Wrath of the Lich King - Details Revealed!

For many a World of Warcraft player, this latest expansion from Blizzard for their ginormously successful MMO is the most anticipated one, boasting everything from walrus-men to the fabled Death Knight. While increasing the level cap from 70 to 80, this new expansion also offers players a choice of starting areas, rather than everyone beginning their journeys from the same location, as has been tradition for WoW in the past. Players will also enjoy a vastly increased land mass on which to play, as the areas are so large several of the zones have been split into smaller zones. This is great news, as the expansion provides much more content for adventurers to enjoy in between now and the next expansion (typical MMO player... always looking forward to the next one!). Also, players will enjoy actual climate changes and scenery as they travel through Northrend, going from windswept plains to icy tundra, with everything in between.

New enemies, new zones, and new dungeons are the mantra of any successful MMO expansion, and Blizzard just may have done it once again. Wrath of the Lich King introduces the Vrykul, giant enemies with apparently some Norse and/or Scandinavian ancestry, who are anxious to become members of the Scourge. Players will also see dungeons such as Uthgarde Keep, with two tiers of play for those level 70 and up to challenge themselves with. Tuskar, the walrus-men, can be found on the Borean Tundra, which will be a nice quiet resting place for travelers exhausted from fighting their way across the enemy's lands. And, should you choose, you may stay for awhile and work to build your reputation with the "fisher folk", which will lead to making them your ally. And finally, in the Borean Tundra players will find Coldara, a land ravaged by lightning, and home to the blue dragons and dragon-kin. This area is meant to show players just how serious Blizzard is about providing a richer experience to dungeon-crawlers and quest-mongers.

One of the highlights of this expansion is also the introduction of the Death Knight as a playable class, which has long been only a creature of lore as knights who give their lives in service to the Lich King in exchange for immortality. However, some of the Death Knights have been mysteriously freed from their service and are now warring against Arthas, their former master. So if you wish to rail against the injustice of servitude, regardless of whether you are with the Horde or the Alliance, take up the visage of the Death Knight and begin your battle.

Here are the highlights from this expansion for everyone to drool over... please be sure to wipe your keyboards after!

  • Raids & Dungeons - attention has been focused on players with limited play time, loot rewards equivalent to difficulty to achieve, and:
    • A new token system will be emerging, but will remain similar to the current one used
    • 5-man versions will have a heroic mode, with separate loot tables for both the heroic and non-heroic versions, and designed to be no more than an hour of time to complete
    • Every raid dungeon will be available to both the 10- and 25-person versions, and neither dependent upon the other
    • Access will be easier, with no keys or attunements required, and lockouts will not occur should players choose to attempt one version over the other first
    • Greater rewards will be available to those groups succeeding in the 25-person raids
    • Raid bosses are still undefined as of yet
  • Death Knights - the first Hero class in World of Warcraft, will specialize in tanking bosses who deal magic damage, and:
    • Are available to all players with a level 55 character or above
    • Only one per realm, per account
    • A Skeletal Deathcharger Mount will be available for summoning
    • Begin with a full spectrum of abilities, rather than needing to gain them through character progression
    • Primary source of power are runes set into six available slots in their "blade", rather than Mana or Energy. Blood, Unholy or Frost runes in any combination will be used, and spent runes will act like a Rogue's energy bar, refreshing themselves after a certain period of time
    • A secondary source, Runic Power, will also be available to Death Knights, which is generated through utilizing rune abilities, and use the same basic mechanics as the Warriors' Execute or Rogues' finishing moves
    • "Presence" will be available to Death Knights, providing them with very powerful self-buffs, which will depend upon their role in the group
    • Will have "Army of the Dead", which will spawn numerous undead minions that will attack all enemies in close range
    • An ability similar to Death Coil (without the fear component) will be available, and is an instant lifedrain spell
    • The first class that will use disease as a source damage
    • Will be able to revive either an ally or an enemy as a ghoul for use as a pet, and which will also carry its own unique ability. Allies will see a window from which they can choose to control the ghoul or not
  • Flying mounts will be unlocked to players at level 77. Both the Outland flying mount and new ones will be available.

For more information, be sure to keep an eye out on WoW Allakhazam and Wowhead !

Maggie "AutumnKiss" Olsen
Senior Editor, ZAM Network

Comments

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Walrus people?
# May 13 2008 at 6:14 AM Rating: Decent
Ok, you have a team of 'thinkers' and all they can come up with is Walrus people? Why not something for old worlders? Like a werewolf race? Or better yet, even things up....make goblins for the horde to go even with the gnomes and something bigger for the alliance to match the taurens massive size like a playable furbog race? And classes? What about a 'hunter' style that can only tame dragon kin and use weaker spell casting instead of a ranged weapon? Yes, Deathknights will add a much needed tank class, good for you blizz. But come on? What's next? Sloth people?
WoW Expansion
# May 13 2008 at 4:08 AM Rating: Default
I started with D&D in the late 70's, worked through a long list of games including
Diablo, 3 yrs in EQ1, EQ2, D&D online now wow for almost 2 yrs. The only things that surprise me is the downtime every week and over a yr waiting for this expansion. Coming from games which released a new expansion every 3 to 4 mths this better be a fantastic one for the wait time.
release date
# May 12 2008 at 2:07 PM Rating: Decent
i heard early november or october
Northrend (Wrath Of The Lich King) clarification
# May 12 2008 at 1:22 AM Rating: Decent
No flying mounts will work in Azeroth -- Flying mounts will still work in Outlands as normal - in Northrend you wont be able to use flying mounts untill level 77 (have to do a quest line 1st - unless they changed that )

there will be 2 starting locations to enter Northrend that you can choose from (to enter Northrend) not change your starting locations for their characters in Azeroth.

Edited, May 12th 2008 4:29am by jrooksjr
Mounts at 77?
# May 11 2008 at 5:39 PM Rating: Decent
So what are all flying mounts from this point on being for 77+? What about those who already have flying mounts? I am slightly confused by this article. However, choosing your starting area now!? w00t can anyone say Blood Elves in Durotar?
Has anyone heard of a viable time frame
# May 11 2008 at 4:35 PM Rating: Decent
ie does anyone know the release date
Mounts
# May 10 2008 at 10:14 AM Rating: Decent
*
68 posts
I am curious.... will the Outland flying mounts work in Northrend? What kind of mounts will be available there? If epic flyers cost 5k.... what will the next generation of mount cost?


(I still think engineers should be able to make a ski-do... ;)
Mounts
# May 10 2008 at 6:15 PM Rating: Default
I'm guessing not.. Blizzard has repeatedly stated that flying mounts will never work in Azeroth; they'd have to completely redesign the entire world from top to bottom to make it work. that'd basically require the entire dev team to devote an expansion's worth of time to making it happen. I'll take the expansion, thanks.
Mounts
# May 11 2008 at 8:50 AM Rating: Good
Actually, this expansion was built from the bottom up to accomodate flying mounts. Also, it's general knowledge that a redesigned version of Azeroth is in the works for a later expansion which will have "global" flying mount access.

Can't wait for everyone to start chomping thier teeth over water-mounts when we all enter the maelstrom. Arthas... yawn...
OMG!!!!
# May 09 2008 at 8:17 PM Rating: Default
All i can say is that i can't wait to see all this stuff. I started out with Ultima, went to EQ and this just blows them away...GO BLIZZ!!!!
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