of course. They have this ability to become a spirit for a limited time. In my opinion, this is a prestige class.<br />
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<span style="font-style: italic;" class="mycode_i">Playable by</span>: Tauren, orcs, half-orcs, half-ogres, and jungle trolls.<br />
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<br />
-<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">Spirit Walker</span></span> <br />
The spirit walker, tricky. In tauren society, if a calf with snow white skin is born, it is a sign that they will become a spirit walker. However, those that are not born with that will change their fur as they advance through their spirit walker years. Someone sees whether they will become a spirit walker or not at puberty (Rarely later, but it happens.). If they experience dreams of ancestors or complete strangers of the past frequently, that's a clear sign. Some try to ignore, but it's inevitable. They will become that feared, but revered loner.<br />
<br />
The spirits of ancestors in the Emerald Dream fill his mind, he/she roams through their thoughts and personalities, their opinions. That is why, at elderly age, some don't remember their own self. The spirit walker isn't really in this world, they half dream throughout the day. A spirit walker can sometimes enter the Emerald Dream, much like with the spirit champion, they become invisible for a limited time.<br />
<br />
These troubled minds need guidance, a shaman makes sure of that. Spirit walkers whom do not receive training often descend into madness. A good spirit walker is one of the best defenders of his tribe, due to all of those warrior spirits raging as danger nears, especially those loyal tribe protectors of the past. A spirit walker may have a personality of himself, but you might never know who the one is that actually answers. It could be your dead aunt!<br />
<br />
Right, when it comes to battle, totems are their choice. They lunge away with giant totems, impressive, hey? They're again, very tough foes as they have the knowledge of literally a thousand warriors, the loyalty of another thousand and so on. For this class, I highly recommend you to see the wowpedia.org page, they're complicated. If this isn't a prestige class, I'll be just flabbergasted.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Playable by</span>: Tauren, orcs are still investigating this, they would probably get their own orcish ancestors from the spirit world, not the Emerald Dream where some tauren spirits reside.<br />
<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Sources</span>: wowpedia.org, Wikipedia.com, (the following don't really matter) forgotten guides, friends, experiences, Warcraft 3 &amp; World of Warcraft gameplay]]></description>
			<content:encoded><![CDATA[I might have stopped playing shamans, but their awesomeness remains in my typing fingers.<br />
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<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">Small foreword:</span></span> Some of these things are speculative, but hey, we try to make the best out of what Blizzard has given us. Lore has always been quite speculative at some pointsÃ¢Â€Â¦ Sources are all the way down.<br />
If you have questions, please ask. I'd like to add them to this pile of information. Also, if something untrue or doubtful has been spotted, please let me know.<br />
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<br />
tl;dr? Planes -&gt; Elemental Plane -&gt; Shaman call/ask for aid<br />
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<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Table of Content</span></span><br />
1. Etymology<br />
2. Definition of Shamanism<br />
3. U.S. pt 1 Ã¢Â€Â“ the Multiverse<br />
4. U.S. pt 2 Ã¢Â€Â“ of Shamans and Planes<br />
5. U.S. pt 3 Ã¢Â€Â“ Calls, Philosophy and Elemental Spirits<br />
6. Favour, a Shaman's Mana<br />
7. Realistic Calls<br />
8. Practitioners of Shamanism<br />
<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Etymology</span><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>The term "shaman" is loan from Tungusic word Ã…Â¡amÃƒÂ¡n, the term for such a practitioner, which also gained currency in wider Turko-Mongol and Tungusic cultures in ancient Siberia. The word's etymology is uncertain. It is sometimes connected to a Tungus root Ã…Â¡a- "to know". Other scholars assert that the word comes directly from the Manchu language, and would therefore be "the only commonly used English word that is a loan from this language".</blockquote>
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<br />
<span style="font-weight: bold;" class="mycode_b">Definition of Shamanism</span><br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>The animistic religion of certain peoples of northern Asia and Native Americans in which mediation between the visible and spirit worlds is effected by shamans.</blockquote>
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<span style="font-weight: bold;" class="mycode_b">Understanding Shamanism Part 1 Ã¢Â€Â“ The Multiverse</span><br />
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There are two worlds in Earth's Shamanism, the world of the living, like you and me, and the <span style="font-style: italic;" class="mycode_i">spirit world</span>. Shamans, highly revered priest-like persons in Shamanism, are able to communicate with that spirit world. They foretell the future with the aid of good spirits, cure what harm evil spirits have done with their knowledge, are masters of herbalism and so on.<br />
<br />
Warcraft's Shamanism is very close to that, yes indeed. The evil spirits I mentioned earlier do not only consist of vengeful ghosts (as seen a lot in troll culture) but also, yes, <span style="font-style: italic;" class="mycode_i">demons</span>. The good old shaman versus demon. What gives you higher prestige than to slay a taint to the land? Few things, but yeah.<br />
<br />
There are many different planes in the world of Warcraft, we don't know the exact number, but do know it's a lot. Azeroth is a plane, <span style="font-style: italic;" class="mycode_i">the Twisting Nether</span> too, don't forget the spirit world! We call these planes all together, <span style="font-style: italic;" class="mycode_i">the Multiverse</span>. There are different types of course. For instance, Azeroth is a material plane. Draenor (now known as Outland) was one too.<br />
<br />
Another sort of plane is <span style="font-style: italic;" class="mycode_i">the Ethereal Plane</span>, which we know only one of, the <span style="font-style: italic;" class="mycode_i">Emerald Dream</span>. Said plane is somehow attached to Azeroth's material world.<br />
Then you have Energy Planes, this is where your Ã¢Â€Â˜light', Ã¢Â€Â˜undead', your Ã¢Â€Â˜shadow' spells come from. Also, this thing called the <span style="font-style: italic;" class="mycode_i">Shadow Realm</span>, is believed to be a shadowy version of Azeroth, used by the mightiest of Death Knights to call upon whatever they find of use there.<br />
<br />
Finally! The part of which shamans are heavily included. In my eyes, there are two planes besides their material one which a shaman communicates with.<br />
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<span style="font-weight: bold;" class="mycode_b">1.</span> <span style="font-style: italic;" class="mycode_i">The Elemental Plane</span>. Before creatures on Azeroth as we know them started populating the surface, it was ruled by chaotic elementals, the time of the old gods. The Titans had no objection locking them up far beneath Azeroth's surface. This leaded to elementals being banished to another plane, the Elemental Plane.<br />
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<span style="font-weight: bold;" class="mycode_b">2.</span> <span style="font-style: italic;" class="mycode_i">The Astral Plane. Inner and Outer Planes</span>, very complicated they are. Luckily, Azeroth has the easiest case. In between Azeroth and the Emerald Dream, you have the spirit world AKA afterlife AKA <span style="font-style: italic;" class="mycode_i">the Astral Plane</span>. The Twisting Nether <span style="font-style: italic;" class="mycode_i">can</span> be the main spirit world, all tricky stuff not needed to be told in here.<br />
Back on subject! Not all dead sapient creatures are in the spirit world we know. Paladins would mostly go to <span style="font-style: italic;" class="mycode_i">the Holy Light</span> (an Energy Plane), druids are supposedly spending their time in the Emerald Dream and shamans are presumed to roam the world with elemental spirits.<br />
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As always, there is someone wanting to take over the place. <span style="font-style: italic;" class="mycode_i">Sargeras</span> and his <span style="font-style: italic;" class="mycode_i">Burning Legion</span> is the bad guy crew here. You see what they did to Argus and Draenor, be prepared I tell ye! No plane is safe. We might have fended for ourselves a couple of times, but that won't stop the Burning Legion. Oh noÃ¢Â€Â¦ they've taken over many planes, we're just another pile of Ã¢Â€Â˜emÃ¢Â€Â¦ that's putting up quite a good fight. <span style="font-style: italic;" class="mycode_i">Broxigar the Red Ax</span> has even managed to wound Sargeras' leg, giving Elves time for the gate to be shut between Azeroth and a Legion conquered plane, which of course no one has ever managed to do before. Please, look up Ã¢Â€Â˜Broxigar' in wowpedia.org, it's quite an interesting story.<br />
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<span style="font-weight: bold;" class="mycode_b">Understanding Shamanism Part 2 Ã¢Â€Â“ Of Planes and Shamans</span><br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>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. Although the shaman may seem wise and serene at first glance, he is a formidable foe; and when angered, his wrath is as fierce as those who have a connection to Eternals or nature.</blockquote>
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You must be wondering, how in Brox's name do shamans communicate with elemental and ancestral spirits? They see things others cannot, and the spirits probably decide when. Of course, a shaman can always <span style="font-style: italic;" class="mycode_i">ask</span> if he/she has got enough favour with them. That is what shamans are all about, doing favours and asking. You'll see that in the next chapter!<br />
Potions are also known to be made to see this, but I reckon they'd be expansive as <span style="font-style: italic;" class="mycode_i">fel</span>.<br />
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<span style="font-weight: bold;" class="mycode_b">Understanding Shamanism Part 3 Ã¢Â€Â“ <span style="font-style: italic;" class="mycode_i">Calls</span>, Philosophy and Elemental Spirits</span><br />
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<blockquote class="mycode_quote"><cite>Quote:</cite>All shamans gain their power from the Elemental Spirits, so most shamanic philosophy is the same no matter which race practices it. Access to the power of the shaman is borrowed, rather than taken. Unlike the rigid disciplines of the Holy Light which bends the power of the Light to its user through spells, shaman practitioners refer to the act of using their magic as calls, not spells. The power imparted by the elements to the shaman has a wide berth, and encompasses many forces. A shaman can diagnose and cure ailments, harness the power of the elements to defeat their opponents, and enhance the natural power of themselves and other. And these abilities are but a mere fraction of the ability of a shaman. By traversing the axis mundi and forming a special relationship with the spirits, shaman have gained access to divination, dream interpretation, astral projection, control over the weather, and a near innumerable list of abilities. <br />
<br />
Shamanism is based on the premise that the visible world is pervaded by the invisible force of spirits that affect the living in a very strong and meaningful way. Shamanism can therefore be seen as the practical application of the concepts of animism through specialized knowledge and abilities. Shamanism is not, however, organized into full-time rituals or spiritual association as priests are. There exists a very distinct chasm between a Priest serving the Earthmother, and a Shaman of the Earthmother.</blockquote>
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Throughout this part, I am not going to say much, but of course I will give small comments and extra information.<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">THRALL</span>: Isn't magic magic? <br />
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<span style="font-weight: bold;" class="mycode_b">GROM</span>: Yes and no. Sometimes the effect is the same. For instance, if a shaman was to summon lightning to strike his foes, they would be burned to death. If a warlock was to summon hell's flames against an enemy, they would be burned to death. <br />
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<span style="font-weight: bold;" class="mycode_b">THRALL</span>: So magic is magic. <br />
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<span style="font-weight: bold;" class="mycode_b">GROM</span>: But lightning is a natural phenomenon. You call it by requesting it. With hell's fire, you make a bargain. It costs a little of yourself. <br />
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<span style="font-weight: bold;" class="mycode_b">THRALL</span>: But you said that the shamans were disappearing. Doesn't that mean that the warlock's way was better? <br />
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<span style="font-weight: bold;" class="mycode_b">GROM</span>: The warlock's way was quicker, more effective, or so it seemed. But there comes a time when a price must be paid, and sometimes, it is dear indeed. </blockquote>
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Ah, I like this conversation the most of all. In my time on retail, it occurred far too much that warlocks were never showing signs of the other side of the coin. Of course, a warlock can start out with good intentions, of course they can hold those, but do not forget you are making a bargain with the devil. It's bound to backfire dramaticallyÃ¢Â€Â¦ In orcish history, the spirits' distaste of demons has been displayed. So, slaying nasty demons is a good way to earn brownie points with the local spiritsÃ¢Â€Â¦ brownie points? I'll make a paragraph for that.<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">DREK'THAR</span>: The wolves are not tamed, not as you might understand the word. They have come to be our friends because I invited them. It is a part of being a shaman. We have a bond with the things of the natural world, and strive always to work in harmony with them. Warlocks would term them spells, but we shamans simply term them calls. We ask, the powers we work with answer. Or not, as they will. I can call the snows, and wind, and lightning. The trees may bend to me when I ask. The rivers may flow where I ask them to. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">THRALL</span>: If your power is so great, then why do you continue to live in such a harsh place? If what you are saying is true, you could turn this barren mountaintop into a lush garden. Food would never be difficult to come by, your enemies would never find youÃ¢Â€Â” <br />
<br />
<span style="font-weight: bold;" class="mycode_b">DREK'THAR (angrily)</span>: And I would violate the primary agreement with the elements, and nothing of nature would ever respond to me again! Do you understand nothing? Have the humans sunk their greedy talons in you so deeply that you cannot see what lies at the heart of a shaman's power? I am granted these things because I ask, with respect in my heart, and I am willing to offer something in return. I request only the barest needs for myself and my people. At times, I ask great things, but only when the cause is good and just and wholesome. In return, I thank these powers, knowing they are borrowed only, never bought. They come to me because they choose to, not because I demand it! These are not slaves, Thrall. They are powerful entities who come of their own free will, who are companions in my magic, not my servants. Pagh! You will never understand. </blockquote>
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Ah, wise old Far Seer Drek'thar explains the difference of spells and calls. Quite a unique thingÃ¢Â€Â¦<br />
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<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">THRALL:</span> I am one of the second wave of shaman, just as I am the leader of the second, and I pray better and wiser incarnation of the Horde. I have spoken with the elements and spirits, and I have felt them working in harmony with me many times, and refusing their aid almost as often. But I have never seen the spirits of the ancestors, not even in my dreams; my soul yearns for such a connection. Until very recently, those who once walked the path of the shaman did not even dream of being able to walk it again, and yet they do. Perhaps one day the barriers between us and the beloved dead, too, will be lifted. Perhaps.</blockquote>
<br />
Thrall's monologue here clarifies the connection between spirits and shaman very well in my opinion.<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite> The shamans call upon the Elements in their magic. There are five elements, or Spirits: Earth, Air, Fire, Water and the Wilds. At their simplest, the elements may cause an earthquake, summon a storm, conjure fire or finding water. As their most complex, the elements <span style="font-style: italic;" class="mycode_i">are</span> the very world we live in. <br />
The Spirit of the Wilds is the most complex and least understood of the elements. This element is tied to life and the living things that grow when the other four elements are in harmony. The Wilds is rarely used by shaman, and lies more in the domain of the druid. It is invoked by the shaman only during the ritual of Ancestral Spirit, a call so powerful it can rewind the mortal coil, bringing life to the dead, and binding the spirit of a being back into their corporeal shell.</blockquote>
<br />
How often are the wilds forgotten by the shaman? They could at least mention it when speaking of the elements, tss.<br />
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<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Favour, a Shaman's Mana</span><br />
<br />
You see a shaman, and on the other side you see the elemental spirits. The shaman has no favour, so the spirits don't answer his calls. The spirits see him slaying a demon, and he gains a bunch of favour. Now, they answer his call and some favour is deleted but will reappear in a time.<br />
<br />
This is how I see the calling system goes. Basically, the shaman gains favour with them by doing things good for the spirits, I like to see favour as a shaman's mana. You gain that by doing things for the spirits, by pleasing them, by being good to them.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Realistic Calls</span><br />
<br />
Before you start waving around, calling the elements and whatnot, you need to know how much your character knows, and how much favour you have. For instance, you're a young shaman, you don't know much besides the basics. You have pleased the elemental spirits once or twice, and you're off to battle some mangy cur.<br />
<br />
You call for the elements to let the earth split open, to ensure that your enemies won't come out ever again, you reign nature's fury upo- <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">STOP RIGHT THERE, CRIMINAL SCUM!</span></span><br />
<br />
The most an inexperienced, young and favourless shaman would be able to do in battle is one shwooffle of an element. Be realistic, don't Thrall yourself up. (Honestly, far seer at that age?)<br />
<br />
But yes, if you absolutely have to look awesome, that's possible with one shwooffle of an element. Be creative, call for them to magically set your spear ablaze for a limited time, ask them to let a small spike of earth pierce your victim. Or if you're in a storm, ask them to strike your opponent while they're at it.<br />
<br />
The more experienced and the more favour you've got, the bigger the scale of your calls get. For instance, a great far seer is able to call for a large earthquake. <br />
<br />
Remember, you are able to call upon the elements. A lot of creativity is involved with this, the smarter you play a shaman in battle, the stronger you'll get without being overpowered. See a big log dangling above a mob of enemies following you? Call for the elements to separate the log from the tree with whatever element suited, giving you time to escape. Here, you've done a small call but still made a lot of impact. Use your location to the fullest, shammies!<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Practitioners of Shamanism</span><br />
<br />
-<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">Battle Shaman</span></span><br />
This is the most common practitioner of shamanism, even though shamans are very prestigious, this is sadly not a prestige class. Well, what more can I say? This whole guide has been explaining the normal shaman, hopefully. They don't constantly use the elemental spirits to aid them, they rely more on their melee combat skills. They mostly use claws or weapons normal to their race. They call upon the spirits when really needed, I'd say, as a special attack.<br />
<br />
Although not as much as the ascended version of the normal shaman, they do contact the spirits once in a while for given reason. Their clothing normally consists of tribal leather kilts, cloaks, beast masks, teeth, Ã¢Â€Â¦<br />
<br />
<span style="font-style: italic;" class="mycode_i">Playable by</span>: Probably all races that are (partly) shamanistic.<br />
<br />
<br />
-<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">Far Seer</span></span><br />
Ahah, an ascended battle shaman. These are mostly very old, experienced and probably talented shamans that have finally earned the title of Far Seer after all of their hard work that started from they were young. The spirits favour them more than a regular shaman, they're old and they can, so they kind of call upon the spirits in battle a lot. A far seer can also see visions, hence why they're called far seers. They can see the future because they're so favoured with the spirits.<br />
<br />
Far seers are often a chieftain's left hand, an advisor. They clothe themselves as a regular shaman, but sometimes replace their beast mask with a hood. Staves are also preferred over claws now. They mostly ride great dire wolves, it matches with their white hair. I hope this is a prestige class, as they are, very, very, very prestigious, especially within the Horde.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Playable by</span>: Probably all races that are (partly) shamanistic, though, I doubt trolls can, they're not really into shamanism that much to devote their lives at becoming a far seer.<br />
<br />
<br />
-<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">Spirit Champion</span></span><br />
The spirit champion is a fighter fully devoted to the spirits only, yes, only. He/she would, literally, kill his own mother if the spirits tell him to. Although, they do gain quite a few bonuses. The spirits improve their wits, strength and whatnot, and even constantly whisper in his/her ear what to do next, advise him on techniques and so on. Together with their master melee combat skills, they're quite a tough target to kill. How often do you fight a big Ã¢Â€Â˜brute' fully aided by the spirits, ey? They're closer to them than regular shamans.<br />
<br />
Spirit champions enjoy mediating in nature's beauty, more before battle, and also consider wearing chainmail and/or plate armour extremely offending, so expect to see them running around in loincloth, some straps, and some sort of beasty head. Highly skilled spirit champions can even join the spirits, but not fully of course. They have this ability to become a spirit for a limited time. In my opinion, this is a prestige class.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Playable by</span>: Tauren, orcs, half-orcs, half-ogres, and jungle trolls.<br />
<br />
<br />
-<span style="text-decoration: underline;" class="mycode_u"><span style="font-style: italic;" class="mycode_i">Spirit Walker</span></span> <br />
The spirit walker, tricky. In tauren society, if a calf with snow white skin is born, it is a sign that they will become a spirit walker. However, those that are not born with that will change their fur as they advance through their spirit walker years. Someone sees whether they will become a spirit walker or not at puberty (Rarely later, but it happens.). If they experience dreams of ancestors or complete strangers of the past frequently, that's a clear sign. Some try to ignore, but it's inevitable. They will become that feared, but revered loner.<br />
<br />
The spirits of ancestors in the Emerald Dream fill his mind, he/she roams through their thoughts and personalities, their opinions. That is why, at elderly age, some don't remember their own self. The spirit walker isn't really in this world, they half dream throughout the day. A spirit walker can sometimes enter the Emerald Dream, much like with the spirit champion, they become invisible for a limited time.<br />
<br />
These troubled minds need guidance, a shaman makes sure of that. Spirit walkers whom do not receive training often descend into madness. A good spirit walker is one of the best defenders of his tribe, due to all of those warrior spirits raging as danger nears, especially those loyal tribe protectors of the past. A spirit walker may have a personality of himself, but you might never know who the one is that actually answers. It could be your dead aunt!<br />
<br />
Right, when it comes to battle, totems are their choice. They lunge away with giant totems, impressive, hey? They're again, very tough foes as they have the knowledge of literally a thousand warriors, the loyalty of another thousand and so on. For this class, I highly recommend you to see the wowpedia.org page, they're complicated. If this isn't a prestige class, I'll be just flabbergasted.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Playable by</span>: Tauren, orcs are still investigating this, they would probably get their own orcish ancestors from the spirit world, not the Emerald Dream where some tauren spirits reside.<br />
<br />
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Sources</span>: wowpedia.org, Wikipedia.com, (the following don't really matter) forgotten guides, friends, experiences, Warcraft 3 &amp; World of Warcraft gameplay]]></content:encoded>
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			<title><![CDATA[Heroforgotten's Guide to Totemic Druids]]></title>
			<link>https://www.conquestofthehorde.com/thread-6923.html</link>
			<pubDate>Tue, 12 May 2009 20:23:23 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=1572">Heroforgotten</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-6923.html</guid>
			<description><![CDATA[What is a Totemic Druid?<br />
<br />
A totemic druid is a druid that bases his magic off a single totem. Before and during the third war, almost all druids were night elves. Night elf druids were organized into different subgroups, each with its own totem animal, the ones used in Warcraft three were the Druids of the Claw and Druids of the Talon. After the third war however, most druids have agreed that diversity may be a better option and formed the Druids of the Wild. While most druids are now Druids of the Wild, some still are members of the branches. Below I will give info on each group of Totemic Druids, a subject I have been researching for quite some time.<br />
<br />
<img src="http://images3.wikia.nocookie.net/wowwiki/images/c/ca/Druidoftheclaw.JPG" loading="lazy"  alt="[Image: Druidoftheclaw.JPG]" class="mycode_img" /><br />
-A druid of the claw as seen in warcraft 3-<br />
<br />
Druid of the Claw<br />
Primary Patrons: The bear twins Ursol and Ursoc<br />
Forms: Bear, Black Bear, Brown Bear, Polar Bear and Dire Bear<br />
A Druid of the Claw is class of druid. They were invaluable during the Third War. Their totem is the bear, and they use the bear's strength and resilience to ravage their enemies in close combat. Perhaps more than any other druid, Druids of the Claw focus on combat prowess, preferring raw strength and staying power to stealth and subtlety.<br />
<br />
<br />
Druid of the Talon<br />
Primary Patron: The winged demi-goddes, Aviana<br />
Forms: Storm Crow, Raven, various Birds of Prey and Moonkin<br />
Druids of the Talon are a class of druid. While they did not have as big an impact on the Third War as the Druids of the Claw, the Druids of the Talon were a valuable addition to the forces of the night elves and, later, the Alliance. They take as their totem the storm crow, and by extension, ravens, hawks, and other birds of prey. They are not frontline soldiers, as the Druids of the Claw are; their roles are in a support capacity. Their shapechanging abilities allow them to perform valuable espionage, and their abilities impose a variety of disadvantages on their enemies.<br />
<br />
<img src="http://ralphhorsley.deviantart.com/art/Arktos-Night-Elf-Druid-92918430" loading="lazy"  alt="[Image: Arktos-Night-Elf-Druid-92918430]" class="mycode_img" /><br />
-druid drawn by Arktos from deviantart-<br />
<br />
Druid of the Antler (Rumored) (May require special permission to make)<br />
Primary Patron: The enormous white stag, Malorne<br />
Form: Stag<br />
The Druids of the Antler is a rumored circle of druids who revere Malorne. It is believed that the organization is dedicated to following Malorne's example and recreating his mighty powers Ã¢Â€Â” but this rumor has yet to be proven.<br />
<br />
<img src="http://fc04.deviantart.com/fs6/i/2005/056/5/b/Lilena____WoW_Druid_by_ladyofdragons.jpg" loading="lazy"  alt="[Image: Lilena____WoW_Druid_by_ladyofdragons.jpg]" class="mycode_img" /><br />
-druid drawn by lady of dragons-<br />
<br />
Druid of the Grove (I found little to no info on these guys)<br />
Primary Patron: The Ancient, Ivus the Forest Lore<br />
Form: Tree of Life/Treant<br />
Unlike most Totemic groups, the Druids of the Grove have a leader: Arch Druid Renferal<br />
The Druids of the Grove are a group of druids led by Arch Druid Renferal that battles the Horde in Alterac Valley.<br />
<br />
<img src="http://fc02.deviantart.com/fs32/i/2008/232/5/2/Tauren_Druid_by_Crazeeone.png" loading="lazy"  alt="[Image: Tauren_Druid_by_Crazeeone.png]" class="mycode_img" /><br />
-tauren druid drawn by carzeeon-<br />
<br />
Druid of the Fang (Some Druids of the Fang are uncorrupted and fight their former brothers)<br />
Primary Patron: Unknown<br />
Forms: Snake, Viper, Constrictor and Dire Cobra<br />
Like the Druids of the Grove, the Druids of the Fang have leaders: Lord Cobrahn, Lady Anacondra, Lord Pythas, Lord Serpentis and previously Naralex<br />
A Druid of the Fang is a class of druids. They are members of the organization known as the Druids of the Fang. Druids of the Fang accept the snake as their totem. Due to recent events, many believe the Druids of the Fang are an evil organization. This belief is unfounded; the Druids of the Fang are loyal to Darnassus and to the Alliance. However, recently, the order's head, Naralex, became trapped in a nightmare in the Wailing Caverns while attempting to restore the natural balance of the Barrens; he now spreads corruption through the complex. Many Druids of the Fang also became infected, and many of the order are now indeed corrupted and evil. The uncorrupted Druids of the Fang seek to cure their brethren and restore their leader.<br />
<br />
And finally the most common Druid order, while not Totemic Druids, they still deserve to be mentioned in this guide.<br />
<br />
Druid of the Wild (Have the most patrons out of all the other Druid orders)<br />
Primary Patrons: The two dragon queens, Ysera of the Green Dragonflight and Alexstrasze of the Red Dragonflight as well as Therezane the Stonemother<br />
Form: Depends on the individual<br />
Druid of the Wild is a class of druid which incorporate many different animals and animalistic aspects into their repertoire. Some still call themselves Druids of the Wild to represent their breadth, but as this approach is now standard, mostly they are called just druids. They are tied to the living aspects of nature Ã¢Â€Â” flora and fauna. They do not dabble in elemental forces; such powers are the purview of shamans. A Druid of the Wild grows such a strong affinity with nature that she may assume the form of animals and even super-natural beasts.<br />
<br />
<img src="http://images1.wikia.nocookie.net/wowwiki/images/thumb/8/82/Savagekin.JPG/714px-Savagekin.JPG" loading="lazy"  alt="[Image: 714px-Savagekin.JPG]" class="mycode_img" /><br />
-savagekin and a femal night elf from the Alliance Player's Guide-<br />
<br />
Savagekin<br />
Primary Patrons: Various<br />
Form: Various<br />
Savagekin are the most primal of druids, and bear an ancient but obscure legacy. Whereas some druids seek to command nature or bond with it, the savagekin surrender themselves to the natural world, abandoning much of their humanity to live with the beasts. <br />
<br />
<br />
I hope this is of some help and shows that when making a druid one can be more variant. As far as I know there is no Druidic order for Cat (Panther, Lion and Cheetah/Travel forms). Maybe with permission from a GM some may be able to make a Druidic order for them.<br />
<br />
Note: When playing as a Totemic Druid, try to make your druid appear as if he actually belongs to his order. If you see Talsimir around, you notice I don't use the full Wildheart set, this is due to the set looking more like that of a Druid of the Talon and not a Druid of the Claw. The Dreamwalker sets appear close to what a playable Druid of the Fang may wear.]]></description>
			<content:encoded><![CDATA[What is a Totemic Druid?<br />
<br />
A totemic druid is a druid that bases his magic off a single totem. Before and during the third war, almost all druids were night elves. Night elf druids were organized into different subgroups, each with its own totem animal, the ones used in Warcraft three were the Druids of the Claw and Druids of the Talon. After the third war however, most druids have agreed that diversity may be a better option and formed the Druids of the Wild. While most druids are now Druids of the Wild, some still are members of the branches. Below I will give info on each group of Totemic Druids, a subject I have been researching for quite some time.<br />
<br />
<img src="http://images3.wikia.nocookie.net/wowwiki/images/c/ca/Druidoftheclaw.JPG" loading="lazy"  alt="[Image: Druidoftheclaw.JPG]" class="mycode_img" /><br />
-A druid of the claw as seen in warcraft 3-<br />
<br />
Druid of the Claw<br />
Primary Patrons: The bear twins Ursol and Ursoc<br />
Forms: Bear, Black Bear, Brown Bear, Polar Bear and Dire Bear<br />
A Druid of the Claw is class of druid. They were invaluable during the Third War. Their totem is the bear, and they use the bear's strength and resilience to ravage their enemies in close combat. Perhaps more than any other druid, Druids of the Claw focus on combat prowess, preferring raw strength and staying power to stealth and subtlety.<br />
<br />
<br />
Druid of the Talon<br />
Primary Patron: The winged demi-goddes, Aviana<br />
Forms: Storm Crow, Raven, various Birds of Prey and Moonkin<br />
Druids of the Talon are a class of druid. While they did not have as big an impact on the Third War as the Druids of the Claw, the Druids of the Talon were a valuable addition to the forces of the night elves and, later, the Alliance. They take as their totem the storm crow, and by extension, ravens, hawks, and other birds of prey. They are not frontline soldiers, as the Druids of the Claw are; their roles are in a support capacity. Their shapechanging abilities allow them to perform valuable espionage, and their abilities impose a variety of disadvantages on their enemies.<br />
<br />
<img src="http://ralphhorsley.deviantart.com/art/Arktos-Night-Elf-Druid-92918430" loading="lazy"  alt="[Image: Arktos-Night-Elf-Druid-92918430]" class="mycode_img" /><br />
-druid drawn by Arktos from deviantart-<br />
<br />
Druid of the Antler (Rumored) (May require special permission to make)<br />
Primary Patron: The enormous white stag, Malorne<br />
Form: Stag<br />
The Druids of the Antler is a rumored circle of druids who revere Malorne. It is believed that the organization is dedicated to following Malorne's example and recreating his mighty powers Ã¢Â€Â” but this rumor has yet to be proven.<br />
<br />
<img src="http://fc04.deviantart.com/fs6/i/2005/056/5/b/Lilena____WoW_Druid_by_ladyofdragons.jpg" loading="lazy"  alt="[Image: Lilena____WoW_Druid_by_ladyofdragons.jpg]" class="mycode_img" /><br />
-druid drawn by lady of dragons-<br />
<br />
Druid of the Grove (I found little to no info on these guys)<br />
Primary Patron: The Ancient, Ivus the Forest Lore<br />
Form: Tree of Life/Treant<br />
Unlike most Totemic groups, the Druids of the Grove have a leader: Arch Druid Renferal<br />
The Druids of the Grove are a group of druids led by Arch Druid Renferal that battles the Horde in Alterac Valley.<br />
<br />
<img src="http://fc02.deviantart.com/fs32/i/2008/232/5/2/Tauren_Druid_by_Crazeeone.png" loading="lazy"  alt="[Image: Tauren_Druid_by_Crazeeone.png]" class="mycode_img" /><br />
-tauren druid drawn by carzeeon-<br />
<br />
Druid of the Fang (Some Druids of the Fang are uncorrupted and fight their former brothers)<br />
Primary Patron: Unknown<br />
Forms: Snake, Viper, Constrictor and Dire Cobra<br />
Like the Druids of the Grove, the Druids of the Fang have leaders: Lord Cobrahn, Lady Anacondra, Lord Pythas, Lord Serpentis and previously Naralex<br />
A Druid of the Fang is a class of druids. They are members of the organization known as the Druids of the Fang. Druids of the Fang accept the snake as their totem. Due to recent events, many believe the Druids of the Fang are an evil organization. This belief is unfounded; the Druids of the Fang are loyal to Darnassus and to the Alliance. However, recently, the order's head, Naralex, became trapped in a nightmare in the Wailing Caverns while attempting to restore the natural balance of the Barrens; he now spreads corruption through the complex. Many Druids of the Fang also became infected, and many of the order are now indeed corrupted and evil. The uncorrupted Druids of the Fang seek to cure their brethren and restore their leader.<br />
<br />
And finally the most common Druid order, while not Totemic Druids, they still deserve to be mentioned in this guide.<br />
<br />
Druid of the Wild (Have the most patrons out of all the other Druid orders)<br />
Primary Patrons: The two dragon queens, Ysera of the Green Dragonflight and Alexstrasze of the Red Dragonflight as well as Therezane the Stonemother<br />
Form: Depends on the individual<br />
Druid of the Wild is a class of druid which incorporate many different animals and animalistic aspects into their repertoire. Some still call themselves Druids of the Wild to represent their breadth, but as this approach is now standard, mostly they are called just druids. They are tied to the living aspects of nature Ã¢Â€Â” flora and fauna. They do not dabble in elemental forces; such powers are the purview of shamans. A Druid of the Wild grows such a strong affinity with nature that she may assume the form of animals and even super-natural beasts.<br />
<br />
<img src="http://images1.wikia.nocookie.net/wowwiki/images/thumb/8/82/Savagekin.JPG/714px-Savagekin.JPG" loading="lazy"  alt="[Image: 714px-Savagekin.JPG]" class="mycode_img" /><br />
-savagekin and a femal night elf from the Alliance Player's Guide-<br />
<br />
Savagekin<br />
Primary Patrons: Various<br />
Form: Various<br />
Savagekin are the most primal of druids, and bear an ancient but obscure legacy. Whereas some druids seek to command nature or bond with it, the savagekin surrender themselves to the natural world, abandoning much of their humanity to live with the beasts. <br />
<br />
<br />
I hope this is of some help and shows that when making a druid one can be more variant. As far as I know there is no Druidic order for Cat (Panther, Lion and Cheetah/Travel forms). Maybe with permission from a GM some may be able to make a Druidic order for them.<br />
<br />
Note: When playing as a Totemic Druid, try to make your druid appear as if he actually belongs to his order. If you see Talsimir around, you notice I don't use the full Wildheart set, this is due to the set looking more like that of a Druid of the Talon and not a Druid of the Claw. The Dreamwalker sets appear close to what a playable Druid of the Fang may wear.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[So you want to be a Paladin?]]></title>
			<link>https://www.conquestofthehorde.com/thread-6796.html</link>
			<pubDate>Tue, 05 May 2009 16:04:37 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=992">Tales23</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-6796.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><img src="http://images4.wikia.nocookie.net/wowwiki/images/thumb/a/a0/Epic_paladin.jpg/180px-Epic_paladin.jpg" loading="lazy"  alt="[Image: 180px-Epic_paladin.jpg]" class="mycode_img" /></div>
<span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Paladin History:</span></span></div></span><span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Background:</span></span> (Information from <a href="http://www.wowpedia.org/Paladin#Background" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
<br />
Paladins are the virtuous defenders of the weak and tireless enemies of the undead. Mixing elements of the warrior and the clerics 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.<br />
<br />
The paladin is a "Warrior of the Holy Light". They uphold all that is good and true in the world and reviles all that is evil and sinister Ã¢Â€Â” especially undead and the Burning Legion. They offer succor to the beleaguered and smites his enemies with holy fervor. They are particularly potent against undead, as these creatures threaten the goodly races and the Holy Light burns them terribly. The presence of any evil is reprehensible to the paladin, but he focuses his efforts on destroying undead and demons. These warriors uphold the tenets of the Holy Light and defend the Alliance from the predations of any threat to their peoples. Found in almost every corner of Azeroth fighting the forces of evil and barbarism, these stalwart warriors of faith ceaselessly uphold their vigil against demonic forces from beyond the Dark Portal. Humans, draenei, and Ironforge dwarves are the most likely to become paladins, as these races revere the Holy Light. Blood elves known as Blood Knights bend the powers of the Light to their will, though rumour has it they have recently began to use the Light legitimately. The paladin order, also called the Knights of the Silver Hand, grew out of humanity's culture, and its greatest heroes and fiercest proponents are humans. Ironforge dwarves possess the toughness needed to withstand the onslaught of the paladins' many enemies. High elves rarely become paladins, though this has changed somewhat, as their blood elf brothers and sisters expand the Blood Knight order. The Blood Knights are commonly mistaken as the enemy of the Knights of the Silver Hand by outsiders unfamiliar with the ways of the Light, but this is false presumption. Paladins are the embodiment of goodliness and selfless dedication to the protection of their peoples. They help the innocent and punish the wicked. As such, all paladins are of good alignment.<br />
<br />
During the Second War, some paladins' eyes glowed with inner power of the Light, such as the paladin Turalyon. This is not the case for all paladins, though it occurs in game with certain paladin armor sets. Some are Retribution paladins, auradins, or sun paladins. Some are known as paladin warriors (who sometimes become epic paladin warriors). Some paladins choose to become exemplars or templars. <br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Second War</span></span> (Information from <a href="http://www.wowpedia.org/Paladin#Second_War" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
<br />
Paladins are a holy order of warriors whose purpose is to defend and shepherd the war-torn populace of Lordaeron. Archbishop Alonsus Faol perceived that the pious Clerics of Northshire, who suffered such terrible attrition in the First War, were ill-suited for the dangers of combat. Along with many of the surviving Clerics of Northshire, he sought those of only the greatest virtue among the knighthood of Lordaeron and tutored them in the ways of magic. Led by the crusading Uther the Lightbringer, it now rests upon these paladins Ã¢Â€Â” christened the Knights of the Silver Hand Ã¢Â€Â” to heal the wounds sustained in combat and to restore faith in the promise of freedom from Orcish tyranny<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"> Third War</span></span> (Information from <a href="http://www.wowpedia.org/Paladin#Third_War" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
<br />
Although the paladins were once loved and revered throughout the lands of Lordaeron, they have since fallen on into hard times. The entire Order of the Silver Hand was disbanded for refusing to kill innocent townsfolk who were believed to be contaminated by the dreaded Undead plague of the scourge. Disenfranchised and driven from their former homes, the paladins still work selflessly to protect humanity from the gnawing jaws of evil. Empowered by the Light, these mighty warriors now brandish both warhammer and holy fire in offensive battle against all who would trample the meek and innocent.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">History</span></span> (Information from <a href="http://www.wowpedia.org/Paladin#Third_War" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
The Knights of the Silver Hand was the original paladin order, the Silver Hand was formed in the Second War and was at its height until the time of the Plague. As paladins were immune to the Plague (and indeed all diseases), many members of the order survived the initial push of the Scourge. Unfortunately, the corrupted Arthas Menethil killed many paladins upon his return (including Uther the Lightbringer), leaving only a scattered few. The Order of the Silver Hand was decimated by prince Arthas Menethil when Uther the Lightbringer refused to aid Arthas in his purging of the city of Stratholme.<br />
<br />
Following the invasion of the Scourge, many of the order's paladins joined a zealous group of followers of the Light known as the Scarlet Crusade. However, many of these paladins have become fanatical towards their ambition of destroying the Scourge, to the point that those not wearing their colors are deemed as corrupt. After leaving the Crusade, some paladins decided to join the Argent Dawn. Some paladins have also turned from the light and joined Arthas Menethil as death knights.<br />
<br />
Others fled south, to the Kingdom of Stormwind. The paladin order, still referring to themselves as the Order of the Silver Hand, now thrives under their new leadership at the Cathedral of Light in Stormwind City. Over time, the followers of the Holy Light spread their philosophy to the dwarves of Ironforge who soon adopted the tenets of the order as well. Though decimated, the Knights of the Silver Hand eventually bounced back.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Becoming a Paladin:</span></span></div></span>The first thing you'll need to think up is how your paladin became a paladin and there are only one way to become a paladin unless your character is an older paladin.  That is either by becoming the squire of a paladin or by being one of the clerics who became paladins in the second war.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Life as a Squire:</span></span></div>Those who are becoming paladins must study the light under a paladin.  They serve as a squire for him following him and learning as he helps bring light to the world.  As a squire you would assist in helping those in need and doing things that the Paladin would need done. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Lessons and Skills of Squires:</span></span><br />
The lessons and skills to be acquired by Squires were:<ul class="mycode_list"><li>The Code of a Paladin<br />
</li>
<li>Horsemanship<br />
</li>
<li>The use of weapons - hammer and swordsmanship<br />
</li>
<li>Develop strength, speed, dexterity and leadership skills<br />
</li>
<li>He must also learn bravery and the ability to withstand extremes in cold and heat, tiredness and hunger</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Duties and Jobs of Squires</span></span><br />
The duties of Squires and life of a squire was quite varied. However they could relate to specific tasks and roles such as:<ul class="mycode_list"><li>Attending to their Paladins horses - the stabling and care<br />
</li>
<li>Waiting at table, some duties in the kitchen, arranging for the upkeep of clothing, running errands, carrying messages and guarding their Paladin when he slept<br />
</li>
<li>Assisting the Paladin in dressing in his armor. Ensuring the armor and weapons of the Paladin were in good order<br />
</li>
<li>Accompanying their Paladin during the time of war to the battlefield</li>
</ul>
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">When the Squires became Paladins:</span></span><br />
The Squires served in this role and performed their duties for seven years and became a Paladin at the age of twenty-one. Sometimes Paladinhood was conferred on a squire at an earlier age as the reward for bravery on the battlefield.  In time of war Squires accompanied Paladins on the battlefield, leading and tending the horses and dressing them in their armor.  They came under fire from arrows and many squires were killed doing their duty.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Teachings of the Light:</span></span></div><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Three Virtues:</span></span>(Information from <a href="http://www.wowpedia.org/Church_of_the_Holy_Light#The_Three_Virtues" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
The philosophy of the Holy Light boils down to the three teachings, called the Three Virtues. These virtues Ã¢Â€Â” respect, tenacity and compassion Ã¢Â€Â” are each defined into a principle and a lesson.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Respect</span></span><br />
The first virtue taught is respect. While the Holy Light teaches that awareness of the self and the universe is a goal, one must also see the connection between others and the universe. Destroying other's happiness and severing other's connections with the universe is not serving the world's well being, and therefore not your own. The practitioners of the Holy Light are not naive, however, and understand that trial, conflict, war, and suffering do happen; but they strive to make the universe a better place in spite of these hindrances.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Tenacity</span></span><br />
The second virtue is tenacity. The adherence to this virtue is, incidentally, the part of training under the Holy Light that weeds out the unfaithful, as true dedication takes years. Fresh-faced acolytes often lose hope and the true meaning of the Holy Light when they realize that it takes a lifetime to serve the philosophy. The world is much bigger than one lone soul; and while the world can change a soul in a day, it takes much more time to change the world. Only through tenacity can a servant of the Holy Light hope to affect the universe. If some young students feel like this is an impossible task, others take heart in the realization that if you truly believe there is a connection between the self and the universe, one cannot help but affect the other, no matter the size. Affecting the world can include anything from teaching and instilling hope in others to joining with other like-minded individuals to work together to create a bigger change.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Compassion</span></span><br />
After the first two concepts are mastered, the student can take on the final virtue: compassion. The connection between the self and the universe is strong, but it still is only one connection. If a follower of the Light serves another to increase his happiness, his bond with the universe grows stronger. The happiness he receives by helping someone also strengthens himself and the universe, and he is able to affect the universe even more.<br />
<br />
Compassion is perhaps the most powerful Ã¢Â€Â” and yet most dangerous Ã¢Â€Â” virtue.<br />
<br />
If someone is too compassionate, he can give help where none is needed Ã¢Â€Â” or wanted. This oversight can hinder one's growth and happiness. This would suggest that while one may help another with a seemingly impossible quest, such a quest is not in reality, out of the abilities of such a person and as a result of Compassion such a person has failed to grow. Thus, Compassion (However well intentioned) has resulted in anther's inability to grow as the quest was essentially "done for them" and hence, hindering their growth and happiness.<br />
<br />
Some helpers can be awkward and do more harm than good with their actions, increasing the suffering and unhappiness in the world. A well meaning follower of the Light may rush to the aid of an adventurer(s) and wind up gaining too much interest of those attacking, and thus force those they try to help to rush to the follower's aid.<br />
<br />
This is why compassion is taught last; only the wise and those fully understanding compassion may identify who is truly in need and who can grow on their own.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"> Code of conduct:</span></span>(Information from <a href="http://www.wowpedia.org/Paladin#Code_of_conduct" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
<span style="color: #FFFFFF;" class="mycode_color">A paladin must think they are of good alignment</span> and loses all light abilities if he ever willingly commits an evil act. Additionally, the paladin's code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison and so forth), help those in need (provided they do not use their help for evil or chaotic ends), and punish those who harm or threaten innocents. While he may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil persons, nor will he continue an association with someone who consistently offends his moral code. A paladin may accept only henchmen, followers or cohorts who are of good alignment. A paladin who violates this code, becomes an ex-paladin, and loses all Light-given abilities and can not train further as a paladin until he atones for his violations.<br />
<br />
((Note: Paladins don't always have to work within good or neutral organizations as seen by the Scarlet Crusade and others Ã¢Â€Â” however, they do have to believe they are working for good organizations or have faith that their cause is good and just. A paladin can be evil (as illustrated by Renault Mograine), but as long as they believe their cause to be just, the Light will continue to serve them. ))<br />
<br />
<span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Paladin Specs IC:</span></span></div></span> (Original Information)<br />
Now there is a lot of things you must know if your going to roleplay your paladin successfully.  First off your paladin is going to need to know about the light and how to wield it.  Also he will have to pick one of the three main focus' of using it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Holy Paladin:</span></span><br />
Holy Paladins are paladins who focus their learning to spells and skills that will help and assist in their ability to heal and cure others of illnesses and other afflictions.  They are generally less combat oriented and devote themselves to the use of light only though they can and often wield weapons.  Masters of the Holy Specialization can cast a shock of holy energy at their enemies and heal almost any wound.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Protection Paladin:</span></span><br />
Protection Paladins are paladins who focus their learning to spells and skills that will help them protect themselves and others for example; Devotion Aura, Hand of Protection, Hammer of Justice.  They are also combat oriented Paladins who usually wield a hammer and shield but can wield other weapons.  Masters of the Protection Specialization can throw their shields and hammers at multiple targets. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Retribution Paladin:</span></span><br />
Retribution Paladins are paladins who focus their learning to spells and skills that can help them in combat against the darkness of the world.  They use the light as an offensive weapon against their enemies in combat.  They are very combat oriented paladins who wield large two handed maces and swords.  Masters of the Retribution Specialization can smite their enemies with the light and consecrate the ground around them with the light.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Spells:</span></span></div>
One thing I would like to point out is that some spells require a highly skilled paladin then others so here is a list of where I think spells should stand in terms of their difficulty and requirements to use: **<span style="color: #FF0000;" class="mycode_color">It would be wise to choose spells to use and I think if your characters focused on a few to master would be best.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Master Level Spells:</span></span><br />
Master Level Spells are spells that should only be known by a few devoted paladins who have spent a lifetime studying the light or who have been given the training from a master and have learned to use it.  These spells require a lot of discipline and only those who are strong in the light can use it.  <br />
<ul class="mycode_list"><li>[spell]Beacon of Light[/spell] (Requires a lot of energy.)<br />
</li>
<li>[spell]Holy Shock[/spell] (Emits a lightning bolt of holy energy.)<br />
</li>
<li>[spell]Divine Storm[/spell] (Massive storm of Holy Energy.)<br />
</li>
<li>[spell]Hammer of the Righteous[/spell] (Requires a very skilled person to do.)<br />
</li>
<li>[spell]Holy Wrath[/spell] (Large amount of Holy Energy emits in all directions.)<br />
</li>
<li>[spell]Hammer of Wrath[/spell] (Forms a hammer of Holy Energy in your hand.)<br />
</li>
<li>[spell]Avenging Wrath[/spell] (Wings of holy energy... Need I say more.)</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">High Level Spells:</span></span><br />
High level spells are spells  that should be known only by those who have been studying the light for a long time or who have been taught the spells by a high level Paladin.  These spells require discipline to use and require a person who has a strong connection with the light.<br />
<ul class="mycode_list"><li>[spell]Avenger's Shield[/spell]<br />
</li>
<li>[spell]Consecration[/spell]<br />
</li>
<li>[spell]Exorcism[/spell]<br />
</li>
<li>[spell]Lay on Hands[/spell]<br />
</li>
<li>[spell]Divine Shield[/spell]<br />
</li>
<li>[spell]Divine Intervention[/spell]<br />
</li>
<li>[spell]Retribution Aura[/spell]<br />
</li>
<li>[spell]Hand of Protection[/spell]<br />
</li>
<li>[spell]Redemption[/spell]<br />
</li>
<li>[spell]Seal of the Martyr[/spell]<br />
</li>
<li>[spell]Seal of Vengeance[/spell]</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Medium Level Spells:</span></span><br />
These are spells that should be known by intermediate paladins who have been studying the light for a good amount of time.  They require less of their wielder then the higher level spells but still require a lot of discipline to use.<br />
<ul class="mycode_list"><li>[spell]Holy Light[/spell]<br />
</li>
<li>[spell]Blessing of Wisdom[/spell]<br />
</li>
<li>[spell]Blessing of Might[/spell]<br />
</li>
<li>[spell]Divine Plea[/spell]<br />
</li>
<li>[spell]Concentration Aura[/spell]<br />
</li>
<li>[spell]Divine Protection[/spell]<br />
</li>
<li>[spell]Cleanse[/spell]<br />
</li>
<li>[spell]Turn Evil[/spell]<br />
</li>
<li>[spell]Seal of Light[/spell]<br />
</li>
<li>[spell]Seal of Wisdom[/spell]<br />
</li>
<li>[spell]Seal of Command[/spell]<br />
</li>
<li>[spell]Seal of Justice[/spell]<br />
</li>
<li>[spell]Hand of Sacrifice[/spell]<br />
</li>
<li>[spell]Devotion Aura[/spell]<br />
</li>
<li>[spell]Crusader Strike[/spell]</li>
</ul>
 <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Low Level Spells:</span></span><br />
Low level spells are spells that are spells the require the least amount of skill to use.<br />
<ul class="mycode_list"><li>[spell]Flash of Light[/spell]<br />
</li>
<li>[spell]Purify[/spell]<br />
</li>
<li>[spell]Sense Undead[/spell]<br />
</li>
<li>[spell]Hand of Freedom[/spell]<br />
</li>
<li>[spell]Seal of Righteousness[/spell]</li>
</ul>
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Notable paladins in lore:</span></span></div><ul class="mycode_list"><li><a href="http://www.wowpedia.org/Arthas_Menethil" target="_blank" rel="noopener" class="mycode_url">Arthas Menethil</a><br />
</li>
<li><a href="http://www.wowpedia.org/Alexandros_Mograine" target="_blank" rel="noopener" class="mycode_url">Alexandros Mograine</a><br />
</li>
<li><a href="http://www.wowpedia.org/Tirion_Fordring" target="_blank" rel="noopener" class="mycode_url">Tirion Fordring</a><br />
</li>
<li><a href="http://www.wowpedia.org/Uther_the_Lightbringer" target="_blank" rel="noopener" class="mycode_url">Uther the Lightbringer</a><br />
</li>
<li><a href="http://www.wowpedia.org/Turalyon" target="_blank" rel="noopener" class="mycode_url">Turalyon</a><br />
</li>
<li><a href="http://www.wowpedia.org/Lady_Liadrin" target="_blank" rel="noopener" class="mycode_url">Lady Liadrin</a><br />
</li>
<li><a href="http://www.wowpedia.org/Farseer_Nobundo" target="_blank" rel="noopener" class="mycode_url">Farseer Nobundo</a></li>
</ul>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size">I Might add some more later I'll post a update if I do.  If you would like to ask questions I'll also make a F.A.Q. Section for people.</span></span></span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><img src="http://images4.wikia.nocookie.net/wowwiki/images/thumb/a/a0/Epic_paladin.jpg/180px-Epic_paladin.jpg" loading="lazy"  alt="[Image: 180px-Epic_paladin.jpg]" class="mycode_img" /></div>
<span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Paladin History:</span></span></div></span><span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Background:</span></span> (Information from <a href="http://www.wowpedia.org/Paladin#Background" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
<br />
Paladins are the virtuous defenders of the weak and tireless enemies of the undead. Mixing elements of the warrior and the clerics 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.<br />
<br />
The paladin is a "Warrior of the Holy Light". They uphold all that is good and true in the world and reviles all that is evil and sinister Ã¢Â€Â” especially undead and the Burning Legion. They offer succor to the beleaguered and smites his enemies with holy fervor. They are particularly potent against undead, as these creatures threaten the goodly races and the Holy Light burns them terribly. The presence of any evil is reprehensible to the paladin, but he focuses his efforts on destroying undead and demons. These warriors uphold the tenets of the Holy Light and defend the Alliance from the predations of any threat to their peoples. Found in almost every corner of Azeroth fighting the forces of evil and barbarism, these stalwart warriors of faith ceaselessly uphold their vigil against demonic forces from beyond the Dark Portal. Humans, draenei, and Ironforge dwarves are the most likely to become paladins, as these races revere the Holy Light. Blood elves known as Blood Knights bend the powers of the Light to their will, though rumour has it they have recently began to use the Light legitimately. The paladin order, also called the Knights of the Silver Hand, grew out of humanity's culture, and its greatest heroes and fiercest proponents are humans. Ironforge dwarves possess the toughness needed to withstand the onslaught of the paladins' many enemies. High elves rarely become paladins, though this has changed somewhat, as their blood elf brothers and sisters expand the Blood Knight order. The Blood Knights are commonly mistaken as the enemy of the Knights of the Silver Hand by outsiders unfamiliar with the ways of the Light, but this is false presumption. Paladins are the embodiment of goodliness and selfless dedication to the protection of their peoples. They help the innocent and punish the wicked. As such, all paladins are of good alignment.<br />
<br />
During the Second War, some paladins' eyes glowed with inner power of the Light, such as the paladin Turalyon. This is not the case for all paladins, though it occurs in game with certain paladin armor sets. Some are Retribution paladins, auradins, or sun paladins. Some are known as paladin warriors (who sometimes become epic paladin warriors). Some paladins choose to become exemplars or templars. <br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Second War</span></span> (Information from <a href="http://www.wowpedia.org/Paladin#Second_War" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
<br />
Paladins are a holy order of warriors whose purpose is to defend and shepherd the war-torn populace of Lordaeron. Archbishop Alonsus Faol perceived that the pious Clerics of Northshire, who suffered such terrible attrition in the First War, were ill-suited for the dangers of combat. Along with many of the surviving Clerics of Northshire, he sought those of only the greatest virtue among the knighthood of Lordaeron and tutored them in the ways of magic. Led by the crusading Uther the Lightbringer, it now rests upon these paladins Ã¢Â€Â” christened the Knights of the Silver Hand Ã¢Â€Â” to heal the wounds sustained in combat and to restore faith in the promise of freedom from Orcish tyranny<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"> Third War</span></span> (Information from <a href="http://www.wowpedia.org/Paladin#Third_War" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
<br />
Although the paladins were once loved and revered throughout the lands of Lordaeron, they have since fallen on into hard times. The entire Order of the Silver Hand was disbanded for refusing to kill innocent townsfolk who were believed to be contaminated by the dreaded Undead plague of the scourge. Disenfranchised and driven from their former homes, the paladins still work selflessly to protect humanity from the gnawing jaws of evil. Empowered by the Light, these mighty warriors now brandish both warhammer and holy fire in offensive battle against all who would trample the meek and innocent.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">History</span></span> (Information from <a href="http://www.wowpedia.org/Paladin#Third_War" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
The Knights of the Silver Hand was the original paladin order, the Silver Hand was formed in the Second War and was at its height until the time of the Plague. As paladins were immune to the Plague (and indeed all diseases), many members of the order survived the initial push of the Scourge. Unfortunately, the corrupted Arthas Menethil killed many paladins upon his return (including Uther the Lightbringer), leaving only a scattered few. The Order of the Silver Hand was decimated by prince Arthas Menethil when Uther the Lightbringer refused to aid Arthas in his purging of the city of Stratholme.<br />
<br />
Following the invasion of the Scourge, many of the order's paladins joined a zealous group of followers of the Light known as the Scarlet Crusade. However, many of these paladins have become fanatical towards their ambition of destroying the Scourge, to the point that those not wearing their colors are deemed as corrupt. After leaving the Crusade, some paladins decided to join the Argent Dawn. Some paladins have also turned from the light and joined Arthas Menethil as death knights.<br />
<br />
Others fled south, to the Kingdom of Stormwind. The paladin order, still referring to themselves as the Order of the Silver Hand, now thrives under their new leadership at the Cathedral of Light in Stormwind City. Over time, the followers of the Holy Light spread their philosophy to the dwarves of Ironforge who soon adopted the tenets of the order as well. Though decimated, the Knights of the Silver Hand eventually bounced back.<br />
<br />
<span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Becoming a Paladin:</span></span></div></span>The first thing you'll need to think up is how your paladin became a paladin and there are only one way to become a paladin unless your character is an older paladin.  That is either by becoming the squire of a paladin or by being one of the clerics who became paladins in the second war.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Life as a Squire:</span></span></div>Those who are becoming paladins must study the light under a paladin.  They serve as a squire for him following him and learning as he helps bring light to the world.  As a squire you would assist in helping those in need and doing things that the Paladin would need done. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Lessons and Skills of Squires:</span></span><br />
The lessons and skills to be acquired by Squires were:<ul class="mycode_list"><li>The Code of a Paladin<br />
</li>
<li>Horsemanship<br />
</li>
<li>The use of weapons - hammer and swordsmanship<br />
</li>
<li>Develop strength, speed, dexterity and leadership skills<br />
</li>
<li>He must also learn bravery and the ability to withstand extremes in cold and heat, tiredness and hunger</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Duties and Jobs of Squires</span></span><br />
The duties of Squires and life of a squire was quite varied. However they could relate to specific tasks and roles such as:<ul class="mycode_list"><li>Attending to their Paladins horses - the stabling and care<br />
</li>
<li>Waiting at table, some duties in the kitchen, arranging for the upkeep of clothing, running errands, carrying messages and guarding their Paladin when he slept<br />
</li>
<li>Assisting the Paladin in dressing in his armor. Ensuring the armor and weapons of the Paladin were in good order<br />
</li>
<li>Accompanying their Paladin during the time of war to the battlefield</li>
</ul>
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">When the Squires became Paladins:</span></span><br />
The Squires served in this role and performed their duties for seven years and became a Paladin at the age of twenty-one. Sometimes Paladinhood was conferred on a squire at an earlier age as the reward for bravery on the battlefield.  In time of war Squires accompanied Paladins on the battlefield, leading and tending the horses and dressing them in their armor.  They came under fire from arrows and many squires were killed doing their duty.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Teachings of the Light:</span></span></div><span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">The Three Virtues:</span></span>(Information from <a href="http://www.wowpedia.org/Church_of_the_Holy_Light#The_Three_Virtues" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
The philosophy of the Holy Light boils down to the three teachings, called the Three Virtues. These virtues Ã¢Â€Â” respect, tenacity and compassion Ã¢Â€Â” are each defined into a principle and a lesson.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Respect</span></span><br />
The first virtue taught is respect. While the Holy Light teaches that awareness of the self and the universe is a goal, one must also see the connection between others and the universe. Destroying other's happiness and severing other's connections with the universe is not serving the world's well being, and therefore not your own. The practitioners of the Holy Light are not naive, however, and understand that trial, conflict, war, and suffering do happen; but they strive to make the universe a better place in spite of these hindrances.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Tenacity</span></span><br />
The second virtue is tenacity. The adherence to this virtue is, incidentally, the part of training under the Holy Light that weeds out the unfaithful, as true dedication takes years. Fresh-faced acolytes often lose hope and the true meaning of the Holy Light when they realize that it takes a lifetime to serve the philosophy. The world is much bigger than one lone soul; and while the world can change a soul in a day, it takes much more time to change the world. Only through tenacity can a servant of the Holy Light hope to affect the universe. If some young students feel like this is an impossible task, others take heart in the realization that if you truly believe there is a connection between the self and the universe, one cannot help but affect the other, no matter the size. Affecting the world can include anything from teaching and instilling hope in others to joining with other like-minded individuals to work together to create a bigger change.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Compassion</span></span><br />
After the first two concepts are mastered, the student can take on the final virtue: compassion. The connection between the self and the universe is strong, but it still is only one connection. If a follower of the Light serves another to increase his happiness, his bond with the universe grows stronger. The happiness he receives by helping someone also strengthens himself and the universe, and he is able to affect the universe even more.<br />
<br />
Compassion is perhaps the most powerful Ã¢Â€Â” and yet most dangerous Ã¢Â€Â” virtue.<br />
<br />
If someone is too compassionate, he can give help where none is needed Ã¢Â€Â” or wanted. This oversight can hinder one's growth and happiness. This would suggest that while one may help another with a seemingly impossible quest, such a quest is not in reality, out of the abilities of such a person and as a result of Compassion such a person has failed to grow. Thus, Compassion (However well intentioned) has resulted in anther's inability to grow as the quest was essentially "done for them" and hence, hindering their growth and happiness.<br />
<br />
Some helpers can be awkward and do more harm than good with their actions, increasing the suffering and unhappiness in the world. A well meaning follower of the Light may rush to the aid of an adventurer(s) and wind up gaining too much interest of those attacking, and thus force those they try to help to rush to the follower's aid.<br />
<br />
This is why compassion is taught last; only the wise and those fully understanding compassion may identify who is truly in need and who can grow on their own.<br />
<br />
<span style="color: #FFFFFF;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"> Code of conduct:</span></span>(Information from <a href="http://www.wowpedia.org/Paladin#Code_of_conduct" target="_blank" rel="noopener" class="mycode_url">here.</a>)<br />
<span style="color: #FFFFFF;" class="mycode_color">A paladin must think they are of good alignment</span> and loses all light abilities if he ever willingly commits an evil act. Additionally, the paladin's code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison and so forth), help those in need (provided they do not use their help for evil or chaotic ends), and punish those who harm or threaten innocents. While he may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil persons, nor will he continue an association with someone who consistently offends his moral code. A paladin may accept only henchmen, followers or cohorts who are of good alignment. A paladin who violates this code, becomes an ex-paladin, and loses all Light-given abilities and can not train further as a paladin until he atones for his violations.<br />
<br />
((Note: Paladins don't always have to work within good or neutral organizations as seen by the Scarlet Crusade and others Ã¢Â€Â” however, they do have to believe they are working for good organizations or have faith that their cause is good and just. A paladin can be evil (as illustrated by Renault Mograine), but as long as they believe their cause to be just, the Light will continue to serve them. ))<br />
<br />
<span style="font-size: 6pt;" class="mycode_size"><div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Paladin Specs IC:</span></span></div></span> (Original Information)<br />
Now there is a lot of things you must know if your going to roleplay your paladin successfully.  First off your paladin is going to need to know about the light and how to wield it.  Also he will have to pick one of the three main focus' of using it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Holy Paladin:</span></span><br />
Holy Paladins are paladins who focus their learning to spells and skills that will help and assist in their ability to heal and cure others of illnesses and other afflictions.  They are generally less combat oriented and devote themselves to the use of light only though they can and often wield weapons.  Masters of the Holy Specialization can cast a shock of holy energy at their enemies and heal almost any wound.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Protection Paladin:</span></span><br />
Protection Paladins are paladins who focus their learning to spells and skills that will help them protect themselves and others for example; Devotion Aura, Hand of Protection, Hammer of Justice.  They are also combat oriented Paladins who usually wield a hammer and shield but can wield other weapons.  Masters of the Protection Specialization can throw their shields and hammers at multiple targets. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Retribution Paladin:</span></span><br />
Retribution Paladins are paladins who focus their learning to spells and skills that can help them in combat against the darkness of the world.  They use the light as an offensive weapon against their enemies in combat.  They are very combat oriented paladins who wield large two handed maces and swords.  Masters of the Retribution Specialization can smite their enemies with the light and consecrate the ground around them with the light.<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Spells:</span></span></div>
One thing I would like to point out is that some spells require a highly skilled paladin then others so here is a list of where I think spells should stand in terms of their difficulty and requirements to use: **<span style="color: #FF0000;" class="mycode_color">It would be wise to choose spells to use and I think if your characters focused on a few to master would be best.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Master Level Spells:</span></span><br />
Master Level Spells are spells that should only be known by a few devoted paladins who have spent a lifetime studying the light or who have been given the training from a master and have learned to use it.  These spells require a lot of discipline and only those who are strong in the light can use it.  <br />
<ul class="mycode_list"><li>[spell]Beacon of Light[/spell] (Requires a lot of energy.)<br />
</li>
<li>[spell]Holy Shock[/spell] (Emits a lightning bolt of holy energy.)<br />
</li>
<li>[spell]Divine Storm[/spell] (Massive storm of Holy Energy.)<br />
</li>
<li>[spell]Hammer of the Righteous[/spell] (Requires a very skilled person to do.)<br />
</li>
<li>[spell]Holy Wrath[/spell] (Large amount of Holy Energy emits in all directions.)<br />
</li>
<li>[spell]Hammer of Wrath[/spell] (Forms a hammer of Holy Energy in your hand.)<br />
</li>
<li>[spell]Avenging Wrath[/spell] (Wings of holy energy... Need I say more.)</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">High Level Spells:</span></span><br />
High level spells are spells  that should be known only by those who have been studying the light for a long time or who have been taught the spells by a high level Paladin.  These spells require discipline to use and require a person who has a strong connection with the light.<br />
<ul class="mycode_list"><li>[spell]Avenger's Shield[/spell]<br />
</li>
<li>[spell]Consecration[/spell]<br />
</li>
<li>[spell]Exorcism[/spell]<br />
</li>
<li>[spell]Lay on Hands[/spell]<br />
</li>
<li>[spell]Divine Shield[/spell]<br />
</li>
<li>[spell]Divine Intervention[/spell]<br />
</li>
<li>[spell]Retribution Aura[/spell]<br />
</li>
<li>[spell]Hand of Protection[/spell]<br />
</li>
<li>[spell]Redemption[/spell]<br />
</li>
<li>[spell]Seal of the Martyr[/spell]<br />
</li>
<li>[spell]Seal of Vengeance[/spell]</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Medium Level Spells:</span></span><br />
These are spells that should be known by intermediate paladins who have been studying the light for a good amount of time.  They require less of their wielder then the higher level spells but still require a lot of discipline to use.<br />
<ul class="mycode_list"><li>[spell]Holy Light[/spell]<br />
</li>
<li>[spell]Blessing of Wisdom[/spell]<br />
</li>
<li>[spell]Blessing of Might[/spell]<br />
</li>
<li>[spell]Divine Plea[/spell]<br />
</li>
<li>[spell]Concentration Aura[/spell]<br />
</li>
<li>[spell]Divine Protection[/spell]<br />
</li>
<li>[spell]Cleanse[/spell]<br />
</li>
<li>[spell]Turn Evil[/spell]<br />
</li>
<li>[spell]Seal of Light[/spell]<br />
</li>
<li>[spell]Seal of Wisdom[/spell]<br />
</li>
<li>[spell]Seal of Command[/spell]<br />
</li>
<li>[spell]Seal of Justice[/spell]<br />
</li>
<li>[spell]Hand of Sacrifice[/spell]<br />
</li>
<li>[spell]Devotion Aura[/spell]<br />
</li>
<li>[spell]Crusader Strike[/spell]</li>
</ul>
 <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color">Low Level Spells:</span></span><br />
Low level spells are spells that are spells the require the least amount of skill to use.<br />
<ul class="mycode_list"><li>[spell]Flash of Light[/spell]<br />
</li>
<li>[spell]Purify[/spell]<br />
</li>
<li>[spell]Sense Undead[/spell]<br />
</li>
<li>[spell]Hand of Freedom[/spell]<br />
</li>
<li>[spell]Seal of Righteousness[/spell]</li>
</ul>
<br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Notable paladins in lore:</span></span></div><ul class="mycode_list"><li><a href="http://www.wowpedia.org/Arthas_Menethil" target="_blank" rel="noopener" class="mycode_url">Arthas Menethil</a><br />
</li>
<li><a href="http://www.wowpedia.org/Alexandros_Mograine" target="_blank" rel="noopener" class="mycode_url">Alexandros Mograine</a><br />
</li>
<li><a href="http://www.wowpedia.org/Tirion_Fordring" target="_blank" rel="noopener" class="mycode_url">Tirion Fordring</a><br />
</li>
<li><a href="http://www.wowpedia.org/Uther_the_Lightbringer" target="_blank" rel="noopener" class="mycode_url">Uther the Lightbringer</a><br />
</li>
<li><a href="http://www.wowpedia.org/Turalyon" target="_blank" rel="noopener" class="mycode_url">Turalyon</a><br />
</li>
<li><a href="http://www.wowpedia.org/Lady_Liadrin" target="_blank" rel="noopener" class="mycode_url">Lady Liadrin</a><br />
</li>
<li><a href="http://www.wowpedia.org/Farseer_Nobundo" target="_blank" rel="noopener" class="mycode_url">Farseer Nobundo</a></li>
</ul>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFFFF;" class="mycode_color"><span style="font-size: 6pt;" class="mycode_size">I Might add some more later I'll post a update if I do.  If you would like to ask questions I'll also make a F.A.Q. Section for people.</span></span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Honor Among Thieves - A Guide to Rogues and Trickery]]></title>
			<link>https://www.conquestofthehorde.com/thread-5935.html</link>
			<pubDate>Wed, 01 Apr 2009 13:12:52 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.conquestofthehorde.com/member.php?action=profile&uid=1266">Kiffles</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.conquestofthehorde.com/thread-5935.html</guid>
			<description><![CDATA[Hey all! I've been thinking for a while now, and lurking, and thus far I haven't really seen any guides around to show how rogues might operate in RP. So! I am going to compile a small article to help my fellow shadow-lurkers out by showing how I go about the whole thing, maybe spread some ideas and the like. So without further ado, read and enjoy! Any and all feedback would also be wonderful!<br />
<br />
- - -<br />
<br />
<span style="color: #404080;" class="mycode_color">What, exactly, is a rogue?</span><br />
<br />
Looking at a basic definition, a rogue can be:<br />
- A dishonest or unprincipled person.<br />
- A person whose behavior one disapproves of but who is nonetheless likable or attractive.<br />
<br />
Playing a rogue does not automatically mean that your character has to be an assassin. A person who is a rogue is simply the black sheep. The person who hasn't quite fit into society, therefore having to make his or her own way, somehow. A rogue is charming, quick-witted and slick. They usually work for themselves, or a smaller organization, in order to get what they want, be it money, power, acceptance, etc. Again, a rogue is not necessarily the same as an assassin, nor do they technically have to be a thief. Rogues may not necessarily kill people as an assassin does, and an assassin may not steal as a thief does.<br />
<br />
There are traits that all different types of rogues have in common. A few of these are:<br />
- <span style="font-style: italic;" class="mycode_i">Charisma.</span> Rogues are the smooth-talkers, the bribers. Armed with a voice as deadly as their poisons, rogues are masterful in manipulating people to get what they want.<br />
- <span style="font-style: italic;" class="mycode_i">Guile.</span> When faced with a problem, a rogue usually has to think, and think fast. Wether they play dirty or live by a code, a rogue's mind is a vicious place.<br />
- <span style="font-style: italic;" class="mycode_i">Agility.</span> With the graceful reflexes of a cat, this fast-footed class is hard to pin down -- literally. Always sure on their feet and good with their hands, others have a hell of a time trying to catch them. (In other words, never play hide and seek with a rogue.)<br />
<br />
...That's the generic rogue, at least. Another thing to remember is that rogues can, for lack of a better word, have "alternate personalities." The mild-mannered civilian could actually be a moonlight vigilante. Don't forget to be creative with it! Why is your character a rogue? Do they have financial problems? Can't feed the wife and kids? Orphaned and left on the street? Maybe they're just leading a dull life by day and look to make up for that at night.<br />
<br />
- - - - - - -<br />
<br />
<span style="color: #404080;" class="mycode_color">Pick Your Poison.</span><br />
<br />
Forget the diamonds -- poison's are a rogue's best friend. Applied to the weapons, these biological chemicals can be fatal to anyone on the sharp end of a dagger. To quote Wikipedia, "poisons are substances that can cause disturbances to organisms, usually by chemical reaction or other activity on the molecular scale, when a sufficient quantity is absorbed by an organism."<br />
<br />
Of course poisons can be applied to weapons, but what if you want to do something trickier, something deadlier, without the bother of having to clean your blades afterwards? There are many ways to intoxicate someone.<br />
<br />
- Poisoning one's drink or food. If a rogue can catch their enemy off guard by acting gracious and offering them a beverage or food, they've got their pray right where they want them.<br />
- Inhalation. Poison does not just come in liquid form. If a rogue can get their victim to take even one whiff of a deadly poison in gas form, they'll be out like a light.<br />
- Skin soluble poison. A single smear can leave your enemy writhing in pain. Not the fastest way to poison your opponent, but just as effective.<br />
- Force-feeding poison. A rogue who has built up an immunity to a certain type of poison can use this poison to their advantage, both in defensive and offensive situations. Manage to seduce your victim and one little kiss can turn into a kiss goodbye.<br />
<br />
Venom is another type of poison that can do in a pinch. Rogues may even keep poisonous snakes and other such animals as pets and milk them for their venom. Some forms of insects and arachnids have also been known to use their natural venom in the world (of Warcraft *is shot*) and this can no doubt be turned in the rogue's advantage in a similar way.<br />
<br />
Poisons can have varying effects. Depending on the amount and what sort of poison is being used, the victim can feel minor itching or burning to more fatal symptoms, including convulsions and death.<br />
<br />
Assuming that the poisons we know in real life have some form of WoW equivalent, here is a small (and by no means complete) list of a few, more popular poisons.<br />
<br />
<span style="color: #80FF40;" class="mycode_color">Botulinum</span> - Considered the most deadly poison known to man. Victims will experience failure of the nervous system and excruciating pain, followed by death.<br />
<span style="color: #80FF40;" class="mycode_color">Anthrax</span> - Can infect its victims through either skin contact or, the most potent method, inhalation. Victims experience symptoms that are cold or flu-like, eventually resulting in the collapse of the respiratory system.<br />
<span style="color: #80FF40;" class="mycode_color">Sarin</span> - A deadly nerve gas, the inhaler will start to show signs of a runny nose and feel tightness in their chest. Their breathing becomes constricted, followed by nausea, loss of bodily functions, becoming comatose, spasms and finally death by suffocation.<br />
<span style="color: #80FF40;" class="mycode_color">Cyanide</span> - Produced from certain bacteria, fungi, and plants. Ingesting or inhaling cyanide will cause the victim to go into seizures and cardiac arrest, eventually resulting in death.<br />
<span style="color: #80FF40;" class="mycode_color">Amatoxin </span>- Extracted from certain types of mushrooms, amatoxin attacks its victim's liver and kidneys, lasting for a few days. After this period the victim falls into an irreversible coma.<br />
<span style="color: #80FF40;" class="mycode_color">Poison Hemlock </span>- A lesser deadlier poison, but has been said to have been used in Ancient Greece to put prisoners to death. The active chemical is coniine, a neurotoxin which ails its victims with paralysis.<br />
<br />
Now that we have covered some of the poisons from real life, let's take a look at some of the poisons in-game. Bear in mind that this is simply my opinion of what they might do -- feel free to be creative with how they are made, and other side-effects you might think of.<br />
<br />
<span style="color: #80FF40;" class="mycode_color">Deadly Poison</span> - A basic poison. The potency depends on the amount. The more applied, the deadlier it is to the afflicted. Can cause things from nausea to death.<br />
<span style="color: #80FF40;" class="mycode_color">Instant Poison </span>- A very fast-acting poison. Can cause severe itching and sickness.<br />
<span style="color: #80FF40;" class="mycode_color">Mind-Numbing Poison</span> - Effects the mind, obviously. Thinking and reasoning are slowed. Copious amounts may lead the victim into a state of catatonia.<br />
<span style="color: #80FF40;" class="mycode_color">Crippling Poison</span> - Tightens and stiffens muscles and joints until the victim is no longer able to move.<br />
<span style="color: #80FF40;" class="mycode_color">Wound Poison </span>- If even applied to the skin, this poison will cause horrendous sores and wounds. These wounds are partially immune to healing magic, and mostly need to be treated medically.<br />
<span style="color: #80FF40;" class="mycode_color">Anesthetic Poison</span> - This toxic substance can double both as a poison and a pain-reliever. It should NOT be used for the latter unless the user knows what they are doing.<br />
<br />
I know some of you rogues might be thinking, "Kiffles! How ever will I survive if I become ailed by poisons, myself?" Do not fret, mon amis! For I have the answer. Or at least a couple of them.<br />
<br />
You -must- (and I cannot stress this enough, you MUST) be careful at all times, when dealing with poisons. Always wear a mask, some form of cloth or the like, over your nose and mouth so that you do not inhale or digest said poisons. Be sure to wear sturdy gloves as well, so that it does not absorb into your skin. If goggles are available to you, they are also a wonderful touch to make sure that your eyes are safe as well. Work in a well-ventilated area, and be sure that no people dear to you are present without proper safety gear as well. Poisons do not choose sides, they effect -everyone- that comes into contact with them.<br />
<br />
If you're daring (and don't mind getting sick once in a while) you can also build up an immunity to some poisons. This should be done in very, VERY small amounts at a time. Inhale small whiffs at first and move on to tasting when inhalation becomes ineffective. Building an immunity can be crucial to a rogue, as they are not the only ones that use poisons. Ever see those Trolls that run around in the jungle, blowing poison darts at you? The giant, poisonous spiders and snakes that scour the lands? Eesh. On a side note, it would still be wise for a rogue to carry some antidotes at all times. One can never be too careful!<br />
<br />
- - -<br />
<br />
That's all for now! More to come when I write it up. If anyone has any other suggestions of what they might like to see, feel free to post or drop me a PM!<br />
<br />
- - -<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Works Cited</span><br />
<br />
Poison Links:<br />
<span style="text-decoration: underline;" class="mycode_u">A List of Deadly Poisons - Associated Content</span><br />
<a href="http://www.associatedcontent.com/article/51597/a_list_of_deadly_poisons.html?cat=5" target="_blank" rel="noopener" class="mycode_url">http://www.associatedcontent.com/articl ... html?cat=5</a><br />
<span style="text-decoration: underline;" class="mycode_u">Index of Poisons - Poisonous Herbs and Their Effects</span><br />
<a href="http://www.botanical.com/botanical/mgmh/poison.html" target="_blank" rel="noopener" class="mycode_url">http://www.botanical.com/botanical/mgmh/poison.html</a>]]></description>
			<content:encoded><![CDATA[Hey all! I've been thinking for a while now, and lurking, and thus far I haven't really seen any guides around to show how rogues might operate in RP. So! I am going to compile a small article to help my fellow shadow-lurkers out by showing how I go about the whole thing, maybe spread some ideas and the like. So without further ado, read and enjoy! Any and all feedback would also be wonderful!<br />
<br />
- - -<br />
<br />
<span style="color: #404080;" class="mycode_color">What, exactly, is a rogue?</span><br />
<br />
Looking at a basic definition, a rogue can be:<br />
- A dishonest or unprincipled person.<br />
- A person whose behavior one disapproves of but who is nonetheless likable or attractive.<br />
<br />
Playing a rogue does not automatically mean that your character has to be an assassin. A person who is a rogue is simply the black sheep. The person who hasn't quite fit into society, therefore having to make his or her own way, somehow. A rogue is charming, quick-witted and slick. They usually work for themselves, or a smaller organization, in order to get what they want, be it money, power, acceptance, etc. Again, a rogue is not necessarily the same as an assassin, nor do they technically have to be a thief. Rogues may not necessarily kill people as an assassin does, and an assassin may not steal as a thief does.<br />
<br />
There are traits that all different types of rogues have in common. A few of these are:<br />
- <span style="font-style: italic;" class="mycode_i">Charisma.</span> Rogues are the smooth-talkers, the bribers. Armed with a voice as deadly as their poisons, rogues are masterful in manipulating people to get what they want.<br />
- <span style="font-style: italic;" class="mycode_i">Guile.</span> When faced with a problem, a rogue usually has to think, and think fast. Wether they play dirty or live by a code, a rogue's mind is a vicious place.<br />
- <span style="font-style: italic;" class="mycode_i">Agility.</span> With the graceful reflexes of a cat, this fast-footed class is hard to pin down -- literally. Always sure on their feet and good with their hands, others have a hell of a time trying to catch them. (In other words, never play hide and seek with a rogue.)<br />
<br />
...That's the generic rogue, at least. Another thing to remember is that rogues can, for lack of a better word, have "alternate personalities." The mild-mannered civilian could actually be a moonlight vigilante. Don't forget to be creative with it! Why is your character a rogue? Do they have financial problems? Can't feed the wife and kids? Orphaned and left on the street? Maybe they're just leading a dull life by day and look to make up for that at night.<br />
<br />
- - - - - - -<br />
<br />
<span style="color: #404080;" class="mycode_color">Pick Your Poison.</span><br />
<br />
Forget the diamonds -- poison's are a rogue's best friend. Applied to the weapons, these biological chemicals can be fatal to anyone on the sharp end of a dagger. To quote Wikipedia, "poisons are substances that can cause disturbances to organisms, usually by chemical reaction or other activity on the molecular scale, when a sufficient quantity is absorbed by an organism."<br />
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Of course poisons can be applied to weapons, but what if you want to do something trickier, something deadlier, without the bother of having to clean your blades afterwards? There are many ways to intoxicate someone.<br />
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- Poisoning one's drink or food. If a rogue can catch their enemy off guard by acting gracious and offering them a beverage or food, they've got their pray right where they want them.<br />
- Inhalation. Poison does not just come in liquid form. If a rogue can get their victim to take even one whiff of a deadly poison in gas form, they'll be out like a light.<br />
- Skin soluble poison. A single smear can leave your enemy writhing in pain. Not the fastest way to poison your opponent, but just as effective.<br />
- Force-feeding poison. A rogue who has built up an immunity to a certain type of poison can use this poison to their advantage, both in defensive and offensive situations. Manage to seduce your victim and one little kiss can turn into a kiss goodbye.<br />
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Venom is another type of poison that can do in a pinch. Rogues may even keep poisonous snakes and other such animals as pets and milk them for their venom. Some forms of insects and arachnids have also been known to use their natural venom in the world (of Warcraft *is shot*) and this can no doubt be turned in the rogue's advantage in a similar way.<br />
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Poisons can have varying effects. Depending on the amount and what sort of poison is being used, the victim can feel minor itching or burning to more fatal symptoms, including convulsions and death.<br />
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Assuming that the poisons we know in real life have some form of WoW equivalent, here is a small (and by no means complete) list of a few, more popular poisons.<br />
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<span style="color: #80FF40;" class="mycode_color">Botulinum</span> - Considered the most deadly poison known to man. Victims will experience failure of the nervous system and excruciating pain, followed by death.<br />
<span style="color: #80FF40;" class="mycode_color">Anthrax</span> - Can infect its victims through either skin contact or, the most potent method, inhalation. Victims experience symptoms that are cold or flu-like, eventually resulting in the collapse of the respiratory system.<br />
<span style="color: #80FF40;" class="mycode_color">Sarin</span> - A deadly nerve gas, the inhaler will start to show signs of a runny nose and feel tightness in their chest. Their breathing becomes constricted, followed by nausea, loss of bodily functions, becoming comatose, spasms and finally death by suffocation.<br />
<span style="color: #80FF40;" class="mycode_color">Cyanide</span> - Produced from certain bacteria, fungi, and plants. Ingesting or inhaling cyanide will cause the victim to go into seizures and cardiac arrest, eventually resulting in death.<br />
<span style="color: #80FF40;" class="mycode_color">Amatoxin </span>- Extracted from certain types of mushrooms, amatoxin attacks its victim's liver and kidneys, lasting for a few days. After this period the victim falls into an irreversible coma.<br />
<span style="color: #80FF40;" class="mycode_color">Poison Hemlock </span>- A lesser deadlier poison, but has been said to have been used in Ancient Greece to put prisoners to death. The active chemical is coniine, a neurotoxin which ails its victims with paralysis.<br />
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Now that we have covered some of the poisons from real life, let's take a look at some of the poisons in-game. Bear in mind that this is simply my opinion of what they might do -- feel free to be creative with how they are made, and other side-effects you might think of.<br />
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<span style="color: #80FF40;" class="mycode_color">Deadly Poison</span> - A basic poison. The potency depends on the amount. The more applied, the deadlier it is to the afflicted. Can cause things from nausea to death.<br />
<span style="color: #80FF40;" class="mycode_color">Instant Poison </span>- A very fast-acting poison. Can cause severe itching and sickness.<br />
<span style="color: #80FF40;" class="mycode_color">Mind-Numbing Poison</span> - Effects the mind, obviously. Thinking and reasoning are slowed. Copious amounts may lead the victim into a state of catatonia.<br />
<span style="color: #80FF40;" class="mycode_color">Crippling Poison</span> - Tightens and stiffens muscles and joints until the victim is no longer able to move.<br />
<span style="color: #80FF40;" class="mycode_color">Wound Poison </span>- If even applied to the skin, this poison will cause horrendous sores and wounds. These wounds are partially immune to healing magic, and mostly need to be treated medically.<br />
<span style="color: #80FF40;" class="mycode_color">Anesthetic Poison</span> - This toxic substance can double both as a poison and a pain-reliever. It should NOT be used for the latter unless the user knows what they are doing.<br />
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I know some of you rogues might be thinking, "Kiffles! How ever will I survive if I become ailed by poisons, myself?" Do not fret, mon amis! For I have the answer. Or at least a couple of them.<br />
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You -must- (and I cannot stress this enough, you MUST) be careful at all times, when dealing with poisons. Always wear a mask, some form of cloth or the like, over your nose and mouth so that you do not inhale or digest said poisons. Be sure to wear sturdy gloves as well, so that it does not absorb into your skin. If goggles are available to you, they are also a wonderful touch to make sure that your eyes are safe as well. Work in a well-ventilated area, and be sure that no people dear to you are present without proper safety gear as well. Poisons do not choose sides, they effect -everyone- that comes into contact with them.<br />
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If you're daring (and don't mind getting sick once in a while) you can also build up an immunity to some poisons. This should be done in very, VERY small amounts at a time. Inhale small whiffs at first and move on to tasting when inhalation becomes ineffective. Building an immunity can be crucial to a rogue, as they are not the only ones that use poisons. Ever see those Trolls that run around in the jungle, blowing poison darts at you? The giant, poisonous spiders and snakes that scour the lands? Eesh. On a side note, it would still be wise for a rogue to carry some antidotes at all times. One can never be too careful!<br />
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That's all for now! More to come when I write it up. If anyone has any other suggestions of what they might like to see, feel free to post or drop me a PM!<br />
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<span style="font-weight: bold;" class="mycode_b">Works Cited</span><br />
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Poison Links:<br />
<span style="text-decoration: underline;" class="mycode_u">A List of Deadly Poisons - Associated Content</span><br />
<a href="http://www.associatedcontent.com/article/51597/a_list_of_deadly_poisons.html?cat=5" target="_blank" rel="noopener" class="mycode_url">http://www.associatedcontent.com/articl ... html?cat=5</a><br />
<span style="text-decoration: underline;" class="mycode_u">Index of Poisons - Poisonous Herbs and Their Effects</span><br />
<a href="http://www.botanical.com/botanical/mgmh/poison.html" target="_blank" rel="noopener" class="mycode_url">http://www.botanical.com/botanical/mgmh/poison.html</a>]]></content:encoded>
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