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Everything posted by foogleman

  1. foogleman

    RPG starting XP revamp

    A wild foogleman appears. So this was a thought that's been going around in my head for quite a while now. While progression is fun and all, I now firmly believe that the best course of action for this server would be, if the character creation gets a little overhaul. I believe it would be more fun and definitely more alt-friendly if new characters could start out with 3-4 months worth of XP to freely distribute at character creation between their combat skills and crafting skills. That way, a new character doesn't have to start out as a nobody and people, especially new players, had a lot more opporunities in what they wanna do right off the bat. Someone could start out as a veteran combatant, a skilled magic user or a seasoned craftsman. Or a mix of anything, really. And there could still be progression, only that progression would go slowly and more focused. How do I even get to this idea? Well, I thought back of the old Legacy days and about other private server I have been on. The matter of fact is.. none of these past servers had what Unknown Shores has. The RPG system and all that. Still, people had a lot of fun on them, character variety was great and ideas and concepts were thrown around everywhere. And I believe that it was mostly due to the fact that you could start out as any character you wanted. There was no RPG system holding you back. You wanted to be an adventurer? No problem. You wanted to be a skilled blacksmith? Sure thing. But on Unknown Shores, you can only start out as one thing: Untrained Scrub that is good at nothing. Which is ultimately very limiting for new players. The one thing that I believe is the best thing about the RPG system is, that it brings order and fairness to the RP environment. Which is the one thing that was always missing on Legacy RP. We don't do a simple d20 roll here to see if that seasoned Kaldorei Archer hits the mark or shoots herself in the foot. We don't "pretend" that this one blacksmith guy over there is a master in his craft and has 150 Thorium Bars in his backpack to craft that very special armor for an event. Those were all Legacy problems that the RPG did fix. But starting out as a untrained scrub, that is not a problem that the RPG system fixed, it is rather a problem it created. Progression can still be a thing, even if players would start out as "someone". There is many ways someone can progress, as there has always been. Just throwing that thought out there. I do believe it would improve the experience, especially for new players.
  2. foogleman

    RPG starting XP revamp

    I was not aware. That's great to hear.
  3. This is a Quick & Easy guide for new players. For more in-depth information, please visit Server Information and read the guides listed there. My Character Look at your character sheet. Open up the RPG Handbook and there you have it. You can also type: .rpg csheet to get a more detailed character sheet. The book will not show you buffs or debuffs you currently have. .rpg csheet will. This is the moment were you should make a ".rpg csheet"-Macro. It will come in very handy and you will use it a lot. Trust me. Let's look at your stats first: Strength: Your Hit-Chance vs. dodge in melee combat will be determined by either your strength or your dexterity, which ever is higher. Strength is a requirement for some gear, like plate armor. Strength increases the damage of some weapons and skills. Dexterity: Your Hit-Chance vs. dodge in melee combat will be determined by either your strength or your dexterity, which ever is higher. Dexterity increases the damage of some weapons and skills. Dexterity determines how much damage you avoid when you successfully dodge. Dexterity does not increase your chance to dodge! Dexterity increases the amount of energy you start with on your first turn in combat. Constitution: It increases your maximum HP by 100 per point. It reduces the amount of Fatigue you suffer from all actions, and increases your HP regeneration out of combat. Perception: It increases your chance to dodge. It determines who goes first in combat. It increases your chance to flee from combat. The amount of detailed information you receive when you .rpg csheet on another player or creature is determined by your perception. Willpower: It increases your Hit-Chance vs. dodge when using magic attacks. It increases the damage and healing of magic skills. The amount of skills your character can learn increases by one for every two points in Willpower. Willpower also decreases the magic damage you take. Ingenuity: It increases energy regeneration by one for every two points in Ingenuity. It increases the critical hit chance of physical damage skills by 0.5% per point, and magical damage skills by 1% per point. Critical Hits do 175% damage/healing. Some abilities scale with Ingenuity. What about the other stuff? Productivity is explained in the next paragraph. Fatigue rises with certain actions, like crafting, swimming, doing combat etc. and it decreases over time. A high fatigue decreases your healing/damage output, and increases your damage taken during combat. Story Stat is a special stat that is given out by GMs during events and can be used only during that event as a resource for special things. Energy is needed during combat to use abilities. Essence is a resource for some powerful abilities. It recharges slowly over time. IMPORTANT: More on Fatigue and Injuries Fatigue can rise from many actions taken in game, but mainly traveling with the boat, swimming and combat. The percentage number displayed under Fatigue in your RPG Handbook reduces your outgoing damage and increases your incoming damage during each turn of combat. Every time you get damaged in combat, you have a chance to receive an injury. There are several different kinds of minor injuries, and they can stack up. Too many injuries can become Major or Severe. There are several ways in the game to deal with injuries and fatigue. For example, using a campfire will reduce fatigue more quickly over time. Using a bedroll will greatly reduce the time that some wounds need to heal. There are also some abilities in your RPG Handbook under "Non-Combat Abilities" that can help with wound treatment. Click here for more details about injuries. How do I learn abilities? Open the RPG Handbook, go to "Abilities". This shows all abilities you currently have. The energy cost of each ability is shown in blue in the brackets. The essence cost of an ability is shown in purple. Click on "Ability Dictionary" to get a list of all abilities in the RPG. To learn an ability, click on it and then click on "Learn Ability". You can "unlearn" an ability once every 24 hours. Green abilities can be learned by any class. Blue abilities are class-specific. You can only ever have two class abilities. How do I equip myself? Every item is just "cosmetic". To give your item actual stats that work with the RPG, you have to apply a Token to it. You can get tokens from the vendor. Players can also craft tokens when they have the skill. To apply a token, simply right-click it and then left-click on the item. There is two types of tokens. Weapon Token and Armor Token. The weapon token only works on a fitting weapon. For example, the token for a Short Bow will only work on an item that classifies as Short Bow. The armor token only works on your chest armor. That means, whatever you wear as chest armor will determine the overall type of armor your character wears in the RPG, regardless of what you have equiped on head, shoulders, feet, hands, etc. Important: To equip your weapon/armor in the RPG, you have to equip it normally like you would any other item in WoW, and then type: ".rpg equip". Otherwise it will not show up on your character sheet. How do I get better? The two main factors in getting better are: XP and Productivity. XP: You increase your XP by Training. Open the RPG Handbook, go to "More Actions" and click "Start Training". This will spend 4 productivity every 5 minutes training until you stop or run out. Based on your experience level, this will result in various amounts of XP gained. You can kill NPCs to make training faster, spending 12 productivity immediately after killing an NPC! Productivity: Productivity is used to buy XP. It is also used for gathering and crafting, explained later on. You regenerate 3 Productivity per hour, even when offline. Productivity is shared among all characters on your account! How do I craft stuff? Gathering: Fist you need to find a spot that has materials. For example, if you want to find wood, go to an area with trees. Then, open up your RPG Handbook, go to "More Actions" and click "Examine Local Resources." If there is any, it will show up in the chat window. To start gathering, open up your RPG Handbook, go to "More Actions" and click on "Start Woodcutting". Now you just have to wait. To stop gathering, click on "End Gathering". Each "tick" of gathering costs 3 Productivity. Crafting: Get a Manual from one of the vendors. As weaponsmith, you want to get the "Weaponsmithing Manual". You can buy crafting recipes from the vendor. Right-click a recipe and left-click on your Manual to add it. Then, open up your Manual to see all the recipes you know. Click on one of them and it shows you the materials you need. Then click "Craft" to create the item. You need to stand next to the crafting station that is shown in the recipe! Crafting an item costs various amounts of Productivity, depending on the item! How do I fight? Start or join a fight: Find an enemy or an already ongoing fight, open your RPG Handbook and click on "Start/Join a Fight". Your turn: You will be notified when it is your turn. The time on your turn is limited, so don't take too long. You will regenerate energy at every start of your turn. Your turn will end automatically when you run out of energy, or you end it manually by typing ".rpg act end". You should definately make a macro for that! You will use it a lot. Abilities: You can use as many abilities in your turn as you like, as long as you have the energy for it. To use an ability, open your RPG Handbook, go to "Abilities" and choose. Alternatively, you can macro it by doing ".rpg act <abilityname>". Example for Heroic Strike: ".rpg act heroicstrike". Making a macro for abilities you use very often is a great idea! Engaging: To use melee abilities, you need to be engaged to your target. There are several skills that can engage you to someone, but the most common one is the "Move" ability. Losing all your HP: When a player loses all of their HP, they get stunned until the fight is over. While in this state, they can get injured or executed. Ending a fight: To end a fight, type ".rpg fight end". The fight ends when every participant votes for it to end. Players that are stunned due to loss of all their HP will always automatically vote "yes".
  4. foogleman

    Maliki Haluz'Ehk's Death

    I didn't see the whole thing personally, only some logs. There's just two things I wanna throw out there. 1. Yes, the situation could have been handled differently. Players could have just given Ehk grave wounds and a warning that if he ever shows his face again, they will kill him. I think that would have been the appraoch I would have made in that situation. No need to murder a dog for just barking too loud and snapping at you when you get too close. 2. I still feel the death is reasonable. Ehk was a character that had, over several months, shown a lot of aggression and unruly behaviour. On top of that, I've seen him throw death threats at other people rather frequently. It was only a matter of time until he would bark and snarl at the wrong person. Our community and our server is based around player agency. It is up to the players, for the most part, here to hand out justice and retribution. If a character is so antagonizing over such a long time, it is understandable when some people at some point don't want to take his shit anymore and decide to get rid of him... permanently. Farewell, Ehk. Hopefully we'll see you again on another character.
  5. foogleman

    Provisioner Suggestions

    Out of Combat Potions: That's what food already is for. If you make potions like that, there would be no need for food. I like that potions are more of an "in combat" thing while food is out of combat. On the topic of the "cosmetic" potions, I'd rather not. I only see a lot of memery going on with that. Transmute: Would rather have this on the Mystic. Balance Pass: We are overhauling the Fatigue and Injury system at the moment and will push that out soon. I'd wait with a balance pass until that is out. Poisons/Oils: Roughly the same effect than potions. They simply buff you up with more damage. Cross-Profession Crafting: I would want more of this, too. Worth thinking about.
  6. Hey there. Thought I'd be a good idea to have a thread like this. I'll start with a question of my own. Quote from the RPG Combat Primer: " Dodge - A passive effect that mitigates damage, whenever an attack is made, based on the type it will take the ‘key attribute’ of the attack (Strength, Dexterity, or Willpower) and roll it versus an opponent’s Dodge Chance(Determined via Perception + Gear/Effects)+ a small dice roll. If the defender’s roll exceeds yours, the damage from the attack will be reduced, by a factor of the amount the defender exceeded your roll times their Dodge Mitigation(Determined Via Dexterity + Gear/Effects). Damage reduction can only go as high as 80%. " A lot of the info here seems pretty vague. I also heard Axis mention that the Dodge Chance is actually calculated by your Perception*2 without any roll added to it, which is clearly different from what is stated above. In any case, I would love to know exactly how the Chance to Dodge is calculated, plus how the damage mitigation from a successful Dodge is calculated.
  7. foogleman

    Knocked Out Feedback

    The knockout overall needs some work, yes. Being able to "drag" a knocked out character somewhere would be really nice. Though I have no idea how much of a pain in the ass that is to program. On the other hand, if you plan to move the person, why not just do "take prisoner" instead?
  8. Thanks for the feedback and thanks for staying so reasonable and understanding. I can see and understand where you are coming from and I can agree with some points you make. However, looking at the big picture here, I do believe we should take small steps when it comes to changing this, instead of making radical changes. I know how weird it can feel right now when you run out of productivity. It gives you the feeling that you have nothing else to do for today, or that any further roleplay is pointless. I can understand that. At the same time, I also have to argue that we designed it in this fashion to prevent a gap forming between the casual players and the hardcore grinders. Productivity has been put in place to prevent the RPG from becoming too gamey and too rewarding for people that have a lot of free time and grind away all day. Not only that, but also Injuries, Fatigue and HP have been designed with the same goal in mind: Put a natural and reasonable barrier in front of players to prevent them from turning the roleplay experience into a "PvE Japanese Grinding RPG" experience. I have the firm believe that we can add more features, as well as fine tune the ones we already have, to find a good balance between reasonable character limitations and having a fun experience. Aside from that, due to the server just having started this weekend and everyone still being at a very low level of character progression, it is only natural that many people have the feeling that they can't really find that "niche" they wanna be in. Someone wanting to roleplay as a blacksmith can't really roleplay as a blacksmith right now, since he lacks the materials, the productivity and the experience to really act out his role. The same goes for people wanting to play healers, tanks, doctors, merchants, you name it. All this boils down to the fact that everyone just started out, so everyone is on the "same level" at the moment. I am confident that as we go along and a few weeks pass, the roles between the different kind of characters we have right now will be fleshed out more and more. The differences between people putting most of their productivity into gathering and crafting, and those who use it for combat xp, will only grow bigger and bigger as we go. A guy that gathers with Woodlander from day one will be on the same page as everyone else after just 2 days. But once 2-3 weeks have passed, he will definitely stick out a lot among the crowd as "that guy that has a lot of wood" (lel yes that sound so wrong). Regardless of all this... We are hearing you, guys! Changes, adjustments and bug fixes will happen. Please be patient with us. Many players have stepped forward to me and expressed how they can see the potential of this server. I am equally excited about what we can all build together here. But rome wasn't build in a day.
  9. foogleman

    The Adventurers Guild

  10. This guide is not a comprehensive list of all the recipes in the game, neither is it a guide on how to find the best materials. This guide simply explains the basics of how professoins work for players new to our game. Let's get started. The different professions When you click on your RPG Handbook and go to "Professions", you will see a list of all the professions available and how skilled your character is in each. Profession skill ranges from 1 to 100. Every character has access to every profession by default. Leveling up a profession is done the hard way: Learning by doing! Gathering: Woodlander: Gatheres wood and related plant stuff. Trapper: Gathers wool, leather and related animal stuff. Prospector: Gathers metal, gemstones and related stuff. Salvager: Gathers bits and pieces, relics and related stuff. Fisherman: Gathers fish and anything anyone might have ever dumped into the ocean! Crafting: Weaponsmith: Crafts every possible one-handed, two-handed or off-hand item in the game. That means swords, bows, torches, wands... if it goes into one of your hand slots, he can craft it. Armorsmith: Crafts every armor item of the Mail or Plate category for every slot. Shoulders, chest, gloves, belt, etc. Outfitter: Crafts every armor item of the Cloth and Leather category for every slot. Shoulders, chest, gloves, belt, etc. Mystic: Crafts enchantments and magical scrolls that give temporary buffs during combat. Provisioner: Crafts food, potions, a limited selection of portable objects like bedrolls or campfires, and some other useful everyday things. Architect: Crafts placeable objects, such as tents, walls, furniture pieces like wardrobes, and so on. How do I learn crafting recipes? The very basic crafting recipes can all be bought for free on the starter ship. There are also vendors for every crafting profession on Silver-Eye Island that will not only sell the basic recipes, but also more advanced ones. To buy advanced recipes, you need to pay with [Productivity Token]. You can get these Tokens at any time by opening your [Coin Purse] and clicking on "Claim Productivity for Vendor Purchases". The game then asks you to enter a number of how many tokens you want to buy. Each token will cost you one point of Productivity. Finally, after you have bought a recipe, you need to add it to your Crafting Manual. Simply right click the recipe and then left click on the manual in your backpack. How do I craft an item? Open up the Crafting Manual in your backpack. Navigate the shown menu to the item you want to craft. It will show you a list of reagents needed for the recipe. If you have all the required materials in your backpack, simply click on Craft and you will get the item. Mind you that crafting an item will cost you 5 or more Productivity, depending on the item you want to make! There is Major and Minor armor items and they are all random? What is this? This only applies to the Armorsmith and Outfitter. Major means, the item will be for your head, shoulder, chest or leg slot. Minor means the item will be for any of the other slots, like gloves or boots. At the first level, the armor crafting recipes, as well as the weapon crafting recipes, will only give you a random item. But at a crafting skill of 5, you can buy a crafting recipe from the trainer that will actually let you choose exactly what item you want to buy! How does this work with crafting recipes that let me choose exactly what armor or weapon I want to craft? It's rather simple. The recipe will tell you that it will craft a "Token" for you. This token is like a currency that you can exchange for the item you want. For example, a [Common Plate Major Token] will let you buy any plate armor piece for the chest, head, leg or shoulder slot. To buy the item, simply type in the command ".buyitem <item ID>". You can get the item ID via the command ".lo it <itemname>" or you can look for it on wowhead.com. Alright, now I only need materials! Where do I get those? You can gather them yourself or trade with other players. Gathering materials is rather simple! Go out into the world and find a spot that looks like it might have the materials you want to gather. If you are looking for wood, for example, just find some trees. To find out if you are actually in the right spot, open up your RPG Handbook, click on More Actions and click on Examine Local Resources. This will give you a list of which resources are available in this spot. Once you have confirmed that wood is available, simply click on "Start Woodcutting" in your RPG Handbook. Now all you have to do is wait. The game will notify you once you have found something. It does not take long, and you will keep on gathering as long as you stay in this spot or until you manually end it by clicking on End Gathering in your Handbook. Each "tick" of gathering will cost you 3 Productivity. These actions exist also in command form, best to make a macro for them if you fancy gathering a lot: .gather info - will display the information on the local nodes .gather start <woodlander/trapper/prospector/salvager/fisher> - Will start the related gathering attempt .gather stop - Stops the current gathering attempt How do I get better in all these professions? Like mentioned earlier, it is learning by doing. Just keep on gathering and crafting and it will happen automatically!
  11. foogleman


    It's... it's a BURD!! Welcome
  12. foogleman


    Hi there, Lanela
  13. foogleman

    Heya nerds

  14. foogleman

    King's honor, friend.

    I wish we had proper alchemy and herbalism, too But sadly, it's not implemented yet. Maybe we will get it later! The Provisioner can craft a few potions, though! So maybe that'll be your thing. Welcome and have fun on the server.
  15. foogleman

    Daggerfin Corsairs

    I like the idea. The character I have planned wouldn't fit into this at all, though. But I really hope you'll finde some people for this.
  16. foogleman

    A couple of suggestions.

    I like the basic idea of the first suggestion. In fact, we have already talked about game improvements further down the line that could make something like this possible. One of the planned features in the future is, to be able to drop items in the game world for others to pick up. Essentially, this would create an object in the game world (a container item, something like a small bag or a chest) that stores the dropped items in it and that is click-able by everyone. There is a lot we could do with something like this. For instance, in the example you have given, we could place an invisible container item at the corspe that can be found by a new ".rpg search" function, that takes the player's perception into account. If found, the container item could contain items and/or OOC-Note with IC-Hints written on it as to what happened to the corpse. In regards to the second idea, I agree with Trip.
  17. foogleman

    local bigfoot sightings reported

    Welcome. Night elves.
  18. foogleman

    Oh hello!

    Welcome. I remember you.
  19. Disclaimer: I am by no means an expert in the RPG combat, but I have toyed around with it quite a bit during the beta and I wanna share some tips with all the new players, to give everyone a fair and easy start. I also encourage everyone else to come into this thread and share some of your wisdom. General Tips: 1. Importance of your main stat: Weapons and skills usually scale with one stat, like strength or willpower. Some even scale with two. Naturally, increasing your main stat will make you hit harder with those weapons and skills. Not only that, but your chance to hit is also highly dependant on your main stat. If you notice an enemy dodging a lot of your attacks, that means your main stat is too low to reliably hit them. Because of this, pushing up your main stat (Strength, Dexterity or Willpower) is the best way to turning you into a deadly fighter. 2. How to be tanky: The three main stats that will increase your tankiness are: Constitution, Perception and Dexterity. Constitution will raise your HP. Perception will raise your chance to dodge attacks. Dexterity will raise the amount of damage you can dodge (up to a maximum of 80%). But one important note to keep in mind about Perception: If you want to dodge, your Perception will always be put up against the attackers main stat, like Strength. And since most attackers will put a lot of points into this, you will also need a lot of points in Perception to be able to dodge. This can be very hard to achieve, especially for new characters. Shields will help you a lot with this, since shields will increase your dodge rating. Wearing heavy armor, however, will decrease your dodge rating. A leather wearer with a shield and high perception is probably the most dodge-heavy character you could make. 3. Healing is very strong in the RPG. If you try to 1vs1 a character that can heal himself (Mark of the Mender is everyone's favorite here), you almost stand no chance unless you have one of the abilities that reduce healing. Aimed Shot and Mortal Strike are two of those abilities, but only available for Hunters or Warriors. And they cost Essence. An Ability that is rather cheap in its energy cost and is available to every class, is Mark of the Scorned, which will also reduce healing on the target by 50%. A very nice tool to have if you want to beat a healer. 4. Even if you are a melee character, it's always handy to have some means of ranged combat capability available. A bow, for example. Switching weapons when you are engaged only costs 5 energy. Or maybe an ability you can use from range? It will help quite a bit if you come into a fight against another melee character, because often people don't want to engage first since it costs 10 energy. IF you stand there and throw ranged abilities at them every turn, you kinda force them to engage you. 5. Using the "Guard" skill on your Hunter or Healer is a great way of making sure that they don't get shut down in a group fight. But be careful. If you engage someone while guarding, you will lose the guard. 6. Learning an Ability is free, and you can unlearn one Ability every 2 days. Good to know when you are not satisfied with your current skill set or want to try something new. 7. Be mindful of your Fatigue during combat. Each action you take will raise your fatigue, and receiving damage will also raise your fatigue. When you are very fatigued, there is a high chance to receive a random injury. 8. Lost a lot of HP during your last fight? Naturally generating it takes a lot of time. You can speed up the process with food and bandages, or find a healer. 9. If you manage to bring an enemy down to 0 HP during a fight, they are stunned for the remainder of combat and you can injure or execute them, or even take them prisoner. Be mindful though that putting an enemy to 0 HP will disengage you from them, so in order to execute them you will have to Move (10 energy) to them again and the execute itself costs a hefty 20 Energy, too. So it is possible to execute someone in the middle of a group fight, but it will cost a lot of your energy and the time you take to do so may give your enemies enough advantage to turn the fight into their favor. 10. Want to disengage from someone that is attacking you, but you don't have Blink or Disengage in your arsenal? You can also target yourself and do a "Move" action to try and disengage. 11. You can also use the RPG to do simple roll checks with your attributes. The command ".rpg check strength" will roll a 2d5 plus your strength, for example. This can come in very handy for your daily RP purposes or events that are not combat related. 12. You can macro all your abilities with the command ".rpg act <abilityname>". This is very useful for making combat and other things faster and easier.
  20. foogleman

    Collection of tips and tricks for the RPG

    Like I said, I gave them exactly the same stats you described above with the exact same items. The rogue had 4 STR - 1 CON - 6 DEX - 5 PER | Rapier + Round Shield + Nature's Armoring. Unless you are talking about the NPC. THe NPC had 6 str, 6 dex, 6 con, not that it matters really. The only stat that mattered for the NPC was the 6 str, that you also used for your theoretical example.
  21. foogleman

    Collection of tips and tricks for the RPG

    Actually, the example you describe results in a tie in practice. I just went onto the server and created both those characters exactly like you describe them here, and let both of them fight against a 6 Str enemy. The result was, that both of them tanked 12 hits from the NPC until they got knocked out. The Rogue: Screenshot The Warrior: Screenshot I believe you miscalculated or underestemiated the amount of damage the rogue reduces with each dodge, which can go to up to 80%. But I will say this: As I mentioned in the tips above, good dodge can be very hard to achieve for new characters, since they need to keep their perception stat on par with the main stat of other players. Wielding a shield is mandatory to really have the edge in a fight were you rely on dodge to mitigate damage. But all the points you put into Perception will be completely wasted when you fight someone that has 1 or 2 more points in their main stat compared to your dodge. Fighting a 8 Strength enemy while only having 5 Perception yourself, for example, will result in you dodging very little, even with a shield. However, having 8 Perception against someone that attacks you with 5 Strength will probably make you dodge every attack they do for a hefty amount.
  22. Dagger: http://www.wowhead.com/item=116529/incised-dagger http://www.wowhead.com/item=117255/lightdrinker-dagger http://www.wowhead.com/item=59256/unkeeper-blade http://www.wowhead.com/item=69219/sacrificial-blade Fist Weapon: http://www.wowhead.com/item=116514/creeperclaw-knuckles http://www.wowhead.com/item=144171/neronoks-razor-katar&bonus=4173 1H-Axe: http://www.wowhead.com/item=153290/krokul-mining-pick http://www.wowhead.com/item=119207/meat-cleaver http://www.wowhead.com/item=65795/virnaal-guardsmans-axe http://www.wowhead.com/item=52951/chicken-chopper http://www.wowhead.com/item=36572/dinged-cleaver 1H-Mace: http://www.wowhead.com/item=116646/steelforged-hammer http://www.wowhead.com/item=156937/dark-iron-blackjack 1H-Sword: http://www.wowhead.com/item=119204/1-handed-alliance-sword http://www.wowhead.com/item=76390/trainees-spellblade http://www.wowhead.com/item=65492/broadsword-of-the-crown http://www.wowhead.com/item=88649/monastic-sword Polearms: http://www.wowhead.com/item=86394/hozen-warrior-spear http://www.wowhead.com/item=134782/seasoned-pike http://www.wowhead.com/item=88723/sturdy-yaungol-spear Staff: http://bfa.wowhead.com/item=155075/lord-aldrus-greatstaff 2H-Axe: http://www.wowhead.com/item=55295/mardenholde-broadaxe 2H-Mace: http://www.wowhead.com/item=127333/ogramal-snake-charming-flute&bonus=0 http://www.wowhead.com/item=119405/durgs-heavy-maul&bonus=0 http://www.wowhead.com/item=117384/warmaul-of-the-warmaul-chieftain 2H-Sword: http://www.wowhead.com/item=64604/sword-of-marshtide-watch I'll look for some armor sets later.
  23. foogleman

    The Man Who Sold The World

    Welcome. Bring your friends.