Stranica 11 od 67 PrvaPrva ... 9101112132161 ... PosljednjiPosljednji
Prikazujem rezultate 301 do 330 od 1989

Tema: Warhammer Online: Age of Reckoning

  1. #301
    Member Plants Vs Zombies Jayson's Avatar
    Datum registracije
    Oct 2007
    Lokacija
    Za racunarom...
    Postova
    97
    = Citat = Izvorno postao Svinjoguz
    = Citat = Izvorno postao Jayson
    Hmm, mozda i nece biti razlika u serverima, vec ce svaki biti pvp + pve + rpg, sve skupa i zajedno pa ko voli nek izvoli.
    Meni ce najbitniji biti PvP definitivno da tucam svojim Ironbreakerom tupave orkovske glave, a navecer da potegnem koju politru sa svojim patuljastim frendovima,muahahahaha - Have one on da house!!!
    cuj decko trebali bi se dogovorit da igramo na istom serveru al na suprotnim stranama...za par mjeseci me potrazi pod nickom svinjoguz
    Kolko vidim jos nisi nacisto na koju bi stranu, ali ako budes kod ludih orkova, definitivno cemo se dogovoriti za server
    Everybody always wanna take from us. Now we gonna start takin' back. Anybody who get in our way...gonna drown in their own blood! De Amani empire be back now...seekin' vengeance. And we gonna start...with you, cuz nobody badduh dan us!

  2. #302
    Senior Member Ninja hurdle
    Datum registracije
    Nov 2007
    Lokacija
    t(-.-t)
    Postova
    957
    Nema puno o greenskinsima jer kaj god da su pisali ispalo je *crap* tako da se odustalo skoro uvijek. Ali evo nekih stvari :


    Da Greenskins(već infans malo napisao o ovome)

    So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually
    turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.

    The greenskins have no homeland to speak of. They capture other race's settlements and then make those places their own, decorating them with tribal graffiti, wood and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.

    Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a "Waaagh!", named for the common greenskin battle-cry. In a Waaagh! , the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.
    At the onset of the Age of Reckoning, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.


    Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin. Orcs are not bright by any means, but they do possess an
    animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.

    An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.

    Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as "choppas", "bashas" and "smashas", and they wield them with brutal strength.

    Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.
    Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when it's hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.

    Greenskin Army – The Bloody Sun Boyz

    The Bloody Sun Boyz tribe is one among hundreds of greenskin tribes that populate the Badlands. Led by a huge Black Orc named Grumlok and his most powerful Goblin Shaman, Gazbag, the tribe quickly conquers its rivals and begins to grow in size. The story might have ended there if not for Malekith the Witch King.

    As part of his plot to conquer Ulthuan, Malekith must manipulate the Empire into asking the High Elves for aid. To ensure that this happens, the Witch King devises a plot to embroil the Dwarfs in a war with their ancient adversaries, the Orcs and Goblins, ensuring that they cannot come to the Empire's defense in its hour of need. Without help from the Dwarfs, the Emperor will have no choice but to turn to the Phoenix King of Ulthuan for help, and when the armies of the High Elves sail for the Old World, their island home will be ripe for invasion.

    Malekith dispatches hunters to the Badlands with the task of capturing the most powerful Orc Warboss that they can find and bringing him back to Naggaroth. They return with Grumlok and Gazbag, to whom Malekith gives amulets that increase their powers tenfold. When the Orc and Goblin return to their tribe, they lead a campaign to conquer their neighbors and amass a great horde. Compelled by the power of their amulets, Grumlok and Gazbag march to Karak Eight Peaks and obliterate the Dwarf garrison there, taking over the fortress.

    Grumlok has summoned all the tribes of the Old World to join his great Waaagh!, but it is the Bloody Sun Boyz who will command the most respect and fear among their green kin. Grumlok expects his lads to keep the other Orcs and Goblins in line, and when the time comes to break down the great gates of Karaz-a-Karak and rampage through the streets of the Dwarf capital city, it is the Boyz who will lead the charge.

    Malo općenito:

    When the first reports of the Chaos Plague begin to appear in the fringe settlements of the Empire, they are dismissed as fanciful tales conjured to frighten away unwanted visitors. When the plague appears in the streets of Altdorf, however, the situation changes completely. By the time the Emperor issues his first quarantine order, the vile disease has already spread across most of his lands. The Empire's doctors work day and night to combat the sickness, but the plague defies all efforts at a cure.

    Victims of the Chaos Plague first experience tiredness, aching and soreness and extreme thirst. Bouts of nausea follow, but it takes nearly a month to reach the final stages of the disease. It is only then that the horrific nature of the plague is made clear; those unfortunate souls who have experienced plague symptoms for three to four weeks begin to change, transforming into fiendish Chaos mutants that savagely attack any living creature that they see. Those lucky enough to avoid contracting the plague are often killed by the savage monsters spawned from it.


    With each passing month, the death toll mounts. Quarantines and martial law fail to slow the spread of the disease, and paranoid fear grips every village and town within the Empire's borders. Militiamen in plague-wracked cities are forced to combat the hordes of Chaos mutants roaming their streets, leaving their walls undefended against threats from without. Emboldened gangs of brigands roam the countryside, looting, burning and killing at will. The scope of the tragedy is almost unparalleled in the history of the Empire, but the Chaos Plague is merely a precursor to a much greater evil yet to come.

    Meanwhile, in the Dark Elf kingdom of Naggaroth, the Seers of Ghrond continue their unceasing study of the distant Chaos Maelstrom. Suddenly, there is a marked shift in the nebulous swirls of color and shape. The Seers watch intently, studying the ominous new patterns. When they are confident of their readings, the Seers dispatch a messenger south to Naggarond aboard a swift Black Pegasus. Great events are about to unfold in the world, and the Witch King must be informed.

    Days later, Malekith, Lord of the Dark Elves, reads the dispatch from Ghrond. The Chaos god Tzeentch has found himself a new Champion. The followers of the Changer of Ways have assembled a great warhost for his herald and are preparing to launch a massive incursion into the lands of men, the Empire his likely target.

    Malekith ponders the message. He is well aware of the terrible plague sweeping through the Old World. If the forces of Chaos launch an attack while the Empire is weakened by the plague, the Emperor will have no choice but to call upon the nearby Dwarfs for reinforcement. With the aid of the Dwarfs, it is possible the Chaos host might be turned back. If, however, the folk of the mountains are unable to come to the Empire's defense, Emperor Karl Franz will be forced to turn to the High Elves of Ulthuan. Malekith is doubtful that his kinsmen will abandon the great nation of men in its hour of need, for doing so might deprive the High Elves of a valuable ally. No... the High Elves will respond, and will likely send several legions of warriors to repulse the Chaos attack, leaving Ulthuan vulnerable.

    When the Chaos moon eclipses the light of the sun, the dispatch concludes, the forces of Chaos will begin their march southward. Time is short, and there is much to do.

    The Witch King commands that every forge and furnace in the realm be brought to bear in the crafting of weapons, armor and siege machines. The Beastmasters of Karond Kar are ordered to select the strongest and most ferocious creatures in their pens and ready them for battle. The fierce Witch Elves of Khaine prepare for bloody sacrifice to the Lord of Murder. Morathi, the Hag Queen, summons forth the most powerful Sorceresses from the Convents and trains them to lead the armies of the Dark Elves. As his people prepare for the coming war, Malekith draws up his plans against the Dwarfs.

    Orc Fort Aerial A party of the finest hunters and warriors in Naggaroth are dispatched to the lands of the greenskins with a single directive: bring back the most powerful Orc Warboss that can be found.

    When the hunting party returns with both an Orc and a Goblin, Malekith is surprised. It seems the two are inseparable, jointly leading a powerful new tribe calling themselves the "Bloody Sun Boyz". The goblin shaman, Gazbag, provides the brains while the towering brute of an Orc, Grumlok, supplies the muscle. For each, Malekith forges a magical amulet that greatly amplifies the wearer's abilities. In addition, the Witch King secretly includes a spell of command that will compel the two leaders to gather their tribe and march east into the World's Edge Mountains. There, they will capture the fortress at Eight Peaks and build a mighty Waaagh! to eradicate the Dwarfs. This being done, he commands his warriors to return the captive greenskins to their home.

    His plan set in motion, Malekith waits for news from the World's Edge Mountains. With the Dwarfs occupied by the fight against the coming greenskin Waaagh!, they will be unable to answer the Emperor's call for help when the Chaos army reaches his borders. The High Elves will sail east for the Old World, and Malekith will launch his attack. At last, the Witch King will claim the birthright denied him for millennia by his weak-blooded kin. The Throne of Ulthuan will be his.

    In the Badlands, Gazbag and Grumlok are reunited with the Bloody Sun Boyz. Immediately, the two set out to fulfill Malekith's magically-implanted command. Led by their newly-empowered Warboss and Shaman, the Boyz begin their march to the World's Edge Mountains, assimilating any greenskin tribe they encounter and destroying those who will not join. Never before have the Orcs and Goblins seen such strength and power from two of their own kind, and the ranks of the Bloody Sun Boyz swell as rumors of their deeds spread.

    As the greenskin horde approaches Karak Eight Peaks, the Dwarfs gather within its walls, confident the impregnable fortress is in no real danger. When Gazbag uses his amplified magic to blast a hole in the impossibly thick wall surrounding the city, the Dwarfs are dumbstruck. Never before has an invading army broken through the perimeter of Karak Eight Peaks. As a wave of snarling, bellowing greenskins pours through the breach, the dour but determined defenders of the doomed city prepare to make a last stand.

    The news spreads like a shockwave. How could one tribe of greenskins capture the seemingly impenetrable fortress? Though few will admit it, many Dwarfs are badly shaken by this impossible defeat. In Karaz-a-Karak, High King Thorgrim Grudgebearer vows revenge, commanding every Dwarf in the city to make preparations for a great war.

    Privately, the High King is gravely concerned. Rumors that the greenskin forces are led by a Warboss with the strength of ten Orcs and a Shaman with magical abilities never before seen would not normally concern him, as Dwarfs are prone to exaggerate. However, the fall of Karak Eight Peaks cannot be ignored, nor can its effect on the morale of his people. Secretly, the High King dispatches a rider to the Empire to alert Karl Franz of the possible danger to his own lands should the Dwarfs fail to halt the greenskin invasion. Though the High King is too proud to ask the Emperor for help, he hopes the urgency of his message will result in just that.

    Meanwhile, far to the south, Squig riders and Boar Boyz set out in all directions from Karak Eight Peaks, spreading word of a great Waaagh! gathering at the fortress. Legions of Orcs and Goblins begin streaming into the captured stronghold and the lands surrounding it. Each Orc and Goblin Boss pays homage to Grumlok and Gazbag, pledging his "ladz" to the destruction of the Dwarfs.

    On both sides, great armies are assembled. The Dwarfs are determined to retake Karak Eight Peaks and avenge its loss, while the greenskins care for nothing but the elimination of as many Dwarfs as possible.

    Two months after the fall of Karak Eight Peaks, the High King's army sets out to drive the invading greenskins from the World's Edge Mountains. As the Dwarfs march south along the slopes of the great volcano Karag Dron, the world suddenly grows dim. In the sky above, the sun begins to darken and the landscape is bathed in an eerie, unnatural light the color of deep crimson.

    From atop the tallest spire in Naggarond, Malekith watches the Chaos moon, Morrslieb, eclipse the sun. His spies in the Old World have relayed messages confirming the success of the greenskin attack on the Dwarfs. The Witch King's plans are unfolding precisely as arranged.

    Far to the north, out of sight of the eyes of men, a great black warhost erupts from the tempestuous Chaos Wastes. Swarms of grotesque creatures march in ranks alongside regiments of warriors and marauders, all led by a Chaos Lord bearing the banner of Tzeentch.

    In the Empire, terror and panic erupt at the sight of the red eclipse. Riots and fires break out in every district of Altdorf. The city guard is hard-pressed to contain the situation, but the eclipse soon passes and by nightfall, order is restored. The event is not forgotten, however, and many citizens of the Empire, shaken by what they believe to be an omen of terrible events to come, pack their belongings and depart their homes hoping to find shelter in the mountains to the south and east. A growing sense of doom hangs over the people of the Empire, and hope for any respite from the plague is smothered by the fearful sight of the red eclipse.

    For the Dwarf army marching to reclaim the fortress at Karak Eight Peaks, the eclipse seems to confirm a dread that has been growing within them. The black sun in the crimson sky is a stinging reminder of the loss of Karak Eight Peaks to the Bloody Sun Boyz, and seems to be a symbol of the inevitable victory of the greenskin horde now gathering there. Have the last days of the Dwarfs finally come? Resigned to their doom, the grim-faced warriors trudge across the harsh, mountainous terrain.

    In Altdorf, the Emperor receives the High King's message and orders several regiments into the mountains to assist the Dwarfs. Though he sorely needs the troops to secure his borders and combat the spread of anarchy in his realm, Karl Franz is honor-bound to respect the pledge made by Sigmar never to refuse aid to a Dwarf. Just then, an outrider delivers a report from the north -- a great Chaos army is on the march, and will reach the Empire's borders within a week.

    Assessing his deployments in Nordland and Ostland, Karl Franz realizes that the picture is desperately bleak. The plague has thinned the ranks of his armies, wreaked havoc with supply lines and decimated the morale and industry of his people. The Empire is ripe for conquest, and will fall quickly without help. The Dwarfs cannot possibly send warriors to protect the Empire. If they do not recapture the fortress at Karak Eight Peaks quickly, they might never do so again. Only the High Elves can save his people now.

    Summoning his most trusted Griffon rider, the Emperor composes a letter beseeching the ruler of the High Elves for assistance. When the messenger arrives in Lothern, Finubar, Phoenix King of Ulthuan, is already well aware of the Empire's plight and has been making preparations to send troops. Finubar summons Prince Tyrion, a warrior and general without peer among his people, and charges him with the defense of the High Elf lands. Confident that his realm will be secure , the Phoenix King sets sail at the head of a flotilla of Elven warships. From the Straits of Lothern the vessels pass into the Great Western Ocean carrying hundreds of the most skilled warriors among the High Elves. When word of the Phoenix King's departure reaches Malekith's ears, the Witch King gives the order to begin the invasion of Ulthuan.

    In the dead of night, a great fleet of Black Arks sets out from Naggaroth. As the floating fortresses approach the shores of Ulthuan, the invasion force splits in two, with one half bearing down on the Blighted Isles while the other steers south for the Straits of Lothern. Soon, legions of Dark Elf warriors spill forth onto the shores of their ancestral homeland.

    In Karak Eight Peaks, a great greenskin Waaagh! is building. In the northern reaches of the Empire, the servants of Tzeentch have already marched deep into Ostland and are laying waste to everything in their path. Prince Tyrion's army has raced north to engage the marauding Dark Elves, only to learn that a second invasion force has begun a siege of Lothern.

    Recognizing that the only way to counter the threats arrayed against them will be to combine their strengths, the leaders of the Empire and the nations of the Dwarfs and the High Elves convene a great Council of Wisdom in the Imperial capital of Altdorf. At this summit, the three rulers forge a pact that their peoples shall fight as one and strike back at the enemies who would conquer their homelands.

    The Age of Reckoning has begun.

    Najvažnije mislim:
    Warboss Gazag Spleenrippa was powerful and mean, even for an Orc. As a Big 'Un he was almost as large as a Black Orc, yet twice as skilled with a Choppa. The stunties with their humie pals were advancing over the ridge and Gazag was itching for a fight. "Oi! Listen 'ere ya gits! Da stunties an' humies are comin' ova da hill! Fer Gork and Mork! WAAAGH!" As one, the Greenskins surged forward in a massive green wave. Some small fighting broke out here and there, while a couple of Goblins were trampled, but by and large Gazag was pleased with his WAAAGH! and knew that this was just the first of many battles. His mobs would sweep into the Old World and none would survive his green tide of destruction.

    Warhammer, to newcomers, may seem on the surface to be just another generic fantasy setting. Oh how they are wrong! This series of articles will have two goals: The first, is to give role-players tips on really playing their characters as they should be in the Warhammer world. The second goal is to showcase how different all the Warhammer races are from their other fantasy counterparts.

    Names
    Warhammer Orcs and Goblins have a certain flavour to their names. Generally the first name is a rather primitive sounding word that frequently features the letter "G". Their last names are violent and brutal in composition and resemble titles more than anything else. Some examples of great Orc and Goblin names from Games Workshop are

    Grimgor Ironhide
    Morglum Necksnapper
    Azhag the Slaughterer
    Grom the Paunch
    Badruk 'Eadsplitter
    Gorfang Rotgut
    and my personal favourite,
    Borgut Facebeater

    Now this paragraph contains extremely important information about greenskins. It is included in the Names section of this article because it applies to spelling. Greenskins speak in a debased version of the English Cockney accent. They sound like and are based on rough, tough, working class, Oi! listening, soccer hooligans.

    Values
    Orcs value size, strength and brutality. Orcs care nothing for honour, wealth, land, title or anything else that they see as frivolous and not pertaining to immediate combat. Orcs also value a good scrap. Whether it be a fight with a fellow greenskin or a Dwarf, physical violence is the only thing in life greenskins desire.
    Goblins are a different thing altogether. Goblins value cunning, maliciousness and cruelty. Because of the constant abuse suffered from their larger cousins, Goblins are actually quite mean. The life of a "Gobbo" is a hard one and often short. It's only the meanest who survive and establish a place in Greenskin society. You can rest assured that those few that do hold their own in the greenskin tribes are absolutely vicious creatures.

    Likes
    Violence: Simply put, greenskins like hurting things. Whether greenskins are eating, talking, planning, thinking, laughing or doing any other activity, it will often involve violence in some form. There is no other race who sees so much violence at the individual level. There is very little difference between greenskins on and off the battlefield. Fighting, yelling, squabbling, WAAAGH! shouting and deity worship are present at all times.

    Dislikes
    Cowardice: Orcs, more than anything else, dislike avoidance of combat. Evasion, underhanded tactics and cowardice infuriate them to no end. Denying an Orc of its single purpose in life is not something it takes lightly. Orcs for the most part abhore ranged combat as it puts them and their choppa at a disadvantagein battle. Some Orcs have been known to use bows and "arrerz" and in extremely rare circumstances, crossbows. The vast majority, however, use a choppa and will dislike anyone who robs them of using it.

    Elves: Goblins dislike many things: hard work, adversity, challenge, Men, Dwarfs, the list goes on. Nothing, however, comes close to their innate fear of Elves. Goblins are extremely superstitious and have a phobia of Elves due to their fey nature and aura of mystery. Goblins need large numbers to feel confident in battle. Their ideal fight would be outnumbering an unaware foe in the dark. In order to willinlgy engae in combat with Elves, the Goblins must have vastly superior numbers or else they will be shaking in their boots.

    Religion
    Greenskin religion, if it can even be called that, revolves around two gods known as Gork and Mork. These mighty deities make their existence known via the highly potent and destructive greenskin magic. Goblins are the most adept at manipulating this WAAAGH! infused magic, while the Orcs contribute to its potency by building giant effigies of the Orc gods. To the greenskins magic and "religion" go hand in hand, more so than most other races.



    # Battle Cries WAAAGH!!!!!
    # (C'mon, do you really need anything else?)

  3. #303
    Senior Member Ninja hurdle
    Datum registracije
    Nov 2007
    Lokacija
    t(-.-t)
    Postova
    957
    Po lore-u Dark Elfovi su najkrvoločniji i najviše zli te oni koriste najgoru zlu magiju(više su zli nego chaos hehe). Molim se da mi nekakvog castera izbace

  4. #304
    Senior Member Small step for mankind
    Datum registracije
    Nov 2006
    Lokacija
    Svinjski anus
    Postova
    2.707
    zanimljiv je ovaj lore o greenskinsima, posebno ovaj dio o elfovima, nisam znao da se goblini boje elfova..
    Ljudi koji je film o nekom liku s maskom koje je zamrznit oko tisuću godina onda oživi i kao oni su u svemiru onda on kolje cijelu posadu broda pa prezivjeli bjeze pa ga ubiju pa maska padne u vodu ovi su misli da je meteor ali su stavili masku i

  5. #305
    Senior Member Ninja hurdle JedimiNjoke's Avatar
    Datum registracije
    Dec 2005
    Lokacija
    Svašta me pitaš...
    Postova
    773
    Ne da mi se igrat sa Chaosom igrat, idu mi na živce ti orkovi, DE i sva ostala čuda. Sve mi se jebiga čini da ću ipak morat, svi klinci će opet na stranu Ordera :S
    Zabušant...

    = Citat = Izvorno postao lukas2
    ej kaj kazete da osnovamo super guild Hunters Guild
    Perun - lvl70 warrior - <Deeprun Pest Control> - Aggramar

  6. #306
    Senior Member Ninja hurdle
    Datum registracije
    Nov 2007
    Lokacija
    t(-.-t)
    Postova
    957
    = Citat = Izvorno postao JedimiNjoke
    Ne da mi se igrat sa Chaosom igrat, idu mi na živce ti orkovi, DE i sva ostala čuda. Sve mi se jebiga čini da ću ipak morat, svi klinci će opet na stranu Ordera :S
    Sumnjam da će klinci dugo ostat kad vide da je skill>items>char(warlock XD).

    Dal zna netko kola je šansa da stave beastmaster klasu kod druchii-a?

  7. #307
    = Citat = Izvorno postao JedimiNjoke
    Ne da mi se igrat sa Chaosom igrat, idu mi na živce ti orkovi, DE i sva ostala čuda.



    Chaos = chaos =/= orc =/= dark elf

    chaos je chaos, jedan i jedinstven. nema veze s nicim drugim.....valjda si mislio na destruction....

  8. #308
    Senior Member Ninja hurdle
    Datum registracije
    Nov 2007
    Lokacija
    t(-.-t)
    Postova
    957
    Baš sam čitao po forumima i vidio da ljudi ne vole Dark Elfove te da će ih najvjerojatnije biti najmanje na Destruction strani

    Dark Elf lore :

    Raianna Cryptmist held the still beating heart of her sacrificial victim in her hand. The now dead High Elf Commander was lashed to a dark, bloodstained altar. His capture, months ago, was a small victory towards the many battles to come. His troops had all been slain in the raid, but the Dark Elves had reserved a special fate for him. His sacfiice would be the signal to launch another glorious invasion into the hated seas of Ulthuan. Raianna turned to her followers, all covered head to toe in blood and cruel weaponry. "Tonight, with this sacrifice, we go to join the others at the Black Arks and then to Ulthuan!" A sheer chorus of cries and screams echoed into the darkness as the coven of Witch Elves surged out of the temple and raced towards the great Black Arks. As one the Druchii would venture out across the seas to bring vengeance, violence and death to their hated kin. Much blood would cover the sands of Ulthuan in the coming days.


    Names
    Originally, the Dark Elves were (and in many ways still are) the direct kin of High Elves and thus share their characteristics for names. They are structured in a similar way, but many Dark Elves of late have adopted more evil sounding names throughout the millennia of separation and strife with their kin in Ulthuan. Their titles and surnames would be most appropriate if they contained malicious, violent and dark vocabulary to reflect this most evil of races. One fun way to find a good Dark Elf name is to find a High Elf name and then twist it into a dark and evil version for yourself. This would represent an ancient Dark Elf family who, over the centuries have become progressively more evil and distant from their High Elf roots.

    Values
    The Druchii value stealth, cunning, ruthlessness and killer instinct. Dark Elf society values the strong and their cities are places where the weak, meek and feeble do not last long. Two of the practices that the Dark Elves value above many others are slavery and sacrifice. These two things go hand in hand and almost any prisoner of the Dark Elves can expect one and often both of these two fates. It has been often said that being captured by the Dark Elves is one of the worst outcomes imaginable for a mortal This is a hundred times the case if you are a High Elf.

    Likes
    Evil: The Dark Elves are arguably the most evil race in the Warhammer world. While the actions of the followers of Chaos are without a doubt evil, they still have purpose and claim a twisted form of religious motivation for their actions. Dark Elves, however, commit acts of evil for the sake of being evil and base all their plans on vengeance, hatred and malice. It is the Druchii who wield Dark Magic and by doing so, rank amongst the most evil practitioners of magic anywhere. Evil is the driving force in all Dark Elves and any expression of it in any form is most welcome.

    Dislikes
    High Elves: It could be strongly argued that the hatred the Druchii hold for the High Elves knows no equal in the Warhammer world. It cannot be stressed enough, the Druchii hatred for the High Elves is like nothing else in the Warhammer world. Every breath of Malekith, Witch King of the Dark Elves and the hereditary heir the the throne of Ulthuan and Phoenix Crown, is spent on scheming, plotting and raiding against the High Elves and their allies. There are few battles more fierce and vicious when the Dark Elves launch themselves upon their hated kin. No mercy is given and the levels of loathing and violence are rarely surpassed elsewhere in the Warhammer world.

    Religion
    The Dark Elves primarily worship Khaine, the Elven god of War. The Druchii have changed course in this matter and worship Khaine as the god of Murder. Khaine is the fuel of the Dark Elf fire and his followers hold a zeal within them that borders on madness. It is Khaine whom the sadistic Witch Elves serve and the sacrifices made on his altar number in the many thousands.

    Another god to attract attention by a small number of Dark Elves (but still enough in number to form entire armies) is the Chaos God Slaanesh. The Cult of Slaanesh has infiltrated Dark Elf society and although often persecuted, is slowly growing in power and influence.


    # Battle Cries Prepare yourselves for the altar of Khaine!
    # Death to Ulthuan!
    # For Malekith!
    # The Druchii have come for you!!

    Desciption and Lore
    Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.

    It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning 'land of chill'.

    Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.

    In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident that in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.

    Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King's command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.

    Za sada su poznate dvije klase : Black Guard(Tank on drugs) i Witch Elf(DPS). Zna se da će doći mage klasa(moguće male mage jer su dobili odobrenje od GW-a ali opet ako gledamo po loru svi male magovi su progonjeni do smrti tako da će najvjerojatnije biti female mage ako će pratiti lore. Nagađa se da će zadnje dvije klase biti najvjerojatnije Beast master i sorcerer/sorceress ili će umjesto beastmastera staviti shade klasu. Nadam se da stave beastmastera ali kad gledamo Destruction ima klasu koja ima peta (globlin squig herder) dok Order nema tako da se bojim da će beastmastera imati high elfovi.

    Nadam se da ima još ljudi koji vole Druchii rasu

  9. #309
    You know you want it, you know you like it - svježe informacije:
    It’s update time once again and so here is the latest peek behind the scenes at EA Mythic.

    The Cities Team

    Hello from the Cities Team! This week some truly exciting work is being done. As you walk through the streets of Altdorf or the Inevitable City, there are HUGE buildings that dominate the sky; think “Big Ben” or the “Eiffel Tower”. We call these structures “Marvels”. Marvels help us provide the iconic look and feel of a city and make them immediately recognizable. But as amazing as they are to look at, until this week you couldn’t actually
    enter inside.

    It was a major let down, many of us wept. But now we are rejoicing as we are building the interior structure of the Bright Wizard College, the grand hall and throne room of Emperor Karl Franz, and the terrifying Magus tower of the Inevitable City.

    The process of buildings these interiors requires a great deal of planning. In keeping with our guiding principle, WAR is everywhere so these interior spaces are not simply places to take screenshots, but places to wage epic battles! So, with that in mind we carefully proto-type our play spaces, check them out for the number of players we expect to engage, and then the very necessary Games Workshop concept approval process, and finally we start to model and texture them.

    We’re on the last phase now so it’s all coming together. We look forward to meeting you all inside these cities, making new friends, and bashing some heads together.

    The Items Team

    After last week’s revelations about the trophy system, this week they have some news about another customisation aspect – armour dyes!

    We’ve started applying tints to armors throughout the whole game. Some tint colors are “reserved” – they’ll only be used on specific cool bits of armor. Also, some colors will have specific in-game meaning. All the other colors will be distributed among everything else.

    We’ve also been finishing up the details of our dyeing system. Will players be able to dye their armor? Yes. Will players be able to “bleach” or revert dyed armor back to its original color? Yes. We'll keep you all updated as this system progresses.

    As an aside we’ve also been playing around with some itemization systems to make random drops “feel” better to the player. These systems will make it much more likely that a player will be able to use an item that drops.

    The Animation Team

    Elves. Getting the Elf careers that we’re rolling out this round up to where we’re all happy with them being ravenously consumed (after such a patient fasting) has been really our top priority goal. Following closely behind is support for the Elf starter zones and monsters for those pairings. We’ve been working closely with code to get a system in for “monsters what ride other monsters” since we can’t keep those crazy content writers from making zones full of elf cavalry. No, this does not mean we have either player mounts or mounted combat. It just means that we can hook a couple things together and have it be able to fight that way without having to do some crazy zillion bone rig with both rider and mount being in the same model.

    As an interesting factoid, the proof of concept work was done on the Lab Rat (skaven model you’ve seen in so many videos), and our first tests were retargeted onto a goblin wolf rider. The main reason you keep seeing the Skaven show up in so many of Paul’s video diaries is that, since he’s not a player character, and NPCs don’t require a ton of work, I know that nobody will be needing him for anything important. This way I can continually do R&D with a valid model whose anims work “ok” on most humanoids, and I’m not ever keeping, for example, someone from polishing the Empire Male set because I’m busy testing a new feature. And because I like them. A lot.

    There are a ton of things we’ve been doing in conjunction with the Cities team as well, and they make me keep adding more insanity to my spreadsheets. But we’re getting a lot of neat ambiance in.

    Issues from previous beta stuff that we’ve been improving upon:

    * Swimming should be functioning a little better across the board, not final, but Code has made a lot of improvements, and we’ve now got splash sounds happening where appropriate (no fx yet though).
    * Hopefully not stealing any C&C thunder, but animation and FX integration is improving a lot, and now we finally have the ability for both weapons on a dual-wielding character to have weapon trails.
    * Flying creatures now path around properly and don’t move to a point, wait, then pop to the next point, where they’ll wait. It’s all smoooooth and stuff.
    * We changed the way that the client handles build-up times on abilities, and the new system will ensure I can’t screw it up. It defaults to stretching the “build” anim for any ability that has a cast time.
    * Draw and Holster is now working more as intended again. We’re working on adding hot-swaps between melee and ranged weapons when you hit X for those rangey hybrid types. Stock melee or caster guys should just see things working correctly.

    The UI Team

    User Interface, or User Interactions, or the Team of Extreme Awesomeness as we're often called, has always had a unique challenge. It is our responsibility to present each of the varied systems in the game (RVR, Careers, Crafting, Trophies, Public Quests) in ways that make them easy to understand and easy to use, while still reflecting how exciting they are. And we have to tie these wildly different systems together, visually, so it doesn't look like you're staring at the interface for twenty different games each time you open a new window.

    So we made a decision to revisit the UI from the ground up. Which means, literally, we're touching every window in the game. Nothing that was in the game a month ago can be considered finished.

    It's an exciting, but daunting prospect. Our first two attempts at overhauling the UI were with two huge, and somewhat independent systems, the maps and the Tome of Knowledge. We showed updates of both those windows in the last few weeks, but showing you what they look like now doesn't give you any indication of the direction that we're going with the rest of the UI. The maps and the Tome are stylized parchments, a look we're not going to use for the default windows.

    So our third, and probably most visually impactful, attempt to overhaul the UI was to take on the look of the default window.

    There's a joke around here that starts with us showing UI mockups around to other people on the team, and ends with the punchline ""There's too much brown."" So when the UI designers and artists sat down to reevaluate the UI with our ""ground up"" mentality, we decided to get away from brown.

    And to give you an idea of the holistic way in which we're approaching our UI redesign, here's an example of some things that have gotten extremely long discussions in the past few months:

    * Use of Color
    * Use of Iconography
    * Messaging Types
    * Things Over People's Heads
    * Icons on the Map and Minimap
    * Toggles versus Checkmarks

    By the time beta reopens, you won't see an entirely new UI. We've been working on establishing the fundamentals, and will, over time, be incorporating the new look into every window. Aside from changing the look of windows, we're also revisiting the functionality of every UI element. But you will begin to see it, window by window.

    So here's a mockup of what you should begin to look for... The New, Improved, NOT BROWN, User Interface Default Window.

    The Combat & Career Team


    Career Mastery (Specialization) - We know that you've all been eagerly awaiting more details on how we plan to allow players of the same career to differentiate themselves from one another, and we're thrilled to be able to take this opportunity to unveil the Mastery system for the first time!

    General Overview

    Career Mastery will allow players focus on different facets of their career giving them the opportunity to differentiate themselves from others, while still making sure that every character, no matter how they're specialized, can still perform the basic and fundamental purpose of their career. For example, every Sword Master will be an able tank, capable of absorbing much more damage then a lighter fighter. However someone who specializes in the Sword Master’s defensive path will find that they are generally more durable, able to hold aggro better in PvE and able to defend their friends more efficiently in an RvR scenario. Meanwhile a Sword Master who chooses to go a more offensive route will still be able to take a hit, but may find themselves hard pressed to defend & protect as well as their counterpart, admittedly they will be hitting quite a bit harder as a trade off.

    To begin at the most basic layer, every player will have four grouping of skills: Core skills and skills that fall under one of three different Paths of Mastery. The Core skills include a small handful of abilities which are simply critical to the career (to continue the example above, a Swordmaster would find that their Taunt and Guard abilities are Core). These Core skills automatically improve as you gain ranks; once you learn them, they won't require any further investments. Moving beyond that, each career will have three paths available to Master, each of which emphasizes one specific facet of the career's abilities. While the Core skills represent a more automatic progress, the pathed skills are heavily player-controlled.

    Each Mastery contains Base skills, Supplemental skills, and also has its own Mastery level. Base skills are the Actions, Tactics & Morale a player is granted as a reward for achieving a specific level, every character of that Career will always be able to purchase these skills, however their total effectiveness is intimately tied to the player’s level of Mastery. Supplemental Skills are the Actions, Tactics, and Morale that a player can only unlock by increasing their Mastery of a given path, like Base skills Supplemental skills continue to increase in effectiveness as you’re Mastery level increases. The Mastery level itself is the current amount of Mastery a player has in a particular path, players will be able to choose just how much Mastery they desire in each of the three paths available to them.

    Earning Skills & Increasing Mastery

    Skills can be earned in one of two ways Base skills are unlocked when you achieve a specific rank then purchased at you’re trainer, players can choose to skip a Base skill if they desire but there is no good reason not to. Supplemental skills however are only unlocked once you reach a certain Mastery level, once unlocked a player has to choose to spend points to purchase these skills. This is a difficult choice b/c the same points used to purchase Supplemental skills are used to increase Mastery level. These points are referred to as specialization points, and are earned every rank, a player will never have enough Specialization points to completely Master multiple paths while purchasing Supplemental skills. It is a tough choice b/c every point of Mastery earned improves EVERY action in that mastery line by a small amount this includes the Base Skills you automatically get. One level of Mastery can seem trivial however they add up and 5 or 10 points of Mastery makes a significant difference!

    There is some amount of automatic leveling of power for skills in the paths outside of their Mastery. This is done to make sure the ability is not completely useless to the player, in fact many abilities may still be useful for secondary effects such as Stun even if they have horrible damage/healing values b/c their Mastery level is lower. When comparing the general power of an ability of a path with 100% Mastery and one with 0% Mastery you will see around a 30 – 35% difference in power. Remember this number can be improved (or widened) further depending on which Tactics and Stats you focus on as well.

    Simple Examples

    Example #1 - How a Base Ability improves with Mastery. Graceful Strike, a melee attack which causes monsters to hate you more than normal would be a base ability that falls into the Path of Vaul, which is the Sword Master's defensive-oriented Mastery. Every Swordmaster, whether or not they've specialized in that path, would have access to that ability. However, after a certain point, the damage and additional hatred will have reached their full potential, and will stop increasing. If the player then decides to use part of their specialization to increase their Mastery in the Path of Vaul the damage and extra hate will increase above that cap - and the further they specialize into that Mastery, the greater and greater the effectiveness becomes, however this ability still retains some use to players of other Paths who will find it useful for it’s additional Hatred generated since it is still better then many of the standard Melee attacks.

    Example #2 - Purchasing additional Supplemental Skills. To stick with our hypothetical Swordmaster, for example, let's rejoin him after he's spent several of his specialization points to gain further Mastery of his defensive path (Path of Vaul). Once his Mastery increases sufficiently, he'll see that a new attack has become unlocked called Crushing Advance. This ability is a shield slam that not only does damage and interrupts casting but also briefly increases his chance to block attacks further bolstering his defense. In order to purchase it, he'll need to divert his next point away from increasing his Mastery further, and spend it to gain the attack instead. This is only one such example of an additional supplemential Skill, players will also have access to improved tactics and a powerful Level 4 Morale in their Mastery

    For the astute you’ll have also noticed that the Path of Vaul seems to have a focus on using a “Sheild” instead of a “Greatsword” tricky eh?

    Closing

    In the end every player can decide not only how deeply to Master each path, but also which additional skills they might want to purchase from that specialization choice. You may choose to go full-bore down one path, max out its Mastery and purchase every supplemental skill, making your character outstandingly good at that aspect...but you'll only have enough points remaining to Master another path halfway at the most. Do you go as far as you can in a second path? or do you split your other points between multiple paths? Do you purchase the supplemental skills in those other paths, or do you decide to push your Mastery as high as you can? Maybe you decide not to push one path to its limit, and instead purchase several supplemental skills from multiple paths - but remember, you need Masteries to make those skills more powerful, too! Our specialization system will be a rich and flexible tool to customize your character exactly the way you want them!

    We hope you enjoyed the sneak preview of the Career Mastery system, we have high hopes that these improvements will further enrich our character systems. We’ll be listening closely for additional questions and feedback and answering them as we can over the next couple of Beta update letters.

    The RvR Team

    The first stage of changes and additions to open world RvR is under way and I’ve been cleared to share with you a glimpse of the details. We received a lot of feedback regarding warcamp camping, the battlefield objectives, and the feeling of the RvR area as a whole and we have been listening. We have begun making changes to the battlefield objectives to provide more incentives to players to capture them, as well as making them more dynamic and interesting.

    Now for the part that has been the top-secret project the RvR team has been hard at work on: Keeps. Yes, you read that right – we are adding Keeps. Keep warfare, namely protecting your keep and capturing your enemy’s, will play a significant role in open world RvR and the campaign.

    The first pairing to have keeps on Beta will be Empire and Chaos. The art for the keeps will not be polished when Beta reopens, but this is very intentional. Our primary goal at this stage is to make sure the game play and functionality of the keeps are very solid and you can expect to see a lot of “focus discussion” posts from members of the RvR Team as we request targeted feedback.

    What about Siege? There will indeed be siege in WAR. However, siege will not be ready when Beta reopens. I will have more information for you as we get closer to having it ready for release to Beta.
    MMORPG.com: What is the group size in Warhammer and what mechanisms are there for communication in RvR, especially for the larger campaigns?

    Brian Wheeler: Group size is 6, but players can form a Battlegroup (basically a group of groups) up to 24 players. Obviously, these will have their own unique chat channels for player communication, but we'll also have RvR specific chat channels that anyone can join.


    MMORPG.com: Can you elaborate further on balancing RvR Scenarios, in particular in reference to balancing the use of NPC Dogs of War: Are they employed anywhere else besides in the Focused Instanced Scenarios?

    Brian Wheeler: RvR Scenario balance is simply a matter of making sure that both sides have equal opportunities to win. This involves equalizing run times from starter areas to key locations, as well as providing access to choke points and ways around those choke points. Whether that's a super secret ninja path around the backside of an island (cough, Nordenwatch, cough) or simply stepped vs. ramped terrain depends on each Scenario. All players will also be within a set level range for each Scenario and each side will have roughly the same number of combatants. Though we envision Scenarios as instanced combat between players, if necessary, we will introduce NPC Dogs of War to speed up the queue so players from both sides won't have to wait forever and a day to get into a fight. We're looking at other methods of getting players into Scenarios quickly as well, but we can't let the cat out the bag on them yet.


    MMORPG.com: There are PvE type quests that relate to the war efforts. Does this mean that completion of these quests will also count towards the war effort?

    Brian Wheeler: Any quest you do, whether it's a starter quest to take out a band of Orcs with a cannon or a massive PQ, will contribute to the ongoing war effort. Our Realm vs. Realm system is not limited solely to player vs. player interactions. Shouldn't killing a Dwarf contribute to the Greenskins' efforts regardless of whether it was a player or not? We think so, and that's why every quest you do will contribute towards zone control and winning the war.


    MMORPG.com: Do all levels of RvR count towards the war effort and control of the map?

    Brian Wheeler: As noted in the last question, any level player will contribute to the war. From the moment you take your first quest to the final push into a Capital City, from levels 1 to 40, you will be contributing to the war.


    MMORPG.com: Besides bragging rights, what benefits does control of the map convey to the army that holds it?

    Brian Wheeler: Lots! We can't disclose all of the treats you'll get, but I'll share a few with you. When you control a map your morale will instantly shoot up to 100%, you'll get a buff that increases your damage output, you'll be granted a hefty chunk of Renown, and to promote the sense of absolute chaos and bedlam...well...we'll save that one for later...


    MMORPG.com: Are there any cities (starting cities perhaps) that are inviolate? Or will there be certain areas that are not subject to RvR? Or could level ones spawn in the path of an invading army?

    Brian Wheeler: Cities are safe by default until the campaign pushes the war to the cities' doorsteps. At that point, the City is up for grabs and goes into RvR mode. At this point, the City is no longer safe. Now in terms of the open world RvR areas...nowhere is safe...but War Camps on the border of these areas are heavily guarded by NPC's that will attack enemy players on site giving players a safe place to rest without being too far from the action. Outside of the RvR areas, unless you are specifically flagged for RvR, you will be safe and free to explore the PvE areas of the game world at your leisure.


    MMORPG.com: Is that "group-based" loot rewards for winning an RvR scenario?

    Brian Wheeler: There are no group-based loot rewards for Scenarios, however we do reward all players that complete Scenarios with Renown points. These Renown points are based on the score of the Scenario, how long you've been in the Scenario, and whether you won or lost. Winners AND losers get Renown points in our Scenarios.


    MMORPG.com: There has been some information about capturing the King of a city (we presume an NPC) but we'd like to know more about the consequences of that action? To the victors and the losers

    Brian Wheeler: At this point, the killing/capturing of a King is slated to temporarily give both offensive and defensive bonuses to the winning Realm (Order or Destruction) when fighting again a member of an opposing army (Dwarf, Chaos, etc.) that just lost its leader. This is designed to help spur on that racial hatred we want in WAR. If you're a Chaos or Dark Elf player, you'll get these bonuses against Dwarfs when the Greenskins kill/capture Thorgrim Grudgebearer. As for the losers, it is time to rally the troops for a fight to win back your honor!

    At this point, the killing/capturing of a King is slated to temporarily give both offensive and defensive bonuses to the winning Realm (Order or Destruction) when fighting again a member of an opposing army (Dwarf, Chaos, etc.) that just lost its leader. This is designed to help spur on that racial hatred we want in WAR. If you're a Chaos or Dark Elf player, you'll get these bonuses against Dwarfs when the Greenskins kill/capture Thorgrim Grudgebearer. As for the losers, it is time to rally the troops for a fight to win back your honor!

    I was also given an in-depth example by Mythic of how the city siege component of the game currently works. I was reminded that the game has not launched and it would be misleading to make any claims of 100% certainty at this point in time.

    In this case, the Armies of Destruction are attacking the Empire capital city of Altdorf...

    * When the Tier 4 zone of Reikland falls, the city of Altdorf becomes "attack eligible"
    * Destruction can then enter the Outer City, which is an RvR zone, to fight against players of Order and capture control objectives.
    * Players on both sides will respawn in the Outer City until the battle is won or lost.
    * If Destruction wins, the Outer City closes and they advance to the Inner City to fight NPCs and other Order player that may have survived the initial battle.
    * Order players still in the Inner City will not be able to respawn once killed.
    * Destruction will then have several hours of uninterrupted time to loot, pillage, quest, fight the king, etc.
    * After this period of time has ended, the Outer City will re-open for RvR combat and the forces of Order may attempt to retake this area
    * Should Order succeed, they can then enter the Inner City to clear out the forces of Destruction (who will no longer respawn in this area once killed)
    * The city will then revert to its original state of peace.

    Please note that the city siege itself will be population limited (size to be determined) and could play out over several different instances.

    Please note that the city siege itself will be population limited (size to be determined) and could play out over several different instances.

  10. #310
    gdje su nestale 22-a i 23-a stranica? Oo

  11. #311
    Bilo problema /hacked/ sa Sport podforumom pa su morali napraviti rollback... a baš kad sam otkrio razlike između Warhammer i Warcraft svijetova.

  12. #312
    Senior Member Ninja hurdle JedimiNjoke's Avatar
    Datum registracije
    Dec 2005
    Lokacija
    Svašta me pitaš...
    Postova
    773
    Netko mi je zbriso post, gg modovi! Njubino...

    Eto da imaš posla izbriši i ovaj.

    Edit: Post je bio On-topic jer se radio o Warhammeru Online, tako da nisi imao valjanog razloga ga izbrisati.
    Zabušant...

    = Citat = Izvorno postao lukas2
    ej kaj kazete da osnovamo super guild Hunters Guild
    Perun - lvl70 warrior - <Deeprun Pest Control> - Aggramar

  13. #313
    Senior Member Ninja hurdle JedimiNjoke's Avatar
    Datum registracije
    Dec 2005
    Lokacija
    Svašta me pitaš...
    Postova
    773
    Hrvati ne mogu biti beta testeri? Nema ponuđene Hrvatske lol, ima npr. Vietnam ili Honduras... no nema Hrvatske.
    Zabušant...

    = Citat = Izvorno postao lukas2
    ej kaj kazete da osnovamo super guild Hunters Guild
    Perun - lvl70 warrior - <Deeprun Pest Control> - Aggramar

  14. #314
    = Citat = Izvorno postao JedimiNjoke
    Edit: Post je bio On-topic jer se radio o Warhammeru Online, tako da nisi imao valjanog razloga ga izbrisati.
    aj procitaj arbiterov post kaj se dogodilo


    Nema ponuđene Hrvatske lol, ima npr. Vietnam ili Honduras... no nema Hrvatske.
    Si probo pod Croatia? Znas, samo ti mi hrvati velimo, onak, hrvatska, kuš ono, ne, buraz?

  15. #315
    Senior Member Ninja hurdle JedimiNjoke's Avatar
    Datum registracije
    Dec 2005
    Lokacija
    Svašta me pitaš...
    Postova
    773
    Kuš ono, da, nisamtijaburaz - nema ponuđene niti Croatia, niti Hrvatska...

    Chile, Canada, Colombia, Costa Rica, China samo ponuđene, molim odgovor od nekoga tko zna.

    Za ovo modovi posteri je CLEARLY zajebancija. Nemreš ni malo crnog humora unijet.
    Zabušant...

    = Citat = Izvorno postao lukas2
    ej kaj kazete da osnovamo super guild Hunters Guild
    Perun - lvl70 warrior - <Deeprun Pest Control> - Aggramar

  16. #316
    A kuš onak ne, kajaznam, ja dok sam se registriro i prijavljivo za sve, cek, ne, ono, iem baš pogledat...

    E, eoga

  17. #317

  18. #318
    Senior Member Small step for mankind
    Datum registracije
    Nov 2006
    Lokacija
    Svinjski anus
    Postova
    2.707
    = Citat = Izvorno postao Arbiter of Change
    Ajde konačno malo Archmage crteža:
    http://www.warhammeralliance.com/gal...images.php?c=3
    jel ima kakvih informacija o archmagu?
    Ljudi koji je film o nekom liku s maskom koje je zamrznit oko tisuću godina onda oživi i kao oni su u svemiru onda on kolje cijelu posadu broda pa prezivjeli bjeze pa ga ubiju pa maska padne u vodu ovi su misli da je meteor ali su stavili masku i

  19. #319
    Postoji mogućnost da će biti predstavljeni u ovomjesečnom newsletteru.

  20. #320
    Senior Member Lord of The Fleas
    Datum registracije
    Oct 2006
    Postova
    384
    gdje da skinem ovu igru ??

  21. #321
    Senior Member Lock'n'Load
    Datum registracije
    Mar 2006
    Lokacija
    VEXIL - EVE corp.
    Postova
    181
    = Citat = Izvorno postao H4ck€r
    gdje da skinem ovu igru ??
    Sviđa mi se tvoj humor
    <frank> can you help me install GTA3?
    <knightmare> first, shut down all programs you aren't using
    frank has quit IRC. (Quit)
    <knightmare> ...

  22. #322
    Senior Member Respawned sorcerer WEASEL's Avatar
    Datum registracije
    Apr 2006
    Lokacija
    sinj
    Postova
    1.646
    = Citat = Izvorno postao H4ck€r
    gdje da skinem ovu igru ??
    S

  23. #323
    Senior Member Ninja hurdle
    Datum registracije
    Nov 2007
    Lokacija
    t(-.-t)
    Postova
    957
    Mda, dosta spamma možda?

    Ne znam baš za arch maga kak će bit, znam samo da će biti healer/nuker, koristit će kakti wind spells iliti nature čarolije(ipak su elfovi). Možda bi i igrao jednog da klinci ne igraju uvijek elfove -.-

  24. #324
    Senior Member Ninja hurdle JedimiNjoke's Avatar
    Datum registracije
    Dec 2005
    Lokacija
    Svašta me pitaš...
    Postova
    773
    Pokušavam negdje naći video gameplaya Witch Huntera, ako netko ima neki link bio bih zahvalan !
    Zabušant...

    = Citat = Izvorno postao lukas2
    ej kaj kazete da osnovamo super guild Hunters Guild
    Perun - lvl70 warrior - <Deeprun Pest Control> - Aggramar

  25. #325
    Koji nature magic dood, Archmage (High Elfovi općenito) su gospodari SVIH vjetrova magije (ne kao Empire samo vatre, druga je stvar što će High elfovi dobiti kao neku "svestranu" magiju, tj. neutralno nabijenu). Vjerojatno misliš na Wood Elfse sa "nature" magijom (premda ni to nije to baš).

  26. #326
    Senior Member Small step for mankind
    Datum registracije
    Nov 2006
    Lokacija
    Svinjski anus
    Postova
    2.707
    = Citat = Izvorno postao JedimiNjoke
    Pokušavam negdje naći video gameplaya Witch Huntera, ako netko ima neki link bio bih zahvalan !
    Witch Hunter video
    Ljudi koji je film o nekom liku s maskom koje je zamrznit oko tisuću godina onda oživi i kao oni su u svemiru onda on kolje cijelu posadu broda pa prezivjeli bjeze pa ga ubiju pa maska padne u vodu ovi su misli da je meteor ali su stavili masku i

  27. #327
    Senior Member Respawned sorcerer
    Datum registracije
    Feb 2006
    Lokacija
    Di pada snijeg?!
    Postova
    1.557
    fora mi izgledaju ovi archmageovi...

  28. #328
    Senior Member Ninja hurdle JedimiNjoke's Avatar
    Datum registracije
    Dec 2005
    Lokacija
    Svašta me pitaš...
    Postova
    773
    Zahvaljujem! Mislim da ću počet sa Witch Hunterima pa ako mi se ne svidi, lako rerollam^^ Ovaj lik igra witch huntera ko da je inžinjerac lol :S
    Zabušant...

    = Citat = Izvorno postao lukas2
    ej kaj kazete da osnovamo super guild Hunters Guild
    Perun - lvl70 warrior - <Deeprun Pest Control> - Aggramar

  29. #329
    Senior Member Small step for mankind
    Datum registracije
    Nov 2006
    Lokacija
    Svinjski anus
    Postova
    2.707
    = Citat = Izvorno postao JedimiNjoke
    Zahvaljujem! Mislim da ću počet sa Witch Hunterima pa ako mi se ne svidi, lako rerollam^^ Ovaj lik igra witch huntera ko da je inžinjerac lol :S
    np..

    i meni se witch hunteri svidjaju od non-dwarf order rasa, ipak black orc owna i engineer/hammerer ownaju
    Ljudi koji je film o nekom liku s maskom koje je zamrznit oko tisuću godina onda oživi i kao oni su u svemiru onda on kolje cijelu posadu broda pa prezivjeli bjeze pa ga ubiju pa maska padne u vodu ovi su misli da je meteor ali su stavili masku i

  30. #330
    Senior Member Ninja hurdle JedimiNjoke's Avatar
    Datum registracije
    Dec 2005
    Lokacija
    Svašta me pitaš...
    Postova
    773
    Ak si pametan ćeš rollat Order s nama ostalima tbh Ja i još par IRL frendova ćemo Order (nagovorim ja njih nps^^) makar su svi trenutno horda u WoWu. Igrao bi ja Destruction, al nemaju Witch Huntere, pa svi misle da sam neki papak

    Drugi izbor mi je dwarf hammerer/runepriest makar i inžinjerac izgleda dobro (podsjeća me na Arcanum).
    Zabušant...

    = Citat = Izvorno postao lukas2
    ej kaj kazete da osnovamo super guild Hunters Guild
    Perun - lvl70 warrior - <Deeprun Pest Control> - Aggramar

Slične teme

  1. Warhammer Online cd key kupnja
    By Rigatchu in forum Pomagaj brate!
    Odgovora: 2
    Posljednji post: 25-08-2010, 13:01
  2. Warhammer Online pozlaćen
    By IgGy in forum Komentari vijesti PCPlay.hr i PlayZone.hr
    Odgovora: 0
    Posljednji post: 28-08-2008, 09:09

Pravila postanja

  • Ne možeš stvarati nove teme
  • Ne možeš odgovarati na postove
  • Ne možeš slati privitke
  • Ne možeš mijenjati svoje postove
  •