
Hasselhoff with laser eye beams

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Thu Feb 28, 2008 4:57 pm :: silex
Posts: 873 • Guild: Pirate Ghost Cows • Class: Zealot • Joined: 17 Feb 2006
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Keeps and Siege
Renown (with some realm, I mean renown, abilities!)
2 New Scenarios
Podcast about Voice Acting
Some beta player quotes:
| Quote: | “Music rocks. Lighting is nice. Combat is much more fluid and responsive. PQ’s are fantastic, especially loot and rolling. Shadowing is nice and the artwork on characters is amazing to me. Good to be back in. Marauder seems fun so far.”
-Level 4 Marauder
“Having quests like this that direct players to new areas is a feature I like very much; there are some games that leave you wondering where to go once you have out-leveled an area, and the system you have in place prevents that while still leaving room for exploration.”
-Level 4 Bright Wizard
“Chapter 1 is a fun introduction to the game. The public quest ending with the giant fight was unique and I really liked the roll system for loot with the scoreboard.”
-Level 4 Warrior Priest
“The Marauder looks fantastic. Your art dept is amazing for this entire game, especially the class looks.”
-Level 11 Marauder |
Masteries
| Quote: | Bright Wizard Career Masteries
Master of the Lore of Fire, the Bright Wizard is the most destructive battle wizard in all of the Empire. The Bright wizard is renowned for his ability to incinerate anything, ranging from individual soldiers to an entire hillside. However, destructive fire is not the only trick in his arsenal. The Bright Wizards is also capable of manipulating the wind of Aqshy to cause a variety of debilitating effects, ranging from thick banks of choking smoke, to withering heat that saps the strength and endurance from even the staunchest warrior. Some Bright Wizards have even been known to dabble in the healing arts, though cauterizing a wound with white hot fire is never a soldier’s first choice!
Bright Wizard Mechanic
Due to the volatile nature of Aqshy, the Red Wind of Fire that they manipulate, the Bright Wizard is always risking a backlash that could incinerate himself as well as his opponent. This buildup of Aqshy is known as 'Combustion' and the greater the level of Combustion a Bright Wizard places into his destructive spells the more likely they will explode with stupendous results (Critical Hit). However, even the most skilled wizard will get burned when playing with fire. Pushing the combustion level too high can result in a backlash of magical energy that will damage the Wizard himself.
Bright Wizard Masteries
Path of Incineration
The Path of Incineration primarily focuses on destructive single-target spells. About half of these spells have high values of Combustion allowing those who master the Path of Incineration to focus on weaving high risk spells in with more reliable destructive magics for optimal single target damage.
Path of Immolation
The Path of Immolation focuses on damage over time and debilitating, lingering debuffs. A Master of Immolation is more patient, relying less on high-Combustion spells with explosive effect and more on slow burns that build up into an unstoppable inferno.
Path of Conflagration
The Path of Conflagration is the most destructive of the Bright Wizard masteries with area effect spells capable of burning entire swaths of land to a crisp. However, Masters of Conflagration must exert the most self-control; most of their spells build up high levels of Combustion andtehir reckless use could mean the Bright Wizard’s doom as well.
Zealot Career Masteries
The Zealot is a fanatical orator, intent on spreading the glory of the Raven God throughout the land and serving the will of the Great Changer. Draped with ritual vestments and tools of sacrifice, the Zealot can imbue various talismans and potions with the primordial power of Chaos. These items become potent magical conduits through which he can mend wounds, enhance his allies, and plague his enemies with unholy scourges.
Zealot Mechanic
Zealots are some of the few mortals who can call forth a Mark of Tzeentch upon living flesh, branding their allies as sanctified soldiers of the Changer of Ways. These marks will not only bolster their holders' powers far beyond normal human limitations, but also serve as direct conduits to the powers of Tzeentch himself, allowing their bearers to gain entirely new abilities. A Zealot can also desecrate a patch of land with Dark Rituals & Rites, marking that spot as claimed by Tzeentch and crippling any nonbelievers who dare to tread upon it.
Zealot Masteries
Path of Alchemy
The Path of Alchemy is the Zealot's primary healing mastery. A specialist in Alchemy will become a mighty healer, capable of mending the most grievous wounds and ensuring that Tzeentch's armies live to see their enemies fall before them. While a player who selects this mastery may not necessarily gain the most powerful offensive capabilities, they will have absolutely no problems finding allies to protect them and do their bidding.
Path of Ritual
The Path of Rituals is focused on warping the entire balance of power across a battlefield, skewing the fight to bring about the inevitable triumph of Tzeentch's followers. They are just as proficient at enhancing their allies as they are at stunting their enemies - and, in fact, can do both at the same time.
Path of Witchcraft
The Path of Witchcraft is for a Zealot who chooses to make himself into a talon of Tzeentch, reaching out to slaughter his enemies through magical attacks. These manifest themselves as deadly portents of chaos. Flocks of shrieking ravens may fall upon a Zealot’s foe to consume their flesh, or strange demonic manifestations may appear out of thin air to lash at his foes. |
The Order Leaders:
| Quote: | EMPEROR KARL FRANZ
– Leader of the Empire Army
A soldier, statesman and leader without peer, Karl Franz rules the greatest nation of men in the Old World. Karl Franz is not only a fearless and cunning general who leads his loyal armies from the front rank; he is also a patron of the arts sciences, and an advocate of innovation. During his reign, the Imperial Engineers' School has grown and the Colleges of Magic have thrived.
In the time that Karl Franz has ruled, the Empire has flourished, its armies claiming one victory after another against the savage Orc hordes and the dread legions of the Chaos gods. The Age of Reckoning, however, is war on a scale that even the Great Statesman has rarely seen. The people of the Empire are depending on the heroic leadership of Karl Franz to see them through this dangerous time, and all hope of survival for the Old World may well rest upon his shoulders.
FINUBAR THE PHOENIX KING
– Leader of the High Elf Army
Unlike previous insular monarchs of Ulthuan, Finubar the Seafarer favors relations with the other races of the world. He is a proponent of maritime trade, and has opened the grand city of Lothern, capital of the island nation of Ulthuan, to visitors from around the world.
Finubar's progressive nature will prove a valuable asset in the Age of Reckoning, for the High Elves must depend on the Empire and the Dwarfs, just as the Old World will depend on the aid of the High Elves. Only united together can the Armies of Order stand against the rampaging hordes that assail their lands.
HIGH KING THORGRIM GRUDGEBEARER
– Leader of the Dwarf Army
Reigning from his seat in the ancient fortress of Karaz-a-Karak, Thorgrim Grudgebearer is a model of Dwarf resolve and steadfastness. At his side, the High King keeps the Dammaz Kron, the Great Book of Grudges. Like all his people, King Grudgebearer takes the recording of grudges very seriously, to ensure that no offense goes unanswered
Since the time of Sigmar, the Dwarfs have enjoyed a relationship of mutual respect with their neighbors in the Empire. Their attitude toward the High Elves of Ulthuan, however, has ranged from mistrust to outright hostility. If the Dwarfs are to survive in this new era of strife, the High King will need to set an example for his people, putting aside old enmities for the good of the war effort. |
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