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June 2008 War Newsletter
Topic Started: Jun 27 2008, 03:05 PM (272 Views)
Wintermute
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Guild Leaders - prepare your recruits for WAR!

It has been one year since the first call for guilds to join the battle was answered and now the moment will soon be upon us. Mighty guilds, long lying in wait, have raised up their banners to make ready and the drums of war resound within their great halls. Legions of fierce warriors form their ranks, and will soon mount their attacks on WAR’s vast battlefields. They stand on the precipice in anticipation, ready to vie for honor and glory in the name of their Realm.

Now is the time for the best of the best to band together as one and clash against their enemies. Starting in July, these guilds and thousands of players will compete for domination in the great arena of the Age of Reckoning.

Like a fine wine, our Closed Beta and all that it encompasses has only improved with time. Thanks to the tireless efforts of our talented development team and the invaluable feedback of thousands of testers, the game is looking great and stands poised, ready to play host to a legion of guilds and their members.

The guilds we’ve selected have touched most every MMO released, and several hail from the frontlines of popular First Person Shooters. These testers cover every play style under the sun, and truly embody the social diversity we will welcome and encourage at launch. These guilds, and many more like them, will be the foundation of a great community that we look forward to serving for years to come.

Guilds and new testers alike will have their hands full as they experience the variety of tools, systems, and content that our development teams have been perfecting these many months. Over the course of this Beta phase, players will experience first-hand many of the great things WAR has to offer, including:

- All 3 Campaigns from Tiers 1-4
- Contested & Peaceful Cities
- Continued Career Updates, Including the Introduction of the White Lion
- PvE Dungeons, such as Gunbad & The Bastion Stair
- New Scenarios
- New PQ's
- Updated User Interface
- Heraldry & Standards
- Guild Rewards & Tactics
- Crafting
- Real Time Website Updates with Character Profiles and RvR Stats

And much more!

The summer months are really heating up here at Mythic and we can't wait to give many of you a world of reasons to stay indoors and enjoy the air conditioning.

We look forward to seeing your standards on the battlefield and hearing your tales of victory.

WAAAGH!!!


(no we did not get in, fuckers)



Video of the Month

This month Jeff Hickman, Executive Producer, shares with us details about Guild Standards and Standard Bearers. The Standards offer so many benefits to Guilds on the battlefield including group affects, increased tactics, trophies, Renown, Tome unlocks and more! Watch the video to prepare your guild for this tactical side of battle.

http://mythicmktg.fileburst.com/war/us/herald/flash/2008-06_standards.html

Bonus Video

http://mythicmktg.fileburst.com/war/us/home/flash/2008-06_mongbat.html



Magus Career Update

A Magus of Tzeentch is a devoted follower of the Raven God, and has spent his entire lifetime studying pure sorcery with a fevered intensity. Desperate for even a bare glimpse of Tzeentch's great plan, the Magus has learned through his research that Tzeentch's daemonic minions are creations and reflection of the Great Changer, and he focuses his search for knowledge obsessively on this fact - for perhaps, by understanding the servant, he may better understand the master. While it is plainly impossible for a mortal mind to grasp even the smallest fragment of Tzeentch's thoughts without being shattered into gibbering insanity, it nonetheless amuses Tzeentch to allow his mortal followers to continue in their pursuits. To that end, a particularly powerful and devoted Magus may be gifted with the services of Tzeentch's daemons.

Even for the strongest of Tzeentch's followers, to call a daemon is no small task, for these chaos-spawned nightmares are often equally happy to devour either their summoner or his enemies. A Magus has just barely enough control to ensure that any daemon he calls forth will focus its unnatural attention on his foes instead of on himself, but even that slight leash is enough to serve his purposes - after all, ordering a daemon to rend and destroy is redundant, since the daemon will do so regardless.

The Magus can call forth several different types of daemonic fiends, but can only maintain the concentration needed to restrain a single one at a time. A clever Magus therefore makes sure to best fit his summoning to his need: a Pink Horror which flings bolts of fire corruption at distant enemies, a Blue Horror which spews out waves of warping energy around itself, or a Flamer which spits blasts of fire at groups of enemies.



Dungeons

The foul winds whipping across the Chaos Wastes carry with them a faint charnel scent and tortured screams. Those who in their madness or lust for power follow the winds to their source will eventually come to the horned gate of the Bastion Stair, and gaze at last upon the insane creation of a violent god.

Erected by the malicious will of the Lord of Skulls, the Bastion Stair towers over a twisted and torn landscape, walls stained red with the blood of countless sacrifices. Stairs never meant for human feet climb toward burning skies where the vague outline of the Bastion itself can barely be seen, and beyond, the faint flickering light of the Rift of Rage. For it is the rift itself which draws both Order and Destruction to this place, a source of Chaos power with which the servants of Tzeentch could remake the world in the twisted image of their dark god… if the defenders of the Empire cannot find some way to close the portal first.

The Order of the Griffon is first lured to the Bastion Stair by the promise of recovering Myrmidia's Spear, the sole remaining artifact of the Empire goddess of war. But all too soon the corruptive influence of the place begins to work upon those first sent, and the Order realizes the Stair must be cleansed entirely. The alternative would be too terrible to imagine; the servants of Chaos left free to work their mischief, and the threat of dishonor hanging over their august order. The presence of the Raven Host is, seemingly, much more straightforward.

A small force is sent from the Inevitable City, tasked with securing the Bastion Stair by Tchar'zanek himself. Unfortunately the denizens of the Stair prove too difficult to eradicate quickly, and by the time the Raven Host realizes they are not proof against the allure of bloodlust their numbers have dwindled too far to conquer the Stair without reinforcements.

Those who have the courage to enter the Bastion Stair soon find themselves in an antechamber of horrors; a cavernous, brass-lined room dominated by a fanged skull from whose mouth pours molten brass. Three doorways lead to the outer reaches of the dungeon, dizzying stairways that twist and wind throughout the chaos-infused structure, each home to one of Khorne's loyal armies and presided over by a hand-picked champion of that dark god.

The final wing of the Bastion Stair is known as the Steps of Fury, and those who would traverse the Steps must first win past the Brass Legion, a daemonic army which guards the approach to the top of the Bastion Stair. Five sealed gates separate would-be conquerors from their ultimate prize, gates which can only be opened by invoking the power of Khorne. The mystery of the seals and the vicious nature of the daemonic forces guarding them have thus far proven more than enough to bar anyone from proceeding to where Kaarn the Vanquisher waits beyond.

The defeat of Khorne's champions opens the way to the top of the Bastion stair, where the true battle for control of the Rift of Rage can begin. For what awaits those who have come this far is a creature beyond all mortal ken - a Bloodthirster of Khorne. Such an abomination cannot be truly destroyed, only banished back into the realms of Chaos from which it has come, and it has at its disposal all the terrible power of the Blood God.

http://mythicmktg.fileburst.com/war/us/home/flash/2008-06_bastionstairs.html




Career Mastery Updates


Archmage Career Masteries


The High Elves are known far and wide as the most powerful mages in the world, and the Archmages are the best even among their own kin. Capable of weaving all of the Winds of Magic together in complex and subtle ways, the Archmages can easily turn the tide of battle in their favor.

The High Elves are the only living beings who can grasp the depth and subtlety of true High Magic. By understanding the true natures of all of the Winds of Magic, the Archmage can transfer the power of his destructive spells directly into his beneficial magic, using this balanced power to make his healing abilities less expensive.

Archmage Masteries

Path of Isha
The Path of Isha is focused on restoring health and life to the Archmage's allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells.

Path of Asuryan
The Path of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well.

Path of Vaul
The Path of Vaul is a subtle Mastery that focuses on both crippling the Archmage's enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won't even realize is approaching until it's too late.

Disciple of Khaine Career Masteries

Dark priests of the Bloody Handed god, The Disciples of Khaine can be found on the frontline of any Druchii assault. In combat, the Disciple is a master of shifting the balance of a fight, for what they reap from their enemies they give to their allies - what was once your strength will soon become their own. Disciples must be watched carefully and their fell magic countered in short order or you will find your very essence trapped in servitude to Khaine.

Using wicked ritual blades, a Disciple harvests the essence of their enemy and offers it to Khaine in exchange for blessings and dark powers. These dark gifts allow the Disciple to tend to the needs of the Dark Elven host, mending bones, suppressing pain, and even raising critically injured warriors to fight again.

Disciple of Khaine Masteries


Path of Ritual
The Path of Ritual is focused on the healing gifts that Khaine grants to his faithful priests. A master of this path will be able to focus more power into the essence that they tear from their enemies, greatly empowering their healing abilities.

Path of Torture
The Path of Torture is a pious Mastery focused on worshipping Khaine - of course, Khaine demands this worship at the edge of a knife, and hears prayers only when bolstered by the screams of his enemies. A specialist in this Mastery has practiced long and well with their brutal sacrificial blades, and has trained themselves as a deadly warrior.

Path of Sacrifice
The Path of Sacrifice is a deceptive Mastery that simultaneously damages enemies and strengthens allies. Instead of focusing quite as much on either building or consuming essence, a master of this path favors attacks that not only damage the enemy but also momentarily steal away a portion of their strength.
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heldunder
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i did it for teh lulz
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Akilleys
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why even post that?
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