Showing posts with label squig herder. Show all posts
Showing posts with label squig herder. Show all posts

Friday, July 31, 2009

Squig Herder Cheat


Squig Herder Lots O'Arrers is bugged atm, doing double damage

Zealots allso have a bugged DOT going that does 400 damage every secound for 40 secounds.

BW have the Pyroclastic Surge bug but thats fixed now, anyone know of any more 1.3b bugs? I know there's more but cant come up with them atm, i'll add em as I remember em. But this is definitely the time to play youre SH or Zealot =)
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Wednesday, January 21, 2009

3 small Warhammer online Cheats



Explosive Snotlings After Live Event
Go to Black Crag and at 16k, 40k you will find there is still a spot with explosive snotlings spawning. You can get 1 more chance at a battle brew backpack.

White Lion Parry Exploit
You can get 100 percent parry with a white lion. Put the riposte tactic on and summon your pet 10 times. You should have 100 percent parry after this.

Squig Armor Exploit
If you stand up against a postern keep door and put on your squig armor, nobody will be able to open the door with you standing there.

Warhammer online Cheats

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Sunday, November 23, 2008

What have I been up to this week?



Try Not To AP Dump On Squig Herder.
I having a few problems with the Squig Herder, however these problems are all due to AP.(Actually "lack of" AP) You should expect "normal" AP problems with melee DPS classes like the Witch Elf and the Marauder, however it is a little different with the Squig Herder. The Squig Herder is a "Ranged DPS" class, the same as the Sorceress and the Magus, however I do not have AP problems with either of those classes. Although I have slotted tactics to help with this problem, I will not be able to get them until I am a higher level.

The best way I can think of to help with this problem is to "throttle back" your DPS until you can get to the higher level, to get the tactics that help with AP. It may hurt a little, but I have found it to help out in long drawn PvP confrontations.


Bow Classes Get Stats With Both Weapons
In most cases a bow class does not have the melee weapon's(The weapon that the class uses when not using a bow) stats apply to the player, unless it is currently in use. In Warhammer this is not correct, my Squig Herder has both the stats on his bow AND his spear applied at the SAME time. This is really important as you should look for a spear that adds to wounds and ballistic skill, instead of DPS or melee skills.(Like Strength) This is of course assuming that you are playing your Squig Herder as a ranged class and did not spec in the path of stabbin'.

When dual wielding, we all know that both of the weapon's stats are applied to the player, so this is normal when dual wielding. I do not know if this mechanic is "working as intended", if it is not expect a nerf in the future, until then always remember you get both stat adds.

about the marauder...
Just wanted to give a little info on the Marauder. It still is the lowest class on the list when it comes to viability in PvP. Over the past couple weeks I have really paid attention to my stats compared to other stats of other Marauders in the same PvP scenario, and they are on par with others. I will continue to play with builds until I can find something that works. Right now I am still working on a Monstrosity build, and so far, it is the best choice. If anyone has any questions or advice, just let me know.

Tier Three Use Spec Skills ONLY
When you get to late tier three and through tier four, you really need to stick with your spec'ed tree skills ONLY. I am starting to see the difference in the bonus spec damage versus the other two trees and their damage across all classes. The best advice I can give is to remove ALL skills on your hotbar, except those in your spec'ed tree and those other skill that are necessary. Make sure you keep these skills separate on your hotbar so you know when you are doing your max damage/healing. If you do not separate the skills and use them all together you will gimp yourself out as you will not be using your most powerful skills 100% of the time.

Incoming Guides, Future Articles
In the upcoming weeks I will be working on providing all ten order classes with templates. I have already posted three, these can be found here:

Warrior Priest: (Hardcore combat/auto heal build)

Bright Wizard: (AOE DPS build)

Runepriest: (Hardcore PvP healing build)

After these guides are complete, I will go back to writing other articles. If you have any questions still feel free to ask, as I will still be updating the blog everyday.

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Thursday, November 13, 2008

Destruction Class Builds Reviewed (mid Game)



Just thought I would throw out a little briefing since I have all ten classes to at least level 20. There have been many changes, patches, etc...

The Shaman - template is Here
The Shaman loses a little bit of it's OP in the mid levels, and now in tier 4 seems to be playing decently as intended. I have no intentions of changing anything, since nothing with this build seems to be broken.

The Sorceres - template is Here
The Sorc actually becomes noticeably stronger as she goes through the mid to late levels. As such, I have no reason to change anything.

The Witch Elf - template is Here
Due to the uselessness of Weapon Skill in regards to parry percentage, this build must be changed. Instead of Weapon Skill the Renown points will be placed in Strength. Although I do not see any reason to spec out of "Carnage", I will still have to do a rebuild as the slotted tactics were greatly dependant on having a high chance to parry.

The Squig Herder - template is Here
This build needs an entire overhaul. The premise that the path of "Quick Shootin" was the "PvP build" was incorrect. Although this build allows you a little better survivability, you pay for that by coughing up quite a bit of DPS. The tree I am currently using is the path of "Big Shootin". It seems to be doing just fine, so this is most likely what I will be spec'ed in at 40.

The Black Orc - template is Here
As far as PvP goes, this build does exactly what was intended. In PvE however, I have noticed a little weakness, since I am defense spec'ed it does take quite a bit longer to kill mobs when compared to other classes. Since all my builds are PvP based, there is no reason to change anything at this time.

The Magus - template is Here
The Magus is my second to the least favorite toon to play. You cannot AOE DPS like the Sorc, and you cannot single target DPS like the Squig. Since I am still considered a "Ranged DPS" class, I have a hard time trying to figure out how I can be useful to a group. I have no plans to change the build as I do not see the build being broke, in my opinion, the whole class is broke. There is an OP ability if you spec in the "Daemonology" tree,(Chaotic Rift) however I do not like being a "one trick Pony" and the OP of it will be patched out.

The Zealot - template is Here (Title is mislabeled as Shaman)
This is another build that must be overhauled as it seems to have went down the toilet. Dark Rites is actually a lot better as far as raw healing power goes, as such, that is what I have respec'ed to.

The Disciple of Khaine - template is Here
Not too much to say here, the build seems to be doing just fine. Very strong in any(PvP or PvE) solo situation, however cannot "out heal" a Shaman or Zealot.(As intended?)

The Marauder - template is Here
Absolutely the last on the list as far as viability goes, I dread having to play this toon.(You will not notice this weakness until you hit mid tier two to the beginning of tier three) The build will have to be overhauled as well, changing to "Monstrosity" as it does, at least, give the class a small amount of utility.

The Chosen - template is Here
I was a little concerned making a "tank" class carry a 2H, however everything seems to be going fine at this point, as such I do not see a reason to change anything.

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Friday, September 26, 2008

Warhammer online builds: Squig Herder Template



The Squig Herder:

The Squig Herder is not really a class for noobs, although it is easy to play in PvE, it is a little more difficult to become viable in PvP.

Since this is going to be a PvP build, your three top stats will be:

  • Ballistic Skill = adds to ranged DPS

  • Toughness = reduces incoming DPS

  • Wounds = adds to hit points


The 25 points will be placed as follows: (There will be a few extra points from RvR rewards, however we will not use them here)

15 in "Quick Shootin"
Buy the following skills in the Quick Shootin tree for one point each:
  • Run Away

  • Da Waaagh is Strong

  • Rotten Arrer

  • Shootin Wif Da Win0d
  • Behind Ya

  • Arrer o' Mork


Skills in the tree you do not buy: "Splinterin Arrers"

The last 4 points will be put in the "Big Shootin" tree. Any additional points should also be placed in "Big Shootin", there is no reason to buy the bottom or second to the bottom skill in the tree.

80 RvR points to be placed in:

  • Marksmen level 1 = 1 point

  • Marksmen level 2 = 3 points

  • Marksmen level 3 = 6 points

  • Marksmen level 4 = 10 points

  • Marksmen level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points

  • Fortitude level 3 = 6 points


  • Sharp Shooter level 1 = 2 points

  • Sharp Shooter level 2 = 4 points


  • Sure Shot level 1 = 5 points

  • Sure Shot level 2 = 10 points

  • Sure Shot level 3 = 15 points


The purpose of this build is to put out massive ranged AOE damage as well as easily soloing targets in PvP.

Here are the planned active morale skills:

  • Level 1 = Point Blank

  • Level 2 = Squig Goo

  • Level 3 = Explosive Shots

  • Level 4 = Arrer O' Mork


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a "PvP fight":

  • Steady Aim

  • Strength in Numbas

  • Da Waaagh iz Strong

  • Shootin' Wif Da Wind



Build Strength:

With this build you will be significantly OP.

If you look at EVERY core skill in the "Quick Shootin" tree, you will notice that you can use them all "on the move". Being able to fling massive AOE damage at a range of 100,(increased from 65 feet to 100 feet with "Shootin Wif Da Wind") AND being able to do this on the move, makes this build OP compared to other classes. Being overly mobile makes your survivability, and ability to lay down DPS on a target, honestly unfair to the other classes.

Build Weakness:

In my opinion this will get nerfed, enjoy it while it lasts.

You can see this build here

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Monday, August 25, 2008

30 min ingame review of Warhammer online




This is a 30 min+ ingame review of Warhammer online. We manly play Greenskin in this review.

Enjoy.


Warhammer_Online_Preview.wmv


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Wednesday, August 20, 2008

Squig Herder class review



The squig herder is the ranged DPS class for the greenskins. Small and quick, his job is to slip in and lay some hurt on targets. With a squig at his side, the herder can tackle just about anything that gets thrown at him, given he's at the range to plink away with arrers. The class can be compared to in mechanics like the hunter class in daoc or in WoW, but has it's own unique abilities. Without learning how to become one with your squig, you can't unlock the full potential of the Squig Herder.

Squig Herder Masteries
This is your bread and butter line. It deals the most damage, and will be where most Squig Herders spend their points. This line specializes in stationary archery that can hit for big numbers. You'l need some good coordination with your squig as well as getting to know when to use your detaunt ability. You must be mindful however, that you do most of your damage sitting still, so be on the lookout always for any monsters (or players) that may be coming a little to close. The role of someone who specializes in Big Shootin is to pump out Big numbers for damage. In PvP, pick a target that's occupied with something, such as one concentrating on attacking. They'l notice much later that they're being hit than someone who is not engaged in combat. The gas squig from this specline gives a 10% bonus to range. Your primary skills used will be lots o shootin, Poisen Arrer and Plink.




The abilities granted through the Big shootin line are:

  • 3 mastery: Aimin Quickly(tactic)- reduces the cooldown by 1 second on "Plink"

  • 5 mastery: Shrapnel arrer- (2s cast, 10s recast)Hits your target doing X damage then doing Y DoT damage to enemies near the target

  • 7 mastery: I Feelz your pain(tactic)- Critical hits will recover your action points by 50

  • 9 mastery: Poison Arrer- (3s cast, 5s recast)Deals a large amount of corporeal damage to your target

  • 11 mastery: Clever shootin(tactic)- All path of big shootin abilities cost 35% less Action points

  • 13 mastery: Finish em off- Deals a large amount of damage if your target is below 20% health, or a small amount if they are not

  • 15 mastery: Lots of shootin(rank 4 morale)- Deals an extreme amount of damage to all enemy targets near you


The abilities enhanced by mastery in the Big Shootin line are:

  • Exploding Arrer- (2s cast, 10s recast) Does a small amount of damage to your target and those around it, then also hits them with a small DoT

  • Choking Arrer- (1s cast, 30s recast)Deals a small amount of damage and silences your target for 5 seconds.

  • Plink- (2s cast) Deals a moderate amount of damage to your target
    Lots o Arrers- (3s concentrated cast, 7s recast)You concentrate for 3 seconds on your target sending a barrage of arrows at them

  • What Blocka?- (1.5s cast, 5s recast) An undefendable attack which deals a medium amount of damage.

  • Gas Squig


Path of Stabbin'
Despite how the official description may sound, this mastery line has limited use. Squig herders have a low melee damage potential that is improved only moderately by spending mastery points. While melee may work out alright when you're doing pve and fighting some weakened monsters, getting into melee range of a MDPS in PVP means you're going to be eating dirt before know what happened. Squig herders have light armor, but the horned squig provides a 100% armor bonus effectively giving you about the absorbsion of medium armor. It's not a very good idea to engage a tank or mdps, especially if they see you coming. In pve and against light armor classes like the bright wizard, you can tear them up fairly quickly combined with your squig. The horned squig is powerful against melee damage and deals the 2nd highest damage of the squigs. Your squig is absolutely vital to your success, don't sacrifice it carelessly and always keep it by your side as if it's too far away your bonus disappears. You will have a multitude of quick attacks to use and your primary attacks will be Stabbity, cut ya, don't hit me, spin n slash and Drop That.


Path of Quick Shootin
This is the line of the mid range skirmisher. The benefits of this line can be most appreciated for the PvP oriented player. If you're planning to go solo or in a smaller 3-6 man group in pvp, this is the spec for you. This is just an unrivaled spec line for the pvp player. However, for it's great effectiveness in pvp, comes a cost for PvE. This line is not quite as useful in pve as the Big Shootin line, but it can work for group play. The role of someone who specializes in the Quick shootin line is moreso of a harasser than one putting out big damage. Your job is to fling around DoTs and snares as well as damage while you persist as a less deadly, but highly mobile threat. Abilities in this line are mostly instant cast or will continue to build while you are moving. This line is great for chasing down the enemy, as well as snaring enemies so your friends can get away(or so that your enemies can't). The spiked squig does the highest damage of all the pets and will help your damage. The learning curve for this spec is different than your average caster and may take time getting used to the kind of tactics and movement necessary instead of standing still and blasting. The spiked squig gives a 5% bonus to your critical hit rate. Your primary abilities used will be Stop runnin, Yer Bleedin, Run N Shoot and Shoot through ya.

The abilities granted through the Quick Shootin line are:


  • 3 mastery: Splintering arrers(tactic)- Run N Shoot will now hit all enemies within 20 feet of your target

  • 5 mastery: Run Away!-(instant cast, 45s recast) You command your squig to taunt all enemies near you, and knock yourself forward

  • 7 mastery: The Waagh is Strong(tactic)- Increases duration of Yer bleedin to 24s, as well as the durations of Stop runnin and not so fast to 15s

  • 9 mastery: Rotten Arrer- (instant cast, no recast) Deals a large amount of damage to your target over 9 seconds and incoming heals to them are 50% less effective. (usable only on a target that is ailing)

  • 11 mastery: Shootin wif da wind(tactic)- All quick shootin abilities have their range increased by 50%

  • 13 mastery: Behind Ya- (instant cast, 10s recast) You deal a moderate amount of damage to your target and they must be facing away from you

  • 15 mastery: Arrer of Mork- (rank 4 morale) Deals a very large amount of amount of damage to all targets within 40 feet in front of you, then a very large amount of damage over 10 seconds..


The abilities enhanced by mastery in the Quick Shootin line are

  • Stop Runnin: (1s cast, 2s recast)deals a small amount of damage to your target and snares them for 10s. Usable while moving

  • Yer Bleedin: (instant cast)deals a moderate amount of damage over 15s to your target

  • Run N Shoot: (1s cast)Deals a small amount of damage to your target. Usable while moving

  • Not So Fast: (1s cast, 10s recast) Deals a small amount of damage and reduces your target's initiative for 10s. Usable while moving

  • Shoot through ya: (2s cast) deals a moderate amount of damage to all enemies in front of you up to 65 feet away. Usable while moving

  • Spiked Squig


Note about masteries:
Mastery abilities must first be unlocked. A mastery ability like Splintering Arrers has a lv3 requirement. That means you must spend 3 points in the line to unlock it. You must then spend a 4th point to purchase the ability if you choose to. So Effectively if you wanted the Shootin Wif da wind tactic in the Quick shootin line, you must spend 16 points to acquire it if you also purchased all the abilities in the line before it. Hopefully this will clear up confusion for people thinking they should have the ability but it's not on any lists.

Stats
I've decided to divide stats into tiers, noting their importance.

Tier 1
Ballistics skill: Nothing is more important than this. This is the sole stat that determines your damage with a bow. Value this over anything else

Wounds: This increases your HP by 10 for each point. It's also important to get this up if you can, as it increases your survivability greatly. One of your top 3 stats.

Elemental resist: Most important magic resist. This will bring down those big number bright wizard attacks

Tier 2
Strength: if you plan to melee, put some points into this, otherwise it's not that important. You will be doing some melee in pve

Toughness: Reduces the amount of melee damage you take. Useful for pve, but if you get hit by melee in RvR you're going to be dead anyway

Initiative: Increases your dodge rate and reduces your chance to be critically hit.

Corporeal: second most important magic resist

Spiritual: third most important magic

Tier 3
Intelligence: You shoot arrers, you don't cast spells. This is a worthless stat.
Willpower: increases chance you'l disrupt a magic attack, and also increases healing amount(we don't heal) this stat isn't really worth pursuing
Weaponskill: this increases armor penetration for melee weapons. You're much better off getting ballistics because it's a lot more beneficial

General PvE Advice
The class in PVE plays similar to a hunter in world of warcraft. This is not to say you're going to have the same experience. It has much different abilities and will still be a refreshing change. As you are leveling up, you'l want to try out every ability in combat for a decent amount of time, even if what you have is working for now. You will often find incorporating this new ability that sounded like it wouldn't be much use will make you much stronger and more effective. Give everything a chance and you will find a skillset that suits your playstyle best. There are a very large number of abilties, and you'l be swamped with trying to pick out the ones you like best or will use the most so it's important to go into the UI tab and make 2 action bars available. Between the 2, you should be able to fit everything you're going to be using on them.

Now, for quite possibly the most important thing for Pve. Gathering skills. Training up skills costs money, and a lot at that. You're going to be very poor while leveling and will find it hard to just keep up with skills. This is why you need to get a gathering skill. I personally reccomend the Scavenging skill. What it does is it allows you to scavenge and loot the bodies a second time of a sentient monster. Sentient meaning something that has at least some limited thought or self awareness like a human, dwarf or troll. A majority of the monsters you will be fighting will fall under this category. Items gained through scavenging however, are not normal loot items, but instead crafting materials. That doesn't mean however that they won't sell to vendors and give you a bit of extra cash. Bodies can only be scavenged after they've been fully looted. You can identify bodies that can be scavenged because they will have flies buzzing around them. You can also scavenge bodies that don't belong to you. It is impolite to do so if someone is also scavenging themselves, but if they aren't, then it's fair game. A good way to get this skill raised is in public quests where large amounts of monsters are being killed. You can first aquire a gathering skill In the second town along the road you will find from your starting area with your starting town being the first. This will be home of the Chapter 2 public quests. keep in mind, that if your scavenging skill isn't kept up to date, you won't be able to scavenge the higher level monsters.

Overall, PVE works the way you want it to. Experiment with your abilities with trying different combinations or casting orders and you'l be fine. You won't start getting master points until rank 11 and by that time you should have a good idea of what kind of squig herder you'd like to be.

General RvR Advice
Playing a squig herder can be a lot of fun, especially chasing down someone for that kill or inching just a bit closer to be able to shoot at that bright wizard. Because of this, people tend to get focused and lose sight of your surroundings. This is an often fatal mistake. Often people are trying to flank you from the side, so make sure you're always panning the camera with your mouse to identify threats that may be coming. It's also a good idea to keep in mind that just because you can't see anyone, doesn't mean there isn't someone there. Witch Hunters have the ability to stealth and love to position themselves to hide in the spots casters are most likely to sneak up on. A Witch hunter will almost always wait for the right moment and catch you off guard while you are busy fighting. They will tear you up generally before you get the chance to react. Squig herders are also a favorite target of Empire casters, and likewise they should also be your favorite target. This is why it's very important to be watching your own health bar as well as your enemy's. Sneaking up a couple of feet will likely spark some bright wizards or engineers to sneak up a bit and focus their fire on you rather than the tank you're standing next to. Be aware of the movement of your enemy's front line. If you see a caster moving towards you... assume it's you that they want to kill.

Many people view the squig herder as an easy kill because you are a Ranged DPS type. So it's important to be paranoid and assume that everyone is out to get you. Pre kiting is a vital skill that will often save your life. If you see a tank running in your direction, Pop off a Stop Runnin shot and run a bit away. Often, this will trigger the tank/MDPS into thinking you have no intention of fighting and they likely won't catch you. So they will turn their attention to whatever may be closest to them at the time, which often can be another tank. Don't wait for them to get to you and start hitting for you to decide you want to keep your distance as this will often lead to you eating dirt. Even if they're hitting someone else near you like a marauder, if you're close, they may decide that you're an easier target and turn their aggression to you. It's best to try and keep a distance of around 70-80 feet between your enemies, in particular if you're spec is Big shooting. You want a bit of an extra buffer for some extra shots when your target decides to start running away, as well as to give you some space to pre-kite.

Conclusions
A squig herder is a fun and interactive class. There are many different ways to play one and all of them provide a unique experience.

Just keep an open mind while staying hidden and keeping on eye on your surroundings and you should be successful with whatever you do.

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Saturday, August 16, 2008

A Beginner's Guide to Warhammer Lore



INTRODUCTION
Warhammer is a fantasy world created by Games Workshop in 1983 to play host to a tabletop miniature wargame. Originally intended to be another way for D&D players to use their legions of lead figures, Warhammer soon took a life of its own, spawning books, a role-playing game, computer games, jewelry, a heavy metal album, and a pub. Warhammer: Age of Reckoning (or "WAR") is based off of the intellectual property that creates the backdrop for these various bits of consumer media.

The Warhammer story, or background, is vast. It begins tens of thousands of years before the current day with the Old Ones: beings of vast power that sailed between worlds on a sea of infinite potential (known as the Warp, Aethyr, or Realm of Chaos). Armed with incomprehensible techno-magicks and knowledge, the Old Ones raised the races of the Warhammer World from barbarism, teaching elf and dwarf how to draw upon the Realm of Chaos to shape extra-dimensional potential into physical forms… or magic, and bestowing upon them the joys of enlightened civilization. This golden age ended too soon, however, as the Old Ones were exterminated or driven away by things from the Aethyr: the daemons of Chaos and Ruinous Powers native to that Realm. Given form and purpose by the Warp-reflected flaws of mortals, these daemons invaded the Warhammer World, ending the age of Law and advancement brought about by the Old Ones. Many millennia later, the children of the Old Ones continue the battle gainst Chaos.

It is important to note that there are many, varied, implementations of Warhammer lore; none are more "right" or "official" than others. To put it quite simply, according to GW: THERE IS NO WARHAMMER CANON. Players are free to pick, choose, and research the bits they like.

WHERE DID GAMES WORKSHOP COME UP WITH THIS STUFF?
Warhammer's imagery and style are influenced heavily by gritty, classic fantasy authors, such as Michael Moorcock, Robert E. Howard, and H.P. Lovecraft, as well as real-world history and a bit of Tolkien. Designers also list influences such as Terry Gilliam, Black Adder, and Monty Python. The Warhammer world is a playground-like amalgam of everything from Napoleonic gun lines, to sanity-blasting tentacled horrors, to halfings and their giant cocks (depictions of a large rooster that serves as a provincial symbol for the little folk). Those interested in learning more might be urged to pick up some of these older books; Warhammer’s roots are clearly evident in Conan, Elric, and Martin Luther.

THE WARHAMMER WORLD
The unnamed (to its inhabitants) Warhammer world roughly resembles our own. A map can be found here. At the “heart” of the known setting is the Old World, analogous to Earth’s Europe. Here one finds the human nations of the Empire, Bretonnia, Kislev, brutal Nosrca, Tilea, and Estalia as well as the remnants of the Dwarfs’ ancient empire beneath the mountains. Scattered pockets of wood elves (both civilized and less so…) share lands with the Empire and Bretonnia. To the south, past the rogue settlements of the Border Princes and orc-infested Badlands, lie trackless deserts. Cut through by the great River Mortis, the ancient, dusty realm of Nehekkarha lies not-as-silent as it should be, duly earning its title as the Land of the Dead. Past here, one finds the mysterious human nation of Araby, rife with proscribed cults and unknown magic, with the dark jungles of the Southlands engulfing the rest of the southern continent. Nothing but sun-mad orcs and the remains of the Old Ones’ world live here.

To the east lie the dead plains of the Dark Lands, choked with the fumes of Chaos Dwarf industry. Yet further east, in the Mountains of Mourn, are the Ogre Kingdoms. These inhospitable vaults are dotted with the scattered ruins of forgotten civilizations and shaggy prehistoric beasts, pierced in the south by the Silver Road, the sole not-so-safe route between the lands of the Old World and mysterious Far East. Of the kingdoms of Ind, Cathay, and Nippon little is known… other than that the presence of Chaos.

In the middle of the Great Ocean hides Ulthuan, the last great holding of the Asur, first and favorite children of the Old Ones. This magic and mist enshrouded isle contains the kingdoms of the High Elves, including mystical Avelorn and stately Eataine; recently opened to outsiders by the Phoenix King Finubar. Unknown to most of the Warhammer world, Ulthuan is of critical importance. In ancient times, the elves created a vortex of Chaos energy, woven of the structure of the island itself. This vortex drained the Chaos-stuff feeding daemonic legions after the fall of the Old Ones, allowing the elves to fight back and forestall the end of the world. Were this vortex to ever fail, Ulthuan would sink beneath the waves, heralding the final invasion of Chaos.

West of Ulthuan one finds the brooding forests and icy mountains of Naggaroth, the Land of Chill. Now refuge of the Druchii, exiled for millennia from Ulthuan, this is a land as cruel as its inhabitants. To the south is fabled Lustria, where the seat of the Old Ones lies rotting in the jungles. Overseen by things blindly following the edicts of the lost Old Ones, many attempt to enter these jungles to secure the gold and riches within. A few even make it back.

Finally, at the very ends of the Warhammer world lie madness and infinity. The collapsed interdimensional gates of the Old Ones spill Aethyr into the material, and thoughts of mortals into the Realm of Chaos. Surrounding the northern pole gate are the Chaos Wastes, lands of blended Warp and Material, realms of madness, eternal war, and the whims of the Chaos Gods. No one can leave this place entirely untouched by Chaos.

WARHAMMER ARMIES
Considering the wargame roots, Warhammer is often seen in terms of armies and military units, as well as nations and species.

Beasts of Chaos
Hidden in the darkest places of the world are the Beasts of Chaos. Beastmen, Minotaurs, Centaurs, and other spawn of the Dark Gods, these things are Warhammer’s version of the archetypal medieval daemonic satyr or beast in the woods. Beastmen were once human, but became the true and favored children of the Dark Gods when the Warp Gates fell, spilling pure Aethyr into the world. They’re still closely linked too; often a human baby is born horned and hoofed. These turnskins are either killed by Witch Hunters and priests, or taken by insane but loving parents into the woods, where they’re left for the Beasts.

Bretonnia
A thousand years younger than the Empire, the Bretonni tribe became the nation of Bretonnia under the guidance of Giles le Breton. Eschewing the philosophy and science of the Empire in favor of mysticism and feudalism, Bretonnians rely on the martial strength of their lordly knights in battle. They follow the edicts of the Lady, a goddess of suspect origin, but sometimes uphold her message of honor and mercy. A curious blend of pre-revolution France, English fighting styles, and Le Morte d’Arthur, the Bretonnians are a bit of an anachronism compared to the rest of the Old World.

Dark Elves
Warhammer’s version of the Melnibonean archetype, the Druchii have little to do with D&D dark elves or Tolkien’s fading perfect beings. Inheritors of the Phoenix King’s crown by way of heredity, the dark elves followed Malekith, son of the first Phoenix King, into exile after he was driven from Ulthuan by conspirators. The Druchii respect strength above all, and solely worship Khaine, the elven god of war. Taking a cue from the original sorcerers and their Chaos vortex, the Druchii do not fear Chaos, but seek to bind it to their will and purpose. Some would say this has corrupted them as a race and nation, but the dark elves don’t (officially) worship the Dark Gods- just see them as a means to an end.

Daemons ofChaos
At the heart of the Ream of Chaos lie the architects of the Old Ones’ fall. Born of fear and rage, ambition and despair, the most primal of these beings are the most powerful; the Great Gods of Chaos, four brothers who would see the end of the world. First among them is great Khorne, lord of all that is war, hatred, and bloodshed. There are few the martially-minded god hates so much as his sibling, the passionate Slaanesh. Patron of excess and indulgence, Slaanesh is least amongst the Chaos gods but popular with depraved cults of the Empire. Jovial grandfather Nurgle seeks to enrich the world’s despair by blessing mortals with virulent plagues and pestilences. Finally, of primary import to WAR is Tzeentch, the Architect of Fate. Tzeentch brings hope. Hope of change without reason or balance; Tzeentch is a manipulator, plotter, and sorcerer. His touch brings ambition and madness.

At times, the powers of Chaos put their differences aside and send splinters of their selves into the material world; where the skin of reality is thin, daemons can step into the mortal realms and fulfill the urges of their patron.

Dogs of War
As an army, Dogs of War include everything from Tilean pikes and crossbowmen to suicidal Dwarf pirates to an exiled Asur prince and his dragon. This has allowed GW to release a number of unique and interesting models over the years, often from nations that don’t warrant their own armies. Araby, Tilea, Estalia, and rogue elements of other armies have all been detailed.

Dwarfs
As those following WAR are probably aware, Warhammer dwarfs are the Nordic and Tolkien archetype taken to an extreme. More obsessive, drunk, and gold-hungry than most settings’ dwarfs, these guys are a major reason for the success of the Empire, having taught humans ironworking, gunpowder, and numerous other advances. The friendship between the dwarf kings and Empire is one of the few true alliances in the Warhammer world. The dwarfs once held a mighty empire running the length and breadth of the Old World. A mysterious cataclysm befell them many years before the founding of the Empire, followed by battles against the greenskins, then a costly war against the elves known as the “War of Vengeance”. These events saw the dwarfs greatly reduced in power, but through sheer spite and stubbornness, the race continues to survive.

The Empire
The point-of-view for most of the Warhammer World (and setting for WFRP), the Empire is an especially mad take on the 16th century, pre-Protestant Holy Roman Empire. The Empire learned metalworking and industry from the dwarfs, and were taught magic by the elves. The last true hopes of civilization against Chaos, Imperial armies combine gunlines, professional soldiers, knights, artillery, and magic to defeat their foes. Founded by Sigmar two and a half millennia before the current game period, Imperials now worship their founder as a god. It was Sigmar who forged the first true alliance with the dwarfs, saving their High King from capture by a superior band of orcs. For this, Sigmar was granted the hammer Ghal-Maraz, an heirloom dwarf runic hammer (and the titular weapon for the setting)… which is probably still carried by Karl-Franz, the current Emperor.

High Elves
First experiment of the Old Ones, these ancient and lawful beings taught the elves their magic, art, song, and civilization. Unlike other experiments, elven history vaguely remembers the Old Ones, giving them a racial memory and learning that vastly exceeds all others. Physically resistant to Chaos, the elves still suffer the moral and mental effects, especially when succumbing to their own arrogance and passions. High elf culture is extremely rigid and controlled because of this and they see themselves as the protectors of the world, justifying their near-fascism and unchallenged control of major sea-routes. Unlike the Tolkien archetype, the Asur are warriors and imperialists, with a strong fascination in the arts of warfare and bloodshed.

Lizardmen
During their time elevating the races of the Warhammer world, the Old Ones also created servants to help them with their work. After their fall, these servants blindly continued the Old Ones’ inscrutable plans, carrying on adjustment of the planet itself and battling Chaos in all its forms. The mighty Slaan, beings of immense Aethyric and psychic ability, interpret the Old Ones plans, while the Skinks act as their agents. Saurus warriors emerge from spawning pools, ready to defend their Lustrian homes, while Kroxigor and other prehistoric beasts are used for industry and war.

Ogre Kingdoms
One of the final experiments of the Old Ones, Ogres are among the most physically robust and resistant to Chaos. Not completely resistant, however, as an event early in their development lead them to worship of an entity known as the Great Maw, and granted the race an all-consuming hunger to fuel their massive bodies. Ogres have no allegiance to Chaos, though, nor hatred of it, often showing up as Dogs of War or mercenaries in the armies of humans, Orcs, Chaos, and anyone else willing to pay a bit of coin or bucket of stew.

Greenskins
Mushrooms? Monsters? Degenerate barbarians? However one classifies Orcs and Goblins, the only certainty is that they’re as certain as death and taxes. Little more complex than human two-year olds in massively tough and muscled bodies (or quick and wiry in the case of Goblins) greenskins enjoy nothing more than scrappin’ and fightin’. Dey’s ded ‘ard too, and dem Gobbos is pretty kunnin’ too, tho dey’s a buncha weedy gits. All ‘oomies need to know is dat da Waaagh! can’t be stopped and yous gonna get yer ‘ed bashed right in!

Skaven
There is no such thing as skaven. Just because you’ve seen evidence of rat-like beastmen doesn’t mean there’s some sort of intelligent Chaos beats below all the cities of the world, with technology that surpasses the Empire and a master plan to rule the ruins of civilization. That’s ridiculous.

Tomb Kings
Before the time of Sigmar, the first true civilization of Man arose in the deserts south of the Old World. Living amongst architecture strangely reminiscent of both Lustrian ruins and the monuments of the high elves, the people of ancient Nehekhara considered themselves the favored children of the gods. Over time, they came to fear and worship death above all else, believing their lives were mere preparation for a glorious and shining afterlife; much like the real world’s ancient Egyptians. For one Nehekharan, however, the afterlife was not enough; a brother of the Priest-King of mighty Khemri, this man sought eternal life and coveted the lands of all Nehekhara to be his shining paradise. After capturing and torturing the secrets of magic from stranded Druchii sailors, this man developed the science that would one day be known as Necromancy; power over the dead and death itself. Distilling an elixir from human blood, he was able to prolong his life, eventually usurping his brother and taking Khemri as his own. Eventually, the other Priest-Kings united and drove him into the desert, where he passed beyond the realm of the living, but did not truly die.

In his bitterness at being driven out, this man, known as the Accursed One to Nehekharans and He Who Shall Not Be Named to modern Arabyans, polluted the headwaters of the River Mortis, the very backbone of life in Nehekhara. Not content with merely bringing the ancient nation to its knees, he then attempted to cast a single spell that would awaken the entire nation from death and bind them to his will, creating an eternal army to rule the world with. Though he cast the spell and tore generations of Nehekharans from their graves, he was mysteriously interrupted at the peak of the spell, losing control of his would-be slaves. The Tomb Kings and their entombed soldiers were not put to rest, however, and have since resumed the activities of their lives, protecting their dusty homes from invaders and warring against each other. All of these undead, however, nurse a hatred for he who tore them from the afterlife, and the dry desert winds carry their whispers of the Great Necromancer’s hated name; Nagash.

Vampire Counts
As with most undead in the Warhammer world, the vampires have roots in old Nehekhara. When Nagash was driven from Khemri by an alliance of kings, samples of his Elixir of Life and notes were captured and taken as spoils. In the city-state of Lahmia, the queen and her court drank of the Elixir and continued Nagash’s experiments. Soon these depraved nobles learned to sustain themselves indefinitely, not just by consuming the Elixir, but by drawing the very essence of life from living beings. Their souls sustained thusly, their bodies became strong and fast, driven by their own willpower and able to grasp and manipulate the Aethyr. These beings, known later as vampires, were eventually discovered by the Priest-Kings of other cities and driven out, later allying with, then fleeing from, Nagash.

In the modern Warhammer world, the vampires are often split along lines of bloodline and creed, following common archetypes of vampires from all of fantasy stories. Some have infiltrated the nobility of the Empire, counts of the blighted province of Sylvania. Some vampires are physically powerful, while others great sorcerers and necromancers. Some are affected by curses laid upon them by Nagash for their escape and cannot tolerate sunlight or holy relics. All are selfish and driven to make use of their long lives; whether through study, survival, or conquest.

Warriors of Chaos
Mortals who flock to the standards of the Dark Gods can consist of the disillusioned, the corrupt, and the insane. Some are refugees from the civilized nations of the Old World, while the bulk come from tribes of corrupted Norse. Living in the ever-changing wastes beyond Norsca and Kislev, bands of these warriors dedicate themselves to the Gods of Chaos, fighting for glory, the capricious favor of the gods, and the ultimate gift of Daemonhood. At times, a great champion will arise, sometimes dedicated to a single god, others loyal to all Chaos as a pantheon. These champions will then sweep from the north at the head of a vast horde, encased in dark iron armor and wielding weapons of madness and gifts of mutation from their gods.

Wood Elves
Long before the birth of Sigmar, the elves withdrew from their extensive colonies in the Old World. Caught between an unwinnable war against the dwarfs and civil war led by Malekith, the Asur were forced to the defensive. Not all the elven colonists followed the Phoenix King’s call for retreat, however. Small pockets of elves remained behind, in particular the colonists who settled in an ancient and dark forest known as Athel Loren. One of the most ancient and untouched woods of the world, Loren is a living, breathing entity, jealous of its borders and willing and able to brutally protect itself. Allied with the forest, the former elven colonists, called Asraii have returned to many of their rustic roots, favoring bow and bronze spear, eschewing advanced metalworking and armor. Wood elves owe more to medieval legends of forest spirits than Tolkien’s elves; they’re feral and vengeful, uncaring for little but defending the forest.

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Wednesday, May 28, 2008

Squig herder birth video



Frapsed the first few minutes of the life of a squig herder and the starting zone. I stopped frapsing where i did because i alt tabbed, which messed up my client, incase you were wondering.


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