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Expansion info... maybe

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Expansion info... maybe

Postby Vallis on Fri Oct 21, 2005 1:36 pm

Currently, because it is only ten or so days from the revealing of the expansion content at Blizzcon, I have decided to release what is PLANNED to be in the expansion. Enjoy. If you do not believe any of this, wait until October 29th and see most of this actually proven.


World of Warcraft -
THE BURNING CRUSADE


___________

The "Burning Crusade" -

Illidan has gone insane, and already the alliance between the Draenei, Naga, and Blood Elves has began to crumble. The Naga

once again wish to return to the sea, and the Blood Elves' hunger for demonic energies increases day by day... Illidan was

tortured by Kil'jaeden after he failed to defeat Arthas - but finally, Kil'jaeden saw another task for Illidan. One that, if

he failed, he would be sent into the twisted nether to be consumed by demons... Kil'jaeden then told him everything that had

happened since his defeat.

As unexpected as it was, Illidan returned to his three allies and told them of this new plan to destroy not only the

Scourge, but all other enemies that would ever oppose them.

Kael'thas and his Blood Elves were to go to the Forsaken for aid. Though they were undead, Illidan explained that their

leader was a High Elf - Lady Sylvanas Windrunner, General of Quel'Thalas... or, used to be, anyways. Kael'thas saw this as a

great advantage, as he had personally known her in the past. Though their hatred of the Trolls and Orcs was strong, Illidan

told them of the new plague they were creating - to kill not only the Alliance, but the Horde as well.

Illidan told the Draenei of the pact with the Alliance they would have to make. He told them that this Alliance would aid in

the slaying of the remaining orcs, the Draenei's most hated enemy. Reluctantly, Akama, leader of the Draenei, agreed to

this, though only because they were in debt to Illidan for saving them from being destroyed by orcs years ago.

The Naga were to go into the sea of Azeroth, and cripple the Scourge of Northerend by sneaking in, killing groups of

Scourge, and fleeing back to the sea before the Scourge's main forces could catch them. Eager to return to the oceans of

Azeroth, Lady Vashj and the Naga agreed to this almost immediately.

Blood Elves have made an alliance with the horde by becoming Allies of Sylvanas. The Blood Elves also have claimed to the

orcs to want to be rid of the demonic powers corrupting them, and that they wanted to be redeemed of the dark powers they

once tried to harness. The orcs, though slowly and unsure, finally accepted the Blood Elves. In turn, the Tauren and Trolls

also followed the example of the Undead and the Orcs, and accepted the Blood Elves as part of the new Horde.

Akama went to the Night Elves to plead. They told them of the demonic orcs that had forced them from their homeland,

Draenor, and that they wish for an alliance against the Horde. The Alliance, though suspicious of the Draenei true

intentions, has accepted the Draenei plead for an alliance.

Soon after Kael, leader of the Blood Elves, Lady Vashj, leader of the Naga, and Akama, leader of the Draenei, had left

Outlands, Kil'Jaeden once again imprisoned Illidan within the Black Citadel and closed the Dark Portal to Azeroth... The

Blood Elves, Naga and Draenei were meant to never return.


In the Royal Throne Room of Undercity, Sylvanas entered with many of her most powerful guards at her side. She had found out

of the betrayal of Varmithras, and that the natherizim Balnazzar still lived. To her surprise, many undeads had already been

slaughtered in the Throne Room... and Varmithras was nowhere to be found.

A dark Nightmare has enveloped the Emerald Dream, slowly corrupting it. Rumors have emerged that Archimonde has found his

way into the Emerald Dream by using the powers of the World Tree before he died...

___________

Max Level Increased -
The max level players may now reach has been increased to 75, and many new max-level raid instances have been added to the

game world.

New Races -

Horde -
Five races compromise the Horde, the brutal orcs, the shadowy undead, the spiritual tauren, the quick-witted trolls, and

the reckless blood elves. Beset by enemies on all sides, these outcasts have forged a union tey hope will ensure their

mutual survival.

Blood Elves -
Serving Illidan to satiate their magical addiction, the blood elves have grown stronger than they ever imagined. But even

now, with demonic magic in constant supply, many of the blood elves are hungering for even more magic.

Racial Traits:
Demonic Corruption - Due to their corrupted blood and their hunger for magic, the Blood Elves begin the game with +10

resistances to all types of magic. In Addition, all of their resistances to magical spells and effects, excluding Nature,

are increased by 8%.

Available Classes: Warrior, Rogue, Mage, Priest, Warlock, Spellbreaker



Alliance -
The Alliance consists of five races: the noble humans, the adventurous dwarves, the enigmatic night elves, the ingenious

gnomes, and the mysterious draenei. Bound by a loathing for all things demonic, they fight to restore order in this war-torn

world.

Draenei -
Nearly wiped out by the Orcs during the early days of the Horde and then faced with the destruction of their entire world,

the Draenei have become adept at survival and avoiding danger. Even knowing that the Burning Legion is the ultimate cause

for their suffering, the Draenei survivors hope that their pact with the Alliance, and Illidan, will someday grant them a

new homeland and, most importantly, help them in the eradication of their most hated enemy, the Orcs.

Racial Traits:
Unseen - Once every ten minutes, the Draenei may go invisible for fifteen seconds. This effect may not be cancelled, and the

Draenei cannot attack or cast any spells, and they are also considered to be "in combat" for the entire time of this effect.

Available Classes: Warrior, Rogue, Hunter, Spellbreaker


_____
New Class: Spell Breaker

Spell Breaker - Among the Blood Elves, there are those who show such an amazing aptitude for magic that they can become

almost immune to it's effects and can even twist the spells of others to benefit themselves. Called Spellbreakers, they were

the elite, holding mastery over all forms of magic. Now, with demonic blood flowing through their veins, these Spellbreakers

and their allies among the Naga and Draenei have begun to evolve into demons themselves, with the most powerful able to

manipulate the fabric of the Twisting Nether.

Spell breakers begin the game with leather armor but are able to use mail once they reach level fourty.


Examples of Specific Abilities:


Shadow Orbs: Summons several shadowy spheres to circle the caster's body. This spell will increase the player's parry/block

rate, with each parry or block causing shadow damage to the attacker. Each attack blocked/parried in this fashion will cause

an orb to violently explode, causing minor arcane damage to the attacker and decreasing the number of orbs surrounding the

player until all orbs are gone and the effect ends. 30 second cooldown.

Demon Fangs: Fangs are often the first demonic trait evolved by Spellbreaker characters. Using this ability will cause you

to attempt to bite your enemy, causing shadow damage and causing a Damage over Time debuff on the opponent, unless resisted.

3 minute cooldown.

Fel Strike: The Spellbreaker's weapon is charged with demonic energy, causing extra shadow damage every hit. Lasts five

minutes.

Dark Whispers: Has a 75% chance to temporarily lower nearby enemies' attack power by 10%, lower their hit points by 5%, or

lower their mana by 5%. Has a 25% chance to buff nearby enemies' attack power by 10%, hit points by 10%, or mana by 10%.

Effect is random on every target. 1 Minute Cooldown.

Fel Concentration: Has a 50% chance to either slow casting time of the target by 10%, or making it 10% faster. May be used

on Party Members or enemies. Lasts 5 seconds. 15 second cooldown.



Talent Trees:

Fel Protection - Centered around defensive abilities that allow the Spellbreaker a chance to survive when up against melee

classes.

Fel Combat - Talents used to improve offensive spells and abilities used by the Spellbreaker.

Spellbreaking - Talents used to attempt to increase spell the spell resistances of the Spellbreaker.



Example Talents:

Spell Alignment: The caster attempts to align his body with the next spell cast upon him. Once hit by the spell, his body

'aligns' to that spell's school, making him immune to that spell school for 20 seconds. Lasts until a hostile spell is cast

on the Spellbreaker. 15 minute cooldown. LEVEL 40 TALENT - Fel Protection.

Spell Reflection: For 20 seconds, all positive and negative spells used on the Spellbreaker are reflected at the caster. 15

minute cooldown. LEVEL 40 TALENT - Fel Combat.

Spell Absorbtion: For 20 seconds, all spells used on the Spellbreaker will cause normal damage, but the mana cost of the

spell is added to the Spellbreaker's mana. LEVEL 40 TALENT - Spellbreaking.

Improved Demon Fangs: Damage caused by the bite of the demon fangs does 5%/10%/15% more damage and has its cooldown reduced

by 15/30/60 seconds. 3 ranks. FEL COMBAT.

Melee Specialization: Chance to cause shadow damage on hit with a melee weapon is increased by 10%/20%. 2 ranks. FEL COMBAT.

Improved Shadow Orbs: Damage caused by the shadow orbs is increased by 10%/20%/30%. 3 ranks. FEL PROTECTION.

Shadow Shield: Increases your chance to block with a shield by 2%/4%/6%/8%/10%. Also gives a chance to cause shadow damage

equal to the amount of damage that had been blocked to the attacker by 5%/10%/15%/20%/25%. 5 ranks. FEL PROTECTION.

Fire Resistance: Increases your resistance to fire spells by 2/4/6/8/10. 5 ranks. SPELLBREAKING.

Frost Resistance: Increases your resistance to frost spells by 2/4/6/8/10. 5 ranks. SPELLBREAKING.

Shadow Resistance: Increases your resistance to shadow spells by 2/4/6/8/10. 5 ranks. SPELLBREAKING.

Arcane Resistance: Increases your resistance to arcane spells by 2/4/6/8/10. 5 ranks. SPELLBREAKING.

_____

New Areas -

Undermine: The Goblins have finally accepted to allow the other civilized races of Azeroth onto their home of Undermine.

This is a level 60-65 zone, and is now the main hub of neutral transportation.

Quel'Thalas: With the aid of the Horde and Argent Dawn, the Blood Elves drove some of the remaining Scourge out of

Quel'thalas. The Blood Elves have started to rebuild their cities, and have unexpectedly found that some cities were

untouched.



Gnomeregan:
After a long struggle, the Gnomeregan Exiles were finally able to retake their home, with the aid of both, Horde and

Alliance adventurers. The Clean Zone is the new starting area for gnomes. Gnomeregan can take the player to about level 12,

afterwhich they have to go to other areas.



The New Echo Islands:
Farther south of the Echo Islands was a large chain of many islands, which ended up also being named the "Echo Islands".

Nothing but beasts had lived on these islands when the trolls found them. It is the new starting area for Trolls. These

islands can take the player to about level 12.

Northerend:
The Horde and Alliance are now able to reach the continent of Northerend, thanks to the aid of the Goblins of Undermine. A

zeppelin will take the players to the town of Valgarde in Northerend, where they will begin many quests to oppose the

Scourge. Northerend is a massive level 65-75 zone, and contains many new max-level instances.

The Emerald Dream:
The Emerald Dream is the primal heart of Azeroth. It is an echo of what the world would be like if intelligent beings had

not altered its surface. The ethereal layer of the Emerald Dream shares the same space of the Physical layer one on top of

the other - a parallel realm overlapping the physical world like an invisible and intangible layer. It is characterized by

its green hue and verdant forests. The Emerald Dream, though, is like a perpetual time-frame of creation, back when the

Titans reshaped the planet to bring order to chaos. Yet both realms share the same time. Time passes normally within the

Emerald Dream as in the Physical world. The Emerald Dream is ruled by Ysera the Dragon Aspect of the Dream, empowered by

Eonar the Titan to watch over the Emerald Dream realm. Lately, the Emerald Dream has been affected by the Nightmare. It is

not a place. It is an effect that roams the Emerald Dream randomly affecting other dreamers and attacks them during their

sleep. The nightmare twists and reshape the dreams corrupting the sleeping dream-form. Those trapped within the Nightmare

are known as the Unwaking. Their physical form may die of starvation, not able to wake up as the affected can't escape the

Emerald Dream. There are many magical and planar ways to reach the Emerald Dream. Sometimes, Ysera can't detect intruders

that enter the Emerald Dream by means of magic plane-shifting. There are rumors that somehow Archimonde was able to affect

the Emerald Dream through the World Tree. Since the World Tree was bound to the Emerald Dream, Archimonde might have found a

way to infiltrate the Emerald Dream before dying. Only time will tell... The Emerald Dream is a level 70-75 zone which will

have players attempt to cleanse the Emerald Dream of the Nightmare - and, if the rumors that are told are true, Archimonde

will once again need to be defeated by mortals...



Transportation -
All boats from neutral cities, such as Ratchet, and Booty Bay now connect to Undermine. New boats have been added to

Steamwheedle Port, Menethil Harbor, and Theramore which will take anyone on it to Undermine. In addition, there is a new

zeppelin which will take the player to Undermine. There is also a zeppelin on Undermine which will take the player to the

shores of Northerend, to a town called Valgarde. All goblin-owned transportations now have atleast four level 62 Undermine

Bruisers on them. Alliance-owned and Horde-owned transportation now force any members of the opposite faction on them into

PVP, and are also now guarded by atleast four level 60 guards.


___

New High-End Instances -

Naxxaramas Necropolis:
Within Stratholme, near the Slaughterhouse of Baron Rivendare, is the Naxxaramas Necropolis. Kel'Thuzad reigns the Undead

Scourge from the Naxxramas Necropolis. This new 40-player, level sixty raid instance is equal in difficulty to Blackwing

Lair, and will send the player to assault the Tower of Medivh.

The Tower of Medivh:
This tower was described by Medivh as an Hourglass. As the sand particles flow slowly through the hourglass clock, time

flows in different places of the glass, allowing one to see the past - and future - of Azeroth. This is a 40-player

max-level raid instance, much more difficult than Naxxaramas Necropolis.

Caverns of Time:
This is the lair of Nozdormu, one of the five great dragon aspects. Nozdormu, unlike most other dragons in the game,

requires the aid of mortals. To repair damage done to the timeline, Nozdormu will send players on large raids into two

40-player, level sixty raid instances, and one 40-player max-level raid instance, the first two being equal in difficulty to

Naxxaramas Necropolis, and the final being equal in difficulty to The Tower of Medivh.

Outlands:
The desolate place of Outland emits flashes of light and streams of energy. Outland is currently a way station. Many portals

are still active within some of the floating asteroids, leading to other worlds. This new zone is for groups of five or more

max level players. Among the creatures that inhabit Outland are Felboars, Phase spiders, Draeni, Fire Elementals, Fungal

Horrors, Succubi, Nether Dragons(composed of nether energy, and not related to real dragons).



THE BLACK CITADEL:
Beneath the Black Citadel, there is a very large prison. Rumors have been created that heroes from past wars are still being

held within this prison, and that even now the ruler of the Black Citadel tortures these heroes. Other rumors are that

Kil'jaeden, the most powerful entity of the Burning Legion, dwells withing this Citadel, plotting the destruction of

Azeroth. This is a large, 50-player raid instance.

GRIM BATOL:
Rumors have emerged that Alexstrasza and her dragonflight are keeping anyone from getting near Grim Batol. They are

protecting something deep within its walls, a secret power. Some say they are protecting a powerful artifact or creature.

Some have gone as far as to speculate that Deathwing has been held captive and imprisoned within Grim Batol, though, others

believe in the possibility that the creature that now holds the essence of the Sunwell might be under protection of the Red

Dragonflight. Anyone who dares to venture into this max level 50-player raid instance will find themselves standing against

the power of the Red Dragonflight, Alexstasza, herself. This is equal in difficulty to The Black Citadel.


THE LAIR OF MALYGOS:
Malygos lives in Northrend in a deep and complex cavern. He is known to gather relics of arcane power, keeping them locked

away from mortals. Frozen Orcs, Nagas, Trolls and Wendigos are many of the victims of the horror of Malygos' power, and to

display what happens to those who venture into the Lair of Malygos. This is a 50-player max level raid instance, equal in

difficulty to Grim Batol.


ICECROWN MOUNTAIN:
Icecrown mountain is the most difficult instance to ever be in Azeroth, and will challenge anyone to stand against the power

of not only the Lich King's armies, and his most trusted lieutenant, Anub'arak, but also the Immortal Lich King himself.

This is a 100-player max level raid instance, and will challenge the Horde and Alliance to work together to defeat the

Immortal Lich King. To have the full 100 players, 50 players of max level on Horde and 50 players of max level on Alliance

must work together, merging both groups of 50 into one large raid party. Upon Icecrown, Horde and Alliance may not attack

eachother at any time, but are instead able to aid eachother. Leaders of the Argent Dawn have also worked together to teach

the Alliance and Horde to understand both, Common and Orcish, so they may communicate as they work together to defeat the

Immortal Lich King.


THE EYE OF YSERA:
Deep within the Emerald Dream is the Eye of Ysera. The Eye of Ysera is a large golden dome that randomly appears in the

Emerald Dream, and the dome in which Ysera dwells. No one has ever been able to enter or penetrate the golden dome. That is,

until the Nightmare came... And once again, if the rumors were true, this is where Archimonde will most likely be...
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Vallis

 
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Postby Lyion on Fri Oct 21, 2005 1:44 pm

bah vallis so behind so behind.
Snow" i need to graduate and move to san diego"
http://ctprofiles.net/763945
Lyion
Newb ass priest
 
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Postby Luriel on Fri Oct 21, 2005 2:13 pm

Lyion wrote:bah vallis so behind so behind.


aye, old news
"For the Coward there is no life, for the Hero there is no Death"
- Kakita Toshimoko
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Luriel

 
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Postby Ichron on Fri Oct 21, 2005 5:54 pm

Man, that's so old, I'm betting Lastweek from the general forums has a sixth sense and knows it was posted.
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Ichron

 
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Postby Motangz on Fri Oct 21, 2005 11:52 pm

Someone give him access to the guild forums.
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Motangz

 
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