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madoq at 17:20¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢Fantasy Earth 

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madoq at 11:22¨¢¥³¥á¥ó¥È(1)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(1)¨¢patch info 

2005ǯ10·î28Æü

Settlers of Ganareth¡¡-Dark and Light-

Settlers of Ganareth@DnL¸ø¼°
*The Settlers of Ganareth is a registered trademarks of Farlan Entertainment. All rights reserved.

main tanslated by Tissue/modifyed Madoqa

2005ǯ11·î¡¢ºÇ½é¤Îõº÷¼Ô㤬Ganareth¤ÎÃϤòƧ¤ß¡¢Èà¤é¤Î¥­¥ã¥é¥¯¥¿¡¼¡¢Dark/LightÀªÎϤòÁª¤Ó¡¢Ganareth¤ÎÃϤòÃ¥´Ô¤¹¤ë¤À¤í¤¦
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8881ǯ¡¢The settlers of Ganareth¤¬°ÎÂç¤Ê½ö»ö»íDark and Light¤Î¥×¥ì¥ê¥å¡¼¥É¤È¤·¤Æ»Ï¤Þ¤ë

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Settlers of Ganareth – November 2005
Dark and Light – April 2006


Al Drifa is still standing and thriving despite the conflicts. Men and women can live there in safety. This harbour is the last stronghold of civilization, the arts and literature¡Ä Kingdoms have been taken, but not the hearts of the free peoples.
There is a rumour in the air, carried by birds in their flight, by insects in their chirring: Immortals have been seen in many places, bringing Dragons down with outstanding easiness. The rumour swells. Men and women come back, and with them, the teachings from the gods themselves, as the secret experiments taking place in the Zone finally give some result.
People discover magic and hope once again: with the help of gods, they can defeat Dragoon and his minions.
Everybody now feels war is coming to an end; Dragons may even be pushed back out of the first kingdoms that people will soon retake. But an even greater peril looms at the horizon¡Ä An invisible, unexpected threat: the people themselves. Today divided, tomorrow torn apart, with nothing to stop their will of power and conquest once their fears have vanished.
Competition has started in advance, a vicious spiral in which all want to enforce their own vision of magic and the world. Not really Dark or Light yet, these people are seeking their new identity as the War draws its last breath.

The year is 8881 and soon, a new age will come. The will of the Dragons are getting weaker, while the peoples grow stronger.

You will learn the teachings and kill Dragoon.
You will recapture the territories and bring civilization back to them.
You will choose to belong to the Dark or Light.
You will rebuild an economic system after 8000 years of strife that has uterly destroyed it to the ground.
Only the bravest will be tomorrow¡Çs legends and brand their name upon the history book of the world. If you are lucky enough to be a part of these first fighters, you can set the future of Ganareth...³¤­¤òÆÉ¤à

madoq at 14:20¨¢¥³¥á¥ó¥È(2)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢Dark and Light¡ÃMMO beta info 

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madoq at 11:52¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢Fantasy Earth 

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2005.10.25µíÆüµ­

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madoq at 12:06¨¢¥³¥á¥ó¥È(6)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢World of Warcraft 

Patch 1.8.1

- World of Warcraft Client Patch 1.8.1 (2005-10-25)
--------------------------------------------------------------------------------

Battlegrounds
- Players can now turn in their old Battleground victory tokens, such
as the Arathi Resource Crate, for the new Marks of Honor implemented
in 1.8. These exchange quests are available on the new Horde
Warbringers and Alliance Brigadier Generals, respectively.
- Certain geometry exploits in Arathi Basin have been fixed.

Items
- The tooltip on the Lightforged Blade has been updated to correctly
show its minimum level requirement of 47 and its Bind on Acquire
status.

User Interface
- Fonts should once again display properly.
- Fixed bug preventing UI scripting error messages from wrapping.
- Fixed per-character saved variables for non-English character names.

madoq at 02:53¨¢¥³¥á¥ó¥È(1)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(1)¨¢patch info 

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madoq at 16:03¨¢¥³¥á¥ó¥È(3)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢Fantasy Earth 

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Copyright (C) 2005 Fuji News Network. All Rights Reserved.
Copyright (C) 2005 Yahoo Japan Corporation. All Rights Reserved.

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madoq at 12:43¨¢¥³¥á¥ó¥È(4)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢»¨µ­ 

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madoq at 13:34¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢World of Warcraft 

2005ǯ10·î22Æü

Dark and Light

Dark and Light¸ø¼°

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madoq at 12:50¨¢¥³¥á¥ó¥È(2)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢MMO beta info¡ÃDark and Light 

SpellBorn

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madoq at 12:06¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢MMO beta info 

The Chronicle

The Chronicle¸ø¼°

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madoq at 11:43¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢MMO beta info 

2005ǯ10·î21Æü

2005.10.20µíÆüµ­

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madoq at 12:43¨¢¥³¥á¥ó¥È(5)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢World of Warcraft 

2005ǯ10·î19Æü

Addon Set: Ecli SET-ver.051019-

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madoq at 13:02¨¢¥³¥á¥ó¥È(6)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(1)¨¢»¨µ­ 

Addon :FelwoodGather

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madoq at 12:08¨¢¥³¥á¥ó¥È(3)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢Addon@WoW 

Hallow's End

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hallow
Item: Hallow's End Pumpkin Treat
Skeleton Warrior
Defias Pirate (Male/Female)
Defias Ninja (Male/Female)
Ghost (Male/Female/Yourself)
Orange and Giant (You can't mount while doing this :D)
Gnome Pirate
Undead Pirate


Quest: Hallow's End Treats for Spoops!
start&end:Spoops at the Orgrimmar Orphanage
req:Speak with the innkeepers of Orgrimmar, Undercity, and Thunder Bluff, as well as Kali Remik in Sen'jin Village
reward:Hallow's End Pumpkin Treat

Quest: Dancing for Marzipan
-Innkeeper Pala@TB -->/dance
Quest: Flexing for Nougat
-Innkeeper Gryshka@Org -->/flex
Quest: Incoming Gumdrop
-Kali Remik@Durotar -->/train
Quest: Chicken Clucking for a Mint
-Innkeeper Norman@UC -->/chicken

Quest: Rotten Eggs (PvP)
start&end:Darkcaller Yanka@UCÀ¾¤Ç¤«°Æ»³»Ò
req:Rotten Eggs(the keg is the top one of a stack of kegs next to the stairs in the southshore inn)
reward:big rep (100-150) + 15xpumpkins which give a random buff

Quest: Stinking Up Southshore (PvP)
start&end:Darkcaller Yanka@UCÀ¾¤Ç¤«°Æ»³»Ò
req:Toss three Forsaken Stink Bombs into the heart of Southshore in Hillsbrad(À¾Â¦¤«¤é¶á¤Å¤±¤ÐGuardAggro̵¤·¡©)
reward:big rep (100-150) + 15xpumpkins which give a random buff

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madoq at 11:50¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(1)¨¢quest 

2005ǯ10·î16Æü

Quest: Elemental Mastery(shm)

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1.8¤ÇÄɲ䵤줿Shm Quest

Quest: Elemental Mastery
Start:Sagorne Creststrider[Shaman Trainer]@Orgrimmar
End:Bath'rah the Windwatcher[Humanoid]@Alterac Mountains
req:Elemental Air/Elemental Fire/Elemental Earth/Elemental Water

Quest: Spirit Totem
Start&End:Bath'rah the Windwatcher[Humanoid]@Alterac Mountains
req:Bloodshot Spider Eye x8 /Thick Black Claw x8

Quest: Da Voodoo
Start&End:Bath'rah the Windwatcher[Humanoid]@Alterac Mountains
req:Amber Voodoo Feather x2/Blue Voodoo Feather x2/Green Voodoo Feather x2
reward:
Enamored Water Spirit
Wildstaff
Azurite Fists

Enamored Water Spirit¤ÎÀ­Ç½¤¬ÁÇŨ¤Ê¤Î¤Çº£Ìë¤ä¤ë
Trinket
Use: Summons a Mana Spring Totem with 5 health at the feet of the caster for 24 sec that restores 27 mana every 2 seconds to group members within 20 yards.
Cooldown: 3 min

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madoq at 14:26¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢quest 

2005.10.15µíÆüµ­

mc1015-1

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madoq at 03:08¨¢¥³¥á¥ó¥È(5)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢World of Warcraft 

2005ǯ10·î15Æü

2005.10.14µíÆüµ­

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madoq at 17:47¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢World of Warcraft 

2005ǯ10·î14Æü

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madoq at 10:44¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢Fantasy Earth 

2005ǯ10·î13Æü

1.8¤Ë¤ª¤±¤ë¥á¡¼¥ëÉÔ¶ñ¹çÂнèË¡

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madoq at 12:37¨¢¥³¥á¥ó¥È(1)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢patch info 

2005ǯ10·î11Æü

Patch 1.8 Changes

Patch 1.8 Changes

Public Test Realms¤â¥ª¡¼¥×¥ó¤·¤¿¤Î¤ÇDru¤Ê¿Í¤ÏÍ×¥Á¥§¥­

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Test Patch Notes Disclaimer: The test realm patch notes only apply to features that exist on the public test realms. We provide these patch notes to players who wish to know what features and changes exist in the test environment in order to more effectively test these features.


Patch 1.8 Changes

Disturbance at the Great Trees

Something is amiss in the Emerald Dream. Immense dragons with the shimmering emerald scales of the Green Dragonflight have been sighted guarding the portals at the Great Trees... but these once-noble creatures crawl with a new, strange menace, not the peace for which Ysera is known. Bring many allies should you dare to confront them; their powers are formidable and they will not hesitate to crush any who draw near.

The Stirring of the Silithid
The arid sands of Silithus are shifting. Something is awakening beyond the wall to the south... Aid the Druids of the Cenarion Circle as they delve into the mysteries of the desert. Seek answers behind the Twilight Hammer's presence. Discover more about the alien creatures known as the Silithid as you explore their hives. Many new endeavors await the high-level adventurer!

Hallow's End
When the decorations of Hallow's End light up Azeroth's cities, you know there's mischief afoot! Seek special vendors in Orgrimmar or Ironforge and get your hands on treats! Aid a sick orphan in a little trick-or-treating! Deathcaller Yanka, attending the Forsaken's Wickerman Festival, and Sergeant Hartman of Southshore are seeking your aid in keeping the enemy out of their holiday affairs -- are you up to the challenge?

General
Instant Attacks

ËØ¤É¤Îinstant melee attack¤Ï¡¢¥Ñ¥Ã¥Á1.8¤ÇItem¥Ð¥é¥ó¥¹¤¬²þÁ±¤µ¤ì¤ë¡£ ¸½ºß¡¢Éð´ï¤Î¹¶·âÈϰϤ˴ð¤Å¤¯instant melee attack¤ÎDmg¤Ï¥×¥ì¥¤¥ä¡¼¤Îattack power¤Ë¥Ü¡¼¥Ê¥¹¤ò²Ã»»¤¹¤ë¡£ ¤½¤·¤Æ¡¢Éð´ï¤Î®Å٤Ϥ³¤Î¥Ü¡¼¥Ê¥¹¤Ë³Ý¤±¤é¤ì¤Þ¤¹¡£¤½¤Î·ë²Ì¡¢ÃÙ¤¤Éð´ï¤Ï°Õ¿Þ¤µ¤ì¤ë¤è¤ê¿¤¯¤ÎDmg¤òÍ¿¤¨¡¢Â®¤¤Éð´ï¤ÏÎô¤ë¤ÈËØ¤É¤Î¥×¥ì¡¼¥ä¡¼¤Ë¤è¤Ã¤Æ¹Í¤¨¤é¤ì¤Æ¤Þ¤¹¡£²æ¡¹¤Ïattack power bonus¤¬instant melee attack¤Î¤¿¤á¤Î»»½ÐÊýË¡¤òÊѹ¹¤·¤Þ¤¹¡£ ¤³¤ÎÊѹ¹¤Ïnormal melee attack¤Îattack power»»½Ð¤Ë¤Ï±Æ¶Á¤·¤Ê¤¤¤Ç¤·¤ç¤¦¡£ Éð´ï¤Î®Å٤ˤè¤ëÁý²Ã¤ÎÂå¤ï¤ê¤Ë¡¢attack power bonus¤Ï°Ê²¼¤Î¥Æ¡¼¥Ö¥ë¤Ë±è¤Ã¤¿¿ôÃͤ¬³Ý¤±¤é¤ì¤ë¤Ç¤·¤ç¤¦¡£

Two-handed weapons: 3.3
Daggers: 1.7
All other one-handed weapons: 2.4

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Honor System

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¡¦ÀãÊø¤Î±Æ¶Á¤Ç, Korrak¤ÈÀ¸¤­±ä¤Ó¤¿Trolls¤¬Snowfall GY¤òµòÅÀ¤Ë¤·¤Þ¤·¤¿¡£SF¤ÏKorrak¤Ètroll¤Î¤â¤Î¤Ê¤Î¤Ç¡¢Íߤ·¤±¤ì¤Ð¤³¤¤¤Ä¤éÅݤ·¤Æ²¼¤µ¤¤
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¡¦Remove Curse - tooltip¹¹¿·
¡¦Shapeshifting - Ice Armor/Frost Armo¤Ë¤è¤ëChilled effect¤ò¾Ã¤»¤Ê¤«¤Ã¤¿Bug¤òFIX
¡¦Swipe - Self cooldownºï½ü
¡¦Tranquility - 5ʬCD¤Ë¸º¾¯¡£Mana cost25%¸º¾¯
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¡¦Wind Serpent¤Ëpet ability¤ÎLightning BreathÄɲá£Ãæµ÷Î¥¤ÎñÂΤËInstantNatureDmg

Mages
¡¦Arcane Missiles - "out of range"¤òActionBar¥¤¥ó¥¸¥±¡¼¥¿¡¼¤Ë¤Á¤ã¤ó¤ÈÊó¹ð

Paladins
¡¦Judgement of Light/Wisdom¤ÏHoly effect¤ò̵¸ú²½¤¹¤ëPlayer¤Ë¤â¸ú²Ì¤¢¤ê (e.g. Divine Shield).

Priests
¡¦Psychic Scream - tooltip¹¹¿·
¡¦Devouring Plague (Undead) - Cast»þ¤ËInner Focus effect¾ÃÈñ
¡¦Shadowguard (Troll) - Tooltip¹¹¿·
¡¦Elune's Grace (Night Elf) - New icon

Rogues
¡¦Vanish - Ice Armor/Frost Armo¤Ë¤è¤ëChilled effect¤ò¾Ã¤»¤Ê¤«¤Ã¤¿Bug¤òFIX
¡¦Parry - Lv12¤«¤é½¬ÆÀ²Äǽ
¡¦Blade Flurry - Sinister Strike/Kick¤ÎÍͤËspecial attacks¤Î¥È¥ê¥¬¡¼¤Ë¤Ê¤ë
¡¦Shoot Bow/Crossbow/Gun - ÁÛÄê°Ê¾å¤Ë®¤¯·â¤Æ¤Æ¤¿Bug¤òFIX
¡¦Throw - Shoot abilities¤ÎCD¤Ë¤Ê¤ë
¡¦Ambush - Àµ¾ï²½¤µ¤ì¤¿attack power¤Ç»»½Ð
¡¦Backstab - Àµ¾ï²½¤µ¤ì¤¿attack power¤Ç»»½Ð
¡¦Riposte - ŬÀÚ¤ÊCD¤ËÊѹ¹
¡¦Sinister Strike - Àµ¾ï²½¤µ¤ì¤¿attack power¤Ç»»½Ð

Shaman
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Warlocks
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¡¦Conflagrate - Immolate(rank 4)¤òÀµ¤·¤¯½üµî
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Warriors
¡¦Concussion Blow - »ÈÍѤ·¤¿¤écombat¤Ë¤Ê¤ë
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Items
Items which provide +hit chance will now be allowed to counteract the increased miss chance penalty of dual-wielding.
The 5-piece set bonus for the Warrior's Wrath set now works with Whirlwind and Retaliation.
The 5-piece set bonus for the Druid's Stormrage set now properly displays the reduction in casting time.
The Cenarion Druid set bonus that improves Thorns damage now properly works when Thorns is cast on other players.
Anathema, Benediction, Thunderstrike, and Shadowstrike will now remember the enchantments and durability data they possessed when they transform.
The ability to transform Rhok'delar and Lok'delar has been removed, but you can talk to Vartrus the Ancient to receive the item you currently don't possess.
The Drape of Benediction had the statistics and effects of a Superior quality item, but was an Epic item. The item has been improved to have the proper Epic stats.
The effect of the Admiral's Hat has been changed. You can now click the Admiral's Hat to provide yourself with an aura that gives you and your nearby party members a stamina increase. Taking the hat off will remove the effect. The Headmaster's Charge item has also been changed in a similar manner.
Shard of the Flame and Shard of the Scale are now unique.
Rod of Resurgence now heals more health over time.
The Puncture Armor ability found on the Rivenspike, Bashguuder, Digmaster 5000, and Vibroblade will no longer stack with Faerie Fire.
Chromatic Gauntlets no longer has a listed Holy Resistance bonus, since there is no actual Holy Resistance.
Ring of Binding and Blade of Eternal Darkness now have appropriate minimum levels.
Demonic Rune has been changed to a Good (green) item so it will display the bind on pickup dialogue when looted.
Invulnerability will no longer protect you from a Demonic Rune.
Deviate Fish changed to appear in the Trade Goods section of the Auction House.
Jadefire Pants texture fixed.
The icon for Flash Powder has been changed.
Shredder Operating Manual pages will no longer drop for the Alliance.
Gurubashi Helm now properly hides long hair.
The Sheen of Zanza has a tooltip typo fixed.

Professions
There is now Silithid armor that can be made by leatherworkers. The recipes require Cenarion Circle faction to learn.
Additional Tailoring and Blacksmithing recipes can be found in encoded messages found on the members of the Twilight's Hammer in Silithus.
Two additional pieces of Dragonscale Leatherworking were added to the Dragonscale Leatherworking Trainer.
A Dragonscale Recipe has been added that requires killing the great Green Dragons.
The Blue, Green, and Black Dragonscale Leatherworking Armor pieces are now parts of sets and have set bonuses so they should be significantly more desirable.
Green Dragonscale Armor has slightly reduced spirit and now has a stamina component.
Ironfeather Armor set bonus has been improved.
Leatherworking item Murloc Scale Belt improved.
Leatherworking pattern for Black Whelp Tunic added to vendor in Redridge Mountains.
All Wild Leather patterns for Leatherworking are now bind on acquire.
All Wild Leather patterns for Leatherworking no longer have cash value with vendors.
Enchanter-made wands are now Good (green) quality and have had their damage increased.
The minimum level for the Artisan First Aid, Artisan Fishing, and Artisan Cooking quest lines has been lowered to 35.
Water Breathing potions will no longer be overwritten by Shaman and Warlock Water Breathing spells if the potion has a longer duration.
The Pet Healing effect of the Robe of the Void has been improved.
Expert Alchemy requires 125 skill now instead of 100 skill.
Free Action Potion text changed to clearly indicate that the potion is not retroactive. No actual change was made other than the text.
Gnomish Mind Control Cap - Is now subject to diminishing returns in the Charm category.
Blindweed has been increased in size, making it easier to see.

Quests
Added level 50 class quests for the Warrior, Shaman, Paladin, and Warlock. Trainers in the major cities will let you know where to start your quest.
A few new quests have been added in Tanaris. Head over to Steamwheedle Port to see if you can help out.
The Rin'ji's Secret quest line now has an ending and reward. If you previously finished the Rin'ji's Secret quest out of The Hinterlands, speak with Oran Snakewrithe in the Magic Quarter of the Undercity and select the Oran's Gratitude quest.
The following repeatable quests have had their levels increased to 55: Morrowgrain to Darnassus, Morrowgrain to Feathermoon Stronghold, and Morrowgrain to Thunder Bluff. The net result of this change is that level 56+ characters will notice an increased amount of reputation when turning in Morrowgrain.
The Thistlewood Axe will no longer be an available option as a quest reward for the Webwood Venom quest.
The level 30 Mage class quest rewards are now Superior (blue) quality.

Raids and Dungeons
Azuregos is now properly resistant to Frost damage.
If you are in front of Chromaggus and can hit him with spells, his breath attack will hit you.
Razorgore now has the ability to summon players to him if he cannot reach them for a time.
Fixed a bug that was causing Broodlord Lashlayer to do less damage than intended with his Mortal Strike.
Fixed a bug that would cause the debuff "Burning Adrenaline" to be able to be removed if enough other debuffs were applied to the target.
Fixed erratic taunt behavior for Ebonroc, Firemaw, and Flamegot in Blackwing Lair.
You now receive Core Leather when you skin Magmadar.
Fixed a bug that would cause High Priestess Jeklik to not be able to summon Frenzied Bloodseeker Bats.
Fixed a bug that would allow Hakkar's Corrupted Blood ability to target pets.

User Interface
To speed up game loading and reduce memory usage, several portions of the UI have been converted to add-ons. These are completely transparent to the player, but custom add-ons may need to be updated.
You can now search for random suffixes such as "of the Monkey" in the Auction House.
Items that are in your action bar and are equipped will now display a green border around them so it's easy to tell which of your action bar items are equipped and therefore usable.
The Reputation tab will now display on mouseover exactly how many reputation points you need to attain the next reputation level with that faction.
When you gain reputation, the combat log message will now display the numeric value of how much reputation you gained as well as the previous relative message.
There is now an option in the interface window to put a translucent pane behind the portraits and health/mana of other party members for easier visibility.
When you place an auction up on the Auction House, the auctions tab now displays your minimum bid and buyout price even if there are no bids on the item.
Players should no longer miss loot rolling messages when they're outside of the immediate area.

World Environment
The flight paths in Silithus have been moved from Valor's Rest to the new Cenarion Hold. Characters that previously discovered the Valor's Rest flight path will be treated as having discovered the Cenarion Hold flight path.
A neutral graveyard has been added to Silithus at Cenarion Hold. With the addition of this graveyard, characters dying in Silithus will be sent to whichever graveyard they are closer to when they die: Valor's Rest or Cenarion Hold.
Killing Twilight�s Hammer and Silithid enemies in Silithus now awards reputation increases with the Cenarion Circle. You may increase your faction to the middle of Friendly with non-elite mobs and to the middle of Honored with elites.
Flamekin Imps (Ragers, Spitters and Sprites) in the Burning Steppes now drop Elemental Fire.
A new weapon merchant who can also repair durability damage on items has moved in to Talonbranch Glade in Felwood.
The Silithus area map has been modified and its scale has changed.
Modifications were made to several areas of Azeroth so that the undiscovered areas of the map are revealed easier.
The Woodpaw Hills sub-area of Feralas now properly grants discovery experience when you enter it for the first time.
Brackenwall Village now has an arrow on the minimap that points to it when you get within range.
Sayge�s buffs at the Darkmoon Faire are now exclusive to one another.
Due to popular demand the general goods vendor in Undercity now sells Morning Glory Dew.
All graveyards that needed adjustment were changed so that a character's spirit comes into the world facing toward the Spirit Healer.

Bug Fixes
You no longer become stuck and unable to loot if you try to open clams and chests while you are a ghost.
Fixed bug where players would get stuck in the falling animation if they cast an instant-cast spell while jumping.³¤­¤òÆÉ¤à

madoq at 21:28¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(1)¨¢patch info 

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madoq at 12:25¨¢¥³¥á¥ó¥È(0)¨¢¥È¥é¥Ã¥¯¥Ð¥Ã¥¯(0)¨¢Fantasy Earth 

2005ǯ10·î07Æü

Expansion Rumors + Possible Patch Notes

Expansion Rumors + Possible Patch Notes

Don't expect this to be legit, but it's worth a read..


World of Warcraft Expansion: Legends of Azeroth

New Realms will opened for Expansion users only where the expansion changes are effected.

Character transfer to expansion realms from all realms will be permitted for all existing realms.

Expansion Realms Type.
PvP Conquest
PvP Normal
RP-PvP Conquest
Rp-PvP Normal
Normal
Rp

Experience Azeorth in whole new light. Experience whole new adventures, expanded areas, you'd hardly recognise it. Larger, more dangerous, more mysterious, the never-ending struggles of Azeroth take the next level to titanic porpotions.

The Level Cap has now been extended to 100. This will take place in two phases. First to 75, then later to 100

The Expansion also comes with an Audio-enabled program that allows players to speak to one another - you will need a microphone to communicate.

GAME EFFECTS:
Fully new implemented Weather System.

Rain, fog, mist, thunder storms, snow storm, sand storms, dust storms, wild fires, haze from heat all visible and dynamic with sound effects.

Random effects of winds. 7 degrees of winds from very light to very strong. Tree branches sway, in strong winds character movement can be slowed by as much 20%

Distinct climates worldwide from Constant winter, to temperate and Tropical

Player animation has changed accordingly:

Visible differences between wet and dry hair. Wind movements and strength affect hair.

Also clothes correspond to weather, cloth gets wet and looks drenched in rain whiles mail has a glossy sheen. Capes if visible, flap

Perspiration and sweat is visible on faces and clothes and takes shorter time to appear in Hot climates and days, a longer time at cooler periods and hardly ever in snowy climes..

Weather affects blow air rides like Gryphons off course, freak storms can materialise anywhere sending Ships off course.

Over 100 new player animations and visuals including 5 variations of each. in particular new /sing , /scream emotes.


[b]VISUAL AND AUDIO EFFECTS[b]
An audio visual pack has been added on 2 special CDS that contain the additions. Options exist to turn some of these on or off.

No less than 75 cut-scenes for quests and battle grounds. [Cut-scenes cannot be viewed if collecting or delivering a quest while still in a party]

Animations for over 500 quests

Speech implementation for ALL quests from NpCs

World topography has been refined to be clearer, mountains are for more varied, the thousand needles peaks for example look razor sharp and more versatile vegetation has been added.

You can sink in snow or sand

Running in water, snow, sand or dusty regions creates visible splashes and dust/sand/snow clouds.

Movement speed responds accordingly to analogue controls, and vibrations can be physically felt on appropriate controllers.

The music library has been severely expanded, no two areas will sound the same, instances have new exciting theme tunes characteristic of the instance. Even taverns have different music depending on what racial capital you are in, with audible laughter, ordering, shouts, fights taking place.

NpCs can be heard advertising there wares, children rushing from learning houses during the day, market places come alive and work places thrive. New sounds for throne-rooms of all racial leaders.


DAY & NIGHT

Day and Night are no longer uniform worldwide, night in Kalimdor is day on Azeroth: It is mid afternoon in westfall whiles late-afternoon - dusk in Quel'Thalas

Distinctly different luminosities for dawn, early morning, afternoon, late-afternoon, dusk, twilight , night.

Night luminosity varies from very dark requiring a light to see anything to starlight/moonlight night, or settlement light.

Time zones introduced around the world

NEW CLASSES

Dread knight [Horde or Neutral only]: Hybrid /Tank/nuker

Necromancer [Horde or Neutral]: Magical nuker/ summoner

Ranger [Alliance or Neutral]: Hybrid magical & Physical Ranged/Melee dps dealer

Spellbreaker[Alliance or Neutral]: Hybrid (DoT, buffer/de-buffer)

Mechanik [Any]: Magical & Mechanical utility/dealer

Amazon [Any]: Melee combatant Hybrid

Paladin [Alliance or Netural Only]
Shaman [Horde or Neutral Only]
The rest may belong to any faction

New classes have been added complete with a fully array of skills, abilities, and the customary three talent trees.
(Special Druid alteration: Tauren and Night ELf driuds are penalised for fighting each other.)

Because of the Faction system change, certain classes you select will make you unable to join certain factions

Certain racial types can never get along

Hero Classes
Four Categories of Hero Classes.

Tank Heroes

Healing Heroes

Magical Nuking Heroes

Melee Dps Hereoes

They are based on the four major roles each class can adopt.


Each class has been given Epic Spells and Abilities that are class specific once they become a Hero.


And they may learn some basic skills in the Hero Category they choose. For e.g. a Warrior in the Healing Hero classes does not just learn ways to recover through spirit enhancements only, but learns some healing ability to an extent he can even take on that role in part.


There are four special sects of Hero Classes for each category you can diversify in.

The Level Cap has now been extended to 100.


NEW RACES
High Elf - Classes: Ranger, Spellbreaker, Amazon, Hunter, Warrior, Rogue, Mage, Warlock
Naga - Necromancer, Warrior, rogue, hunter, mage, priest, warlock.
Goblin: Mechanik, Amazon, Warrior, rogue, Mage, Hunter.
Dryad: Amazon, Ranger, Warrior, Priest, Druid, Hunter.

In Addition to what they have now.
Orc: Dread Knight, Necromancer, Amazon [Warrior, Shaman, Hunter, Rogue, Warlock]
Undead: Necromancer, Dread Knight [Warrior, Mage, Warlock, Rogue, Priest]
Human: Spellbreaker, Mechanik [Warrior, Rogue, Paladin, Priest, Mage, Warlock]
Night Elf: Ranger, Amazon [Warrior, Druid, Hunter, Priest, Rogue]
Troll: Necromancer, Amazon [Warrior, Hunter, Shaman, Rogue, Mage, Priest]
Tauren: Amazon [Druid, Shaman, Warrior, Hunter]
Dwarves: Mechanik [Paladin, Warrior, Hunter, Rogue, Priest]
Gnomes: Mechanik, Spellbreaker [Mage, Warlock, Warrior, Rogue]


Racial abilities receive 4 upgrades now, 1 at level 25, at 50, at 75 and at Level 100.


CHARACTER CUSTOMISATION

New Emotes

Added over 30 new facial types and variations for each race.

Added body type selection from gaunt thin to very fat (not available to all races and some classes)

Long periods of rested state or inactivity will cause a physical broadening of features, which will decrease incrimentally to your original body gait selection as you work through your rest state.

Default faction or neutral now selectable as choice.

Up to two new skills can be selected at start, some races can’t learn scertain skills, e.g. Tauren can’t climb trees.

NEW SKILLS

You can now learn to climb trees and mountains

Ride mounts

Fight with mounts

Swimming

Sprinting
Note some classes automatically have these skills from start. E.g. Night & High Elves have the climb tree ability, Dwarves the climb mountain, Undead Swimming.

You can now train running, swimming, riding and climbing skills to different degrees allowing faster movement, or able to climb more difficult areas, or swim faster and breathe under water longer

AREAS & TERRITORIES
New Areas
Dalaran [city & expanded Region]
Quel'Thalas [city & area on map]
Mount Hyjal [forest city & area]
Northrend [ Continental zone]
Southrend [continetal zone]
The Maelstrom
The Lairs of the Aspects
The Emerald Dream [The World in a totally new light-with some additional areas not available in the waking world]

Expanded Old Areas
World areas and Lost Areas.

Lost Areas

Random maze-like instances outdoors are generated every time you are declared as lost. You lose your marker spot on the map and your minimap goes blank. However instead of combating mobs, you must use intuition and find clues to help you out of them.


Every territory has a "lost" zone which is an external instance that resembles the area but which you cannot exit by simply walking to a fixed area. There is no sense of direction here, and you must find and use certain clues that will help you out.


You don't choose when to enter a "lost" area, you have a very high chance of being transported to the territories "lost" area by random exploration through that territory in particular areas you haven’t “discovered” yet. Your chances of getting lost in an area are almost non-existent once you discover the area.


However discovery of an area now requires you to have been through over half it's area. The experience has been raised dramatically as well.


You are also deposited in a random lost area if the victim of a freak storm while on gryphon/wyvern/hippogrriff back or travelling by Ship or Zepphlin. You woudn’t be transported to an area half way across the world, however sometimes you can be blown well off course.


To exit the “lost” zone you must complete certain tasks.

Existing Areas
[liMany outdoors areas have been expanded, some doubling in size, new settlements, dungeons and structures have been added.


Some new areas within old ones two have been added to accommodate new starting areas.


Specific detail has been given to houses, workplaces, taverns, shops. Visible tools and equipment can now be seen where appropriate. Workmen working. Shop items can now be seen displayed on walls and shelves but can still be selected via right clicking on the shopkeeper NPC.

Other World Area Changes

In addition to all areas being expanded to one degree or another - Major towns such as Southshore, Auberdine, Kharanos, Cross Roads, Ratchett, Bloodhoof Village, Razor Hill and more have been redsigned and expanded to look like towns rather than villages.

Stromgarde, Aeries Peak & Hinterlands, Stahnbrad in Alterac, Tauren Settlements in the Thousand Needles and Feralas as well as those zones have all been particularly extensively expanded. The Charred vale for example is partially Forested again, and partially burnt


A lot of attention to detail was given to Horde and Goblin areas with the trebling in size of Gadgetzan and Everlook, the addition of 2 new goblin towns of smaller size. Additional Orc settlements in the Barrens, with Night Elf and Tauren expanstions on Stone Talon Mountain.


Some neutral factions like the Argent Dawn and the Emerald Circle and others have been given settlement camps in their main areas of operation, and HQs in all major cities


A neutral Ogre town has been opened up in the expanded Tanaris. and the Theramore Isle human settlement has doubled in size and now stretches a greater distance into the marsh.


A rebel Silithid Hive in the Un'Goro crater, neutral, has been opened, with quests to do and repuatation to earn. The Crater's mountainous region has been expanded and a small neutral village has opened up in the north section.


Some Areas’ level requirements of have been altered to accomodate the starting areas of Trolls & High Elves. Stone Talon Mountain has expanded to an Upper & Lower section, the Upper section accomdates the starting area for the Dryads.


The world has almost trebled in size with the many new additions and zones to facilitate moving around, it is now possible to purchase a mount from as early as level 5
At Level 40 you may acquire a battlemount, trainable in 8 differnet types of warfare.
What was considered an epic mount before the expansion is no longer
New Seahorse (can move on both land and sea) mount has been added for Naga. Treant Mounts for Dryads (The Dryad can assume a two legged shape for mounting, they look like nightelves but with leaves and twigs as hair and thorny claws for fingers), Mechanical Tin Shredders for Goblins.

It is now possible to train riding skills in any races racial mount, however, battlemounts have specific advantages for their native race, allowing them to boost racial abilities.


Special Gnome and Goblin transports are available in most cities towns and villages that assist direct transportation to nearby territories or areas within territories.


All cities and flight paths have been given multitude stables and hatcheries to emphasize the volume of transport available. Depending on server population and day times, varying numbers of flyers and mounts are spawned in the hatchery and stables

General Structural Customisation
Gates and Doors are closed at night time for most towns and cities except for night elven settlements where the opposite occurs, closing at day time. You may still go into shops at night, but after a certain time, you will have to knock on the closed door, and the shopkeeper may charge you extra, the opposite true for night elves.

CITIES
All cities have been expanded both internally and externally, many given underbellies and dungeons. NpC and shops have been detailed, the amount of NpCs increased tremendously. Cities now have themed activities, fairs and markets. Each City has a disntict activity Ranging From Gladiator Arena fighting to racing and Fishing where you may compete against members of your own faction and neutrals.

Also guards and engines have been increased and are all elite in every city. Beasts and racial related creatures having a bigger presence in the City.

Darnassus
Darnassus and the night elven kingdoms have been expanded. During the night, Darnassus, Auberdine, Astranaar and several new night elven towns come alive at night. Moonwells scattered all over glow, and new night elven specific activities can be found all over.
Darnassus has double in size, 4 new quarters added, new tree and marble homes.

Ogrimmar: New Stone structures have been added, and the cities size increased. All areas around expanded. Orcs have additional settlements and villages in Durotar and the Barrens

Thunderbluff now has an encampment at the base of the hill. And Mulgore has been expanded considerably, additional Tauren villages with quests, and renegade Bristleboar settlements too.

Ironforge: Iron forge has many new layers opened up beneath and above the entrance level areas. The Great forge has undergone a design upgrade, and though the greatest, is not the only one in the city.

Undercity: Has several entirely new sections, some in the ruined Lordaeron above. Others accessible only through tunnelled sewers that stretch north into Lordaeron

A second Night Elven city has been opened up in Mount Hyjal, it is also home to Furblogs and refugee blood elves. Details to follow as it is a high end-game level area.

Gnomeragan:
The Gnome capital city has been opened up and is now the starting area for Gnomes. It’s been fully fitted out, with new structures visible from outside, a main train station port, and looks once more like a city with homes, trading areas, Throne castle/lab for the tinker. A dungeon area etc.

The Zul'Farrak Dungeon has been redsigned as a City and is now the opening area for Trolls. The cities boundaries have been re-placed, now having part lie within the desert of tanaris, part in the Thousand Needles and another part in the lush mountains of the Un’Goro Crater. A starting area zone has been created in the expanded thousand needles area that almost triples in size leading directly into Mulgore.

High Elves now share a starting area with the Dalaran Humans. The region surrounding Dalaran has been greatly expanded to accommodate the new starting area and the expansion of South Shore and Alterac.

Goblins start in a new low level Island South of Booty Bay. Furblogs in Teldrassil which has also been extended.

Naga homecity is a partially submerged city just off an Island halfway between the Maelstrom and Kalimdor.

Stone Talon Peak Has been considerably expanded and serves as starting area for the Dryads. Dryads have a Capital Forest of the Mystic Vale in the area formerly none as the Charred Vale. Stone Talon mountain has been split into 2 halves, upper and lower, Upper Stone Talon mountain holds the Peak and the Vale, whiles lower Stone-Talon Mountain is a questing area ranging from level 10-20. Ventrue Co. quests in the area have dropped by 10 levels, and new additional quests added in the expanded area.

The Timbermaw Hold near Moonglade has been extensively expanded as a home for the Furbolgs..


Naga, Dryad, Night Elf and High Elf settlements have also been added to Azshara and Winterspring. Dryad forest plains added to Ashenvale and Teldrassil


Further Tauren & Orc settlements added to Feralas (with an additional nightelven one on the coast), Dustswallow Marsh. And Troll settlements in Tanaris and the Shimmering Flats


Other racial settlements and zones have been extended such as Centaur oasis in the Barrens and the Maraudine area. Also secret Satyr settlements have been added through out Northern Kalimdor from Desolace to Azhara, Bristle boar and Silithid hives in southern Kalimdor.

Transportation
All trains, ships and Zepphlins have fully manned NpC crews.

Alliance trams now start off in Gnomeragan.
Zepplins and Ships are now subject to be blown off course by freak storms stranding inhabitants on random islands where they can face challenges.

The Number of NpCs in towns and cities, settled areas has been greatly increased. Trade centres are visible for what they are, litter is evident in the human, Ogre, Troll and dwarven cities, with
cleanning crews seen tidying up at a fixed time each day after market closes.

PROFESSIONS


All professions have many new item additions to lower and post level 60

Maximum Skill extended to 500

Master & Legend ranks available all through special quests.

Mini Professions – Jobs In need of money? Need a paid job? Many taverns, shopkeepers, librarians, farmers are now hiring where you can select anything from a 30mins – 24hr shift of doing a job quest. For e.g. in taverns, you have to serve drinks or take food from the cook to tables [cities have been expanded considerably and details made to match], throughout your shift, you have to quell random disturbances and fights. Listen to tall tales – or a farmer’s hand where you have a challenge to plough the field one shift, plant seeds another, weed a third, douse a fire or even repair his broken machine, if you’re not an engineer, you’ll need to find one quick or miss out on your payment.

4 new primary professions added and 1 Secondary

Several design changes to existing professions, on some gear, potions and devices you may customise what ability statistic or effect is applied by a slight variation of ingredients, for e.g. your chest piece may have Spirit instead of stamina by using green opals instead of red ones, +4 of 1 and +5 of the other instead of5/4 or 4/4 by having 4 green opals and 1 red.

Certain items can also have certain special abilities added to previously made or bought items if you are a Master or Legend, but you need to discover what does what, and sometimes bad combination can ruin a piece. A master alchemist can add an ingredient to an existing potion to add the effect of a size increase or turn into a skeleton. Or the Master Engineer add a red crystal to the bomb construction to give it a slow effect in addition

All manufacturing professions require the use of key tools, and animations have been added to each. For e.g. going to the forge to make leg piece will now animate the action of putting the ingredient on the anvil and raising the hammer to refine it, sparks may even fly on weapons where you visibly sing in oil/water tanks to cool after visibly heating in forge. The more complex the item, the more specialised a forge you may need. A tailor would need a sewing machine and items to make certain pieces and will be animated taking a seat and making the item in the time period. Items that can be tailored without can be made anywhere but will be animated as the PC will sit, take out a needle and cloth, and a sewing action ensue. Similar, some Alchemy or Engineering potions and devices require to go to a full lab in cities and stand at desks with equipment to make whiles others that don’t require, will have the animation simulated, you will see a vial being held the herb being crushed and ground, you pour some water into it the vial and swirl to make a potion. Some may require heat of a fire in which case you’d need to at least learn cooking enough to make one.
Making purple and rarer items now yields experience points.



GAME DYNAMICS

New Faction: Neutral - whiles not a faction as such it simply means unaffiliated with Horde or Alliance. The Steamwheedle Cartell and the Argent Dawn are neutral factions for example. Whiles Stormwind, Darnassus and Ironforge are Alliance Factions, the Hyjal Elves are Neutral, Thunderbluff, Ogrimmar and Zul’Farrak are Horde Factions, despite the fact that Taurens may start off neutral. Gnomeragan & Undercity are Alliance & Horde leaning factions.


You can now change faction affiliation. Only Human and Dwarves start off default as Alliance, and Orcs & Trolls defaulted as Horde and Goblins the Neutral Steamwheedle Cartell. The rest can choose between Neutral and Horde or Alliance. [Elves (night & High), Gnomes, are neutral and are free to join a faction after doing some basic quests in the major settlements of the faction.]. Whiles Humans are defaulted to Alliance, they can choose Neutral to start with, however becoming horde is as hard as it is for an Orc to become Alliance.


You may also be part of certain smaller factions such as the Argent Dawn, the Cenerarion & Emerald Circles, the Bloodsail Buccaneers and more.


The Horde and the Alliance are the two Main Factions the PvP Honour system and the Conquest system are based around. Neutral .


Rival factions that are at war with yours will be flagged as hostile in all territories you encounter them except in their territory where in the PvP game, you have the option of disabling PvP whiles in your factions territory or zone.



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