Sunday, September 19, 2010

World of Warcraft: Matt's GM Morph Code List

Classic Raid Bosses:

Nefarian: 11380
C'thun Eye: 15556
C'thun Shell: 15786
Ragnaros: 11121
Onyxia: 8570
___________________
Outland Raid Bosses (TBC):

Gruul: 18698
Al'ar: 18945
Kael'thas: 20023
Lady Vashj: 20748
Kil'jaeden:
23200
Gul'dan: 16642
Kazzak: 12449
Doomlord Kazzak: 17887
Archimonde (HUGE): 18292
Magtheridon: 18527

Doomwalker: 17098
Illidan Stormrage: 21137
High Warlord Naj'entus: 21174
Zul'jin: 21899
Prince Malchezaar: 19274
_______________________
Northrend Raid Bosses (WOTLK):

Lich King (Big): 22217
Lich King (Human-size): 22234
Lich King (Without Helm): 22235
Kel'thuzad: 15945
Lord Marrowgar: 31119

Lady Deathwhisper: 30893
Deathbringer Saurfang: 30416
Rotface: 31001
Festergut: 31005
Professor Putricide: 16063
Sindragosa: 30362
Blood-Queen Lana'thel: 31093
Algalon the Observer: 28641
Yogg-Saron: 28951
Malygos: 26752
Sartharion: 27035
______________
NPC's (Leaders,ect.)

King Varian: 28127
Warchief Thrall: 4527
Cairne Bloodhoof: 4307
Lady Sylvanas Windrunner: 28213
Lor'themar Theron: 17122
Gelbin Mekkatorque: 7006
Prophet Velen: 23749
Tyrande Wisperwind: 7274
Vol'jin: 10357
King Magni Bronzebeard:
3597
Alexstrasza Elf Form: 28227
Alexstrasza Dragon Form: 27569
Bolvar Fordragon: 24350
Garrosh Hellscream: 23006
Grand Apoc. Putress: 25006
Rexxar, Champion of the Horde: 20918
_______________
The Tauren Chieftans:

Blood Elf Guitar: 21666

Tauren Drummer: 21661
Orc Singer: 21665
Troll Guitar: 21662
Undead Guitar: 21659

Tuesday, August 17, 2010

World of Warcraft Classes

What type of hero will you be? This is one of the first questions you'll answer when playing World of Warcraft. After deciding what race to play, each character will choose one of several classes. Each race has its own list of class options available to it. Throughout their entire careers, characters will be able to learn from a pool of over 1000 spells and skills. A character's class will help determine which spells and skills he or she can master; this page lists just a few for each class. Below you will find information detailing each of the classes you'll be able to play in World of Warcraft, including a few examples of the numerous spells and skills available to each class.

DRUIDS: Druids are the keepers of the world and masters of nature with a diverse array of abilities. They are powerful healers, capable of curing poisons and raising fallen comrades in the thick of battle. Druids also command nature's wrath, calling down ranged blasts of energy, summoning swarms of insects, or entangling their foes in the earth. But druids are also masters of the wild, able to shapeshift into a great bear, cat, or even sea lion, gaining their powers in combat or travel. Druids are a diverse class with a variety of playstyles, capable of filling any role.

HUNTERS: Hunters are deadly marksmen, capable of bringing their enemies down from a distance with bows or rifles. Skilled survivalists, they can track enemies or lay traps to damage and entrap their foes. Hunters also possess a primal connection to the beasts of Azeroth, capable of taming and training them to keep as loyal guardians. Wearing light to medium armor, hunters can also dual wield weapons in combat, fighting beside their pets into battle.

MAGES: Mages wield the elements of fire, frost, and the arcane to destroy or neutralize their enemies. They are a robed class that excels at dealing massive damage from afar, casting elemental bolts at a single target, or raining destruction down upon their enemies in a wide area of effect. Mages can also augment their allies' spell-casting powers, summon food or drink to restore their friends, and even travel across the world in an instant by opening arcane portals to distant lands.

PALADINS: Guardians of the Holy Light and defenders of the Alliance, paladins bolster their allies with holy auras and blessing to protect their friends from harm and enhance their powers. Wearing heavy armor, they can withstand terrible blows in the thickest battles while healing their wounded allies and resurrecting the slain. In combat, they can wield massive two-handed weapons, stun their foes, destroy undead and demons, and judge their enemies with holy vengeance. Paladins are a defensive class designed to outlast their opponents.

PRIESTS: Priests are the masters of healing and preservation, restoring their wounded allies, shielding them in battle, and even resurrecting their fallen comrades. While they have a variety of protective and enhancement spells to bolster their allies, priests can also wreak terrible vengeance on their enemies, using the powers of shadow or holy light to destroy them. They are a diverse and powerful class, highly desirable in any group, capable of fulfilling multiple roles.

ROGUES: Rogues are a lightly armored melee class capable of dealing massive damage to their enemies in a flurry of attacks. They are masters of stealth and assassination, passing by enemies unseen and striking from the shadows, then escaping from combat in the blink of an eye. Rogues can also buy poisons that damage or cripple their enemies, reducing their effectiveness in battle. Groups will find rogues valuable, for not only do they deal massive damage, but they can open locked doors or chests, and disarm hidden traps as well.

SHAMANS: Shaman are the spiritual leaders of their tribes and clans. They are masters of the elements, using spells and totems that heal or enhance their allies in battle while unleashing the fury of the elements upon their foes. Shaman can wear medium armor, and even wield massive two-handed weapons in combat. They are a versatile class that can wade into battle, restoring their allies while hurling elemental bolts of lightning at their enemies.

WARLOCK: Warlocks are masters of shadow, flame, and demonic power. They are a robed class that excels at plaguing their enemies with disease or curses, hurling bolts of fire or shadow energy across the battlefield, and summoning demons to aid them in combat. While warlocks are powerful casters that deal damage from a distance, their demonic powers can also protect or support their allies in battle, or even summon other players from across the world using ritual magic to conjure portals.

WARRIORS: Warriors can be a raging berserker or an iron-clad juggernaut, capable of withstanding tremendous attacks while protecting their allies from harm. They have a wide variety of attacks that do everything from cripple their enemies, to dealing massive amounts of damage in a single retaliatory blow, and enhancing their allies' fighting ability with battle shouts. They excel at fighting multiple opponents at once, gaining rage from every blow dealt or received to unleash their attacks. Warriors are a versatile class with a variety of play-styles to choose from.

DEATH KNIGHTS: The fearsome death knight, World of Warcraft's first Hero class, is not your average adventurer seeking to prove his or her worth on Azeroth's fields of battle. No longer servants of the Lich King, they begin their new calling as experienced, formidable adversaries, heavily armed and armored and possessing an arsenal of deadly and forbidden magic learned in the Lich King's thrall.

WoW Attributes

STRENGTH
  • Increases your Attack Power with melee weapons.
  • Increases the amount of damage you can block with a shield.

  • AGILLITY
  • Increases your Attack Power with ranged weapons.
  • Increases your Armor.
  • Increases your chance to score a critical hit with a weapon.
  • Increases your chance to dodge attacks.
  • Increases your Attack Power with melee weapons (rogue, hunter, and druids in cat form only).

  • STAMINA
  • Increases Health.
  • Increases your pet's Stamina.

  • INTELLECT
  • Increases Mana.
  • Increases your chance to score a critical hit with spells.
  • Increase your pet's Intellect.

  • SPIRIT

  • Increases Health regeneration rates out of combat and Mana regeneration rates when not casting spells.

  • ----
    MELEE
  • Weapon Skill - The current skill level in the weapon type of your currently equipped weapon.
  • Damage (DMG) - The damage range (min-max) of your currently equipped weapon.
  • Speed - Attack Speed; the lower the value, the more often you can attack.
  • Power (AP) - Attack Power; increases damage with your equipped weapon.
  • Hit Rating - Your chance to hit your target with your equipped weapon.
  • Crit Chance - Your chance to critically hit with your equipped weapon.
  • Weapon Expertise Rating - Each point of Weapon Expertise reduces the chance for your attacks to be dodged or parried by 0.25%.

  • DEFENSE
  • Armor (AC) - Reduces physical damage taken. Increases your pet's Armor.
  • Defense - Increases your chance to Dodge, Block, and Parry. Decreases chance to be hit and critically hit.
  • Dodge - Your chance to dodge.
  • Parry - Your chance to parry with a weapon.
  • Block - Your chance to block with a shield.
  • Resilience - Decreases the chance to be critically hit. Decreases damage sustained from critical hits. Also reduces the amount of all damage done by players by the same proportion.

  • SPELL
  • Bonus Damage - Increases damage done with spells.
  • Bonus Healing - Increases healing done with spells.
  • Hit Rating - Your chance to hit with spells.
  • Crit Chance - Your chance to critically hit with spells.
  • Haste Rating - Increases the speed that your spells cast.
  • Penetration - Reduces your target's resistance to your spells.
  • Mana Regen - Your Mana regeneration rates in and out of combat.

  • COMBAT RELATED


    Pets: Hunter and warlock pets gain benefits from certain attributes of their masters. The master's Stamina, Intellect, and Armor will increase her pet's Stamina, Intellect, and Armor respectively. In addition, a player's Attack Power increases the Attack Power and Spell Damage of hunter pets and shaman earth elementals, while a player's Spell Damage increases the Attack Power and Spell Damage of all other pets.

    Critical Hits: Critical hits do significantly more damage than a normal hit. A critical hit will appear as an extra-large number over the target's head. For all classes, Agility will enhance the chance to critically hit with weapons, while Intellect will increase the chance to critically hit with spells.

    Mana Regeneration: You will gain the full benefit of your Spirit bonus to Mana regeneration beginning five seconds after your last spellcast, both in and out of combat. Your Mana will normally not regenerate for the first five seconds after casting a spell, unless you have a talent, ability, or item bonus that does so. Items that grant Mana regeneration per 5 seconds work at all times, even within the five second rule.

    Dual-wielding weapons: Your total damage output when fighting with two weapons should be higher than fighting with one weapon and a shield, but roughly equal to fighting with a two-handed weapon. Off-hand attacks deal 50% of the weapon's designated damage. Therefore, it's wise to put your hardest-hitting weapon in your main hand.

    RAISING ATTRIBUTES AND SKILLS

    Character attributes are raised automatically when leveling. Attributes rise by fixed values depending on your character's race and class. Skills are raised by performing the skill in question. For example, by attacking with a type of weapon, you will gradually increase that weapon's skill until it reaches its current cap. The same applies to professions and secondary skills. The skill cap for combat skills goes up by 5 per level to a max of 400 at level 80. Profession and secondary skill caps are raised by receiving training from special NPCs.

    TALENTS

    Talents give you another way to customize your character by choosing what areas of your class to specialize in. Starting at level 10, you can open the talent interface by pressing the "Talents" button, which resides next to the "Spellbook and Abilities" button, or by pressing the "N" default hotkey.

    If you wish to change your talents, you can do so by visiting any class trainer and selecting the dialogue option. It costs gold to unlearn your talents, and the cost escalates each time you do so. However, the cost to unlearn talents also decays over time. Read more about talents in our talents section.

    TITLES
    If your character has earned a title, you can select to display it from a drop-down menu on your character screen. Once selected, the title will be shown in front of your character's name. Learn more.

    Monday, August 16, 2010

    World of Warcraft Major Cities

    ALLIANCE CITIES

    The city of Stormwind stands as the last bastion of Human power in Azeroth. Rebuilt after the Second War, Stormwind is a marvel of Human design and engineering. Stormwind's guards keep the peace within the city's walls, while the young king, Anduin Wrynn, rules from his mighty keep. The Bazaar District bustles with trade from across the continent and beyond, while Warriors of every sort can be found wandering the streets of Old Town. Unaffected by the ravages of the Scourge in the north, Stormwind still faces its own threats, both from without and from within.

    While many Dwarven strongholds fell during the Second War, the mighty city of Ironforge--nestled in the wintry peaks of Dun Morogh--was never breached by the invading Horde. A monument to the Dwarves' expertise in shaping rock and stone, Ironforge was constructed in the heart of the mountain itself: an expansive underground city of craftsmen, explorers, miners and Warriors. Although the Alliance has been weakened by recent events, the Dwarves of Ironforge, led by King Magni Bronzebeard, are forging a new future in the world.

    High atop the boughs of the great tree Teldrassil lies the wondrous city of Darnassus, the new refuge of the reclusive Night Elves. Druids, Hunters, and Warriors alike make their homes among the rows of woodcrafted lodges and delicately tended groves. The Temple of the Moon rises like a shining beacon above the trees, flanked by the colonnaded Hall of Justice, where the vigilant Sentinels gather to safeguard the land. Ruled by the high Priestess, Tyrande Whisperwind, Darnassus stands as a tranquil testament to all that the Night Elves hold sacred. A city in tune with the rush and flow of nature, Darnassus was built along the shores of a large lake, with elegant bridges spanning its crystalline waters. Elsewhere, the falling leaves of the forest carpet the soft pathways of the city.

    The massive dimensional vessel known as the Exodar houses the draenei on Azeroth, the result of a reclamation effort after its crash landing on the shores of the Azuremyst Isles. After seizing the vessel in a daring escape from the modular fortress of dimensional vessels now known as Tempest Keep, the Exodar appeared in the skies of Kalimdor one fateful night - where it made its dramatic plunge to the islands below. Now, the noble draenei have established their new base of operations in the remains of the fortress-like craft.

    HORDE CITIES

    Named in honor of the legendary Orgrim Doomhammer, Orgrimmar was founded to be the capital city of the Orcs' new homeland. Built within a huge, winding canyon in the harsh land of Durotar, Orgrimmar stands as one of the mightiest Warrior cities in the world. Behind Orgrimmar's immense walls, elderly Shamans patiently share their knowledge with the Horde's newest generation of leaders, while Warriors spar in the gladiatorial arena, honing their skills in preparation for the trials that await them in this dangerous land.

    The great city of Thunder Bluff lies atop a series of mesas that overlook the verdant grasslands of Mulgore. The once nomadic Tauren recently established the city as a center for trade caravans, traveling craftsmen and artisans of every kind. The proud city also stands as a refuge for the brave Hunters who stalk their dangerous prey through the plains of Mulgore and its surrounding areas. Long bridges of rope and wood span the chasms between the mesas, topped with tents, longhouses, colorfully painted totems, and spirit lodges. The mighty chief, Cairne Bloodhoof, watches over the bustling city, ensuring that the united Tauren tribes live in peace and security.

    Far beneath the ruined capital city of Lordaeron, the royal crypts have been turned into a bastion of evil and undeath. Originally intended by Prince Arthas to be the Scourge's seat of power, the budding "Undercity" was abandoned when Arthas was recalled to aid the Lich King in distant Northrend. In Arthas's absence, the Dark Lady, Sylvanas Windrunner, led the rebel Forsaken to the Undercity, and claimed it for her own. Since taking up residence, the Forsaken have worked to complete the Undercity's construction by dredging the twisted maze of catacombs, tombs, and dungeons that Arthas began.

    The crown jewel of the blood elves is their capital of Silvermoon City, nestled in the Eversong Woods in their ancestral lands of Quel'Thalas. The beauty of the spires and thoroughfares of Silvermoon stand in stark contrast to the Dead Scar, the tainted path that Arthas tore through the city in his quest for power. Though nearly destroyed by Arthas' attack on the Sunwell, Silvermoon is once again a thriving city - although the permanent devastation to their capital serves as a grim reminder of an uncertain future for the blood elves.

    NEUTRAL CITIES

    After falling to the Burning Legion in a fierce battle, the rebuilt city of Shattrath stands as a beacon of light and sanctuary to all. Under the watchful protection and guidance of the naaru known as the Sha'tar, the two formerly warring factions of the city, the Aldor and the Scryers, have declared an uneasy truce. Together, and bolstered by the heroes of the Alliance and the Horde, they are preparing to take the fight to the driving forces behind the Burning Legion - Illidan Stormrage and Kael'thas Sunstrider.

    Despite its turbulent past and uncertain future, the historic city-state of Dalaran remains the world's most renowned institution for the study of arcane magic. It is home to the some of the most powerful magi in the world.
    Nearly three thousand years ago during the Troll Wars, one hundred humans from the nation of Arathor were trained in magic by the secretive high elves of Quel'Thalas. In exchange, Arathor aided the elves in battle against the marauding troll armies, which were ultimately decimated.
    In the following years, the original hundred wizards shared their skills with a newer generation, and the use of magic spread. When the nation of Dalaran was founded to the south of Arathor's capital city, Strom, many fledgling wizards traveled to Dalaran, hoping to use their powers with greater freedom. Dalaran quickly became a thriving center of arcane knowledge and study. However, as more and more magicians practiced arcane magic, their use of it soon weakened the fabric of reality and attracted the attention of the demonic Burning Legion.
    The high elves once again allied with humans to form the Order of Tirisfal, a secret organization of elite magi who would select and empower a single champion to quell demonic interference caused by the use of magic. This single champion would be called the Guardian.
    Guardians served as protectors of the world for many generations, and in time the Magocrats who governed Dalaran developed into a ruling council known as the Kirin Tor. Continuing to shoulder the responsibility of leadership, the wizards of the Kirin Tor also saw it as their duty to catalog and research every spell, artifact, and magic item known to mankind.
    Tragically a Guardian named Medivh became possessed by the corrupt titan Sargeras, leader of the Burning Legion. Working in league with the orc warlock Gul'dan, Medivh then opened the Dark Portal. This act of betrayal set the stage for the Horde's invasion of Azeroth and the outbreak of the First War. Medivh was slain for his crimes, and after his death the Guardians of Tirisfal disbanded.
    The nation of Dalaran continued to forge ahead under the watchful eye of the Kirin Tor. The fortunes of the city-state took a dire turn during the Third War and the full-scale invasion of the Burning Legion, when the demon lord Archimonde the Defiler laid waste to the city through powerful sorcery. In the aftermath of the war the magi regrouped and rebuilt beneath a magical protective barrier that encompassed the entire nation.
    In recent times, the Dragon Aspect Malygos, guardian of arcane magic on Azeroth, has emerged from his long isolation to declare war on the world's magic users. At his command, many blue dragons are siphoning Azeroth's ley lines and draining the world's magical powers.
    With their very existence threatened, the magi of Dalaran directed their waning powers into relocating the nation to Northrend, where the city-state currently floats above Crystalsong Forest. Now these wizards find themselves waging a desperate two-pronged battle against not only the Lich King and his undead minions, but Malygos' blue dragonflight as well.
    There is no doubt that Dalaran has entered its darkest hour, but if history is any indication, this pinnacle of mankind's arcane pursuits will weather the storm.


    ---Note: When Cataclysm comes out this will be updated.---

    World of Warcraft Leaders

    King Varian Wrynn
    -Human Leader
    -King of Stormwind City

    King Magni Bronzebeard
    -Dwarf Leader
    -King of Ironforge

    High Tinker Gelbin Mekkatorque
    -Gnome Leader
    -Leader of the gnomish evacuees from Gnomeregan

    High Priestess Tyrande Wisperwind
    -Night Elf Leader
    -High Priestess of Elune

    Prophet Velen
    -Draenei Leader
    -Ruler of Exodar

    Warchief Thrall
    -Orc Leader
    -Warchief of Orgrimmar

    Vol'jin
    -Troll Leader
    -Leader of the Darkspear Tribe

    Lady Sylvanas Windrunner
    -Undead Leader
    -Queen of the Undercity

    High Chieftan Cairne Bloodhoof
    -Tauren Leader
    -Tauren Chieftan of Thunder Bluff

    Lor'themar Theron
    -Blood Elf Leader
    -Regent Lord of Quel'thalas

    Blog Created

    FOR THE HORDE!
    For the alliance?