Tales of Warcraft
Disease and Depravation stalk our land like, two giant stalking things!
Tale 4: Ascending into Legend
Chapter 1: Expansion Features
Upon hearing of the new expansions' release, Luan checked the internet for public announcements of all the details
Attention Loyal World of Warcraft Players!
The time has come to heal the Emerald Dream. Ysera's Lieutenants have gone rogue, and now the Great Green Dragon needs you to help her restore the Emerald Nightmare into a Dream again! Only you can climb to Level 90, find Malfurion Stormrage, attack Northrend and slay Arthas Menethil. It will not be easy, but it must be done, for if Arthas is not killed and the Dream not restored, all will fall!
New Features:
Level Cap Raised to 90!
New Areas, Emerald Dream and Northrend added!
New Alliance Race: Half
Elves are the hybrid offspring of a Human and a High Elf.
Formerly shunned by the Alliance! They have been welcomed now that
they have proven their worth! On their fearsome Warp Stalker mounts,
they charge to slay all who oppose their Alliance-kin!
Arcane
Resistance +10
Racial Bonus to Blacksmithing
Track Humanoids
Increased Resilience
Classes:
Warrior – The Half-Elves adopt the Warrior traditions of their Human parents.
Paladin – The Half-Elves, like Humans and High Elves, are skilled in protecting the weak and slaying the tyrannical.
Hunter – Half-Elves have the love of nature of their Elvish parents. With their unique knowledge of the wild, they hope to bring a touch of civility to nature.
Monk – Some Half-Elves, due to their race, have chosen to seclude themselves. Dedicated to their unarmed perfection, Half Elf Monks will stop at nothing to achieve enlightenment.
Mime – Half-Elves have the unusual quality to being able to mimic others, some take this to an extreme by adopting the copycat's path. Although it is dangerous, the reward is too great for some to pass up.
Spell Breaker – Similar to High and Blood Elves, Half-Elves are able to manipulate magic, even the magic of others. Some choose to show those mages and warlocks that manipulation is far better than dedication or knowledge.
New Horde Race – Quillboars have always been hated by Horde, but one tribe have been able to set their differences aside. Riding Feral Armoured Boars, they charge into the fray, hoping for redemption from their races' sins.
Fire Resistance +10
Racial Bonus to Skinning
Track Beasts
Natural Athletes – Take 10 less damage from falling, also slows fall and allows greater control of fall.
Classes:
Warrior – Quillboars have always vowed to protect themselves, and some choose that path, others are brutal who with two axes, slice through their enemies mercilessly
Shaman – Quillboars have always been natural shamans. Using the elements to heal their friends and punish their foes.
Paladin – Recently a few Quillboars have chosen the path of Paladin in order to atone for their sins, wielding blades of light, these surprising defenders of justice have no objection to death, whether honourable or not.
Druid – Quillboars have been keepers of nature. They can shapeshift and use their natural gifts to smite their enemies.
Monk – Not all Quillboars are savage. Some choose to meditate, but when enemies come they will always come on top, slaying them with a flurry of pig-like punches.
Priest – The Quillboar race wants Redemption, so a few are chosen to be priests, healers of the sick and punisher's of the damned.
Unfortunately, the two neutral races are unplayable, this is due to several bugs in the game! We will have this issue resolved soon!
New Classes:
Spell Breakers – Being able to manipulate and control magic is important. Some take this to unnecessary extremes and use the magic of their enemies as well as magic they have learned from scrolls and runes to slay foes.
Pro's
Can learn spells from scrolls
High Damage Against Spellcasters
High Armour Value, Wears Plate and Uses Shields
Con's
Damage not ever higher than a mage or warlock unless facing very powerful foes
Weak against non-spellcasters
Only good for a utility role
Races: Night Elves, Gnomes, Half-Elves
Monks – Some choose a life of seclusion, those who do must face rigorous tasks, must not rely on others' strength, just their own.
Pro's
High, fast damage
Variety of Special Attacks
Can attack as it you had more arms than you do
Con's
Can't use any weapon
Armour they wear is only good for stats, Rags don't provide actual armour
Hard to master
Races: Dwarves, Half-Elves, Orcs, Tauren, Quillboar
Mimes – No not street performers, I speak of a much higher form of Mime. A unique warrior able to mimic his opponents attacks, the Mime is the ultimate retaliating machine.
Pro's
Can use same moves as opponent
Limitless ability potential
Can dual wield one handed weapons
Wears Leather and can wear Mail at 40
Can use the Mime-Forcé to apply a gold counter. This counter steals some of the enemies' money over time.
Con's
Has no attacks of his own
Only really strong against an elite foe
Weak at low level due to enemies being weak
Races: Gnomes, Half-Elves, Tauren, Undead
Emerald Dream Communication System
In the Emerald Dream, the Green Dragon Ysera has found a way to control people's voices. This feature allows cross-faction grouping and allows members of an opposite faction to speak with each other. Only available in Emerald Dream, Battle of Mt Hyjal and any of the Green Dragon Portals.
New Zones:
Emerald Dream:
Dream Garden – Sanctuary, 70, first place you will be when you arrive in the Dream.
Treeblade Valley – 70-73, zone surrounding the Dream Garden.
Oakyew Basin – 72-77, west of Treeblade Valley.
Woodshell Forest – 72-77, south of Treeblade.
Emerald Citadel – Sanctuary, 70+, Neutral City connecting Oakyew, Woodshell and Goreless.
Goreless Desert – 75-80, west of Emerald Citadel.
Crystal Dream – 79-83, north of Goreless.
Corrupt Botany – 83-86, west of Goreless.
Synannar – 85-90, south of Corrupt Botany.
Stormrage Mountains – 85-90, north-west of Goreless
Eye of Ysera – 70+, city snuggled in the north-west edge of the Stormwage Mountains
Shadowsong Fields – 81-89/90 battleground. Can access from Darnassus, Thunder Bluff and Eye of Ysera
Azeroth, Kalimdor:
Razorfen Hg'Uill – The Quillboar Capital City.
Maim Island – 1-10. Island east of Ratchet. Home of Razorfen Hg'Uill.
Devil Canyon – 10-20. An arrangement of cliffs, facing the Maelstrom, that house many Quillboar Refugees.
The Maelstrom – 80. A tornado in the middle of Azeroth accessed by walking through Devil Canyon. Only by using the Maelstrom's Unique Leviathan Transportation can players reach Northrend.
Azeroth, Eastern Kingdoms:
Kul Tiras – The Home City of Half-Elves and a major centre of trade for the Alliance.
Crestfall Isle – 1-10. Island to the south of Gilneas and west of Dun Morogh, home of Kul Tiras.
Gilneas – 10-20. South of Dalaran Ruins, accessible by boat from Crestfall.
Azeroth, Northrend:
Gundrak – 80-85. First area you arrive in when you go to Northrend.
Icecrown Glacier – 85-90. Snowy Area west of Gundrak, home of the Frozen Throne.
Instance Dungeons:
Draktharon Keep – 83-85, 5 man instance (Gundrak)
Emerald Heart – 90, 5 man instance (Synannar)
Raid Dungeons:
Azjol-Nerub – 90, 10 man raid (Icecrown Glacier)
Nuhna Prison – 90, 15 man raid (Oakyew Basin)
Nuhna Fortress – 90, 25 man raid (Oakyew Basin)
Outdoor Raid Bosses:
The Frozen Throne – 90, 40 man raid (Icecrown Glacier) Boss: Arthas
Ravev Shadowsong – 90, 15 man raid (Goreless Desert)
Hyun – 80, 5 man group (Maelstrom) Sea Giant
Korreazan – 80, 15 man raid (Maelstrom) Red Dragon
Ulmerciar – 80, 40 man raid (Maelstrom) Giant Undead Lich
New Factions:
Kul Tiras – Half-Elf Faction
Razorfen Hg Army – Quillboar Faction
Eye of Ysera – Emerald Dream Faction
Fragments of Anti-Undeath – Northrend Faction
New Profession:
Runecraft: Allows the user to make runes and scrolls to use and trade. Especially useful for Spell Breakers as they can learn their own skills from runes and scrolls.
On a final note, when we do get them playable, we will be introducing
Goblins:
Warrior, Rogue, Mime, Warlock
Pandaren:
Warrior, Druid, Shaman, Mage, Mime, Monk
from GM Alkaid
