Entries by Admin (65)
BlizzCon 2009: Worgen Hands-On Preview










iTZKooPA took us through the starting area of the Goblins, who have joined the stinky Horde, where as I will be bringing us back to the, ahem, better faction with the Alliance. I know you've been clamoring for this, so here it is: the hands-on preview of the new Alliance race, the Worgen!
With the announcement of Cataclysm, the Alliance and Horde are once again receiving new races. The Alliance finally get a “beastly” race in the Worgen, which are a group of feral wolf-beasts. Those of us who got to attend BlizzCon 2009 got a chance to get some hands on time with the new race and their starting area and it is quite good!
Unfortunately (or maybe fortunately?) the demo we played started the Worgen off at level 6 (in the Cataclysm panel they told us they didn't want to show us exactly what happens with 1-5 just yet) and if you were at the event this weekend and saw a Worgen Rogue running around named “Projectlore”, well, more than likely it was me (a little more creative than certain other bloggers!).
The demo started us off with your character, in Worgen form, in “The Stocks” with other Humans around your character discussing your fate. Some of the humans seem to think you are lost to your fate as a beast and should be killed, but a doctor runs up with a potion which allows you to be “cured” and appear as a Human again. This allows you to start your questing, and you have the ability to switch from Worgen form to Human form at will (although you are forced into Worgen form while in combat). Worgen also get a “sprint” ability on a three minute cooldown which increases their run speed for a short time. They also have a couple of static racials: Flayer, which increases skinning skill by 15, and Viciousness, which increases damage by 1%.
The quests are designed to get you involved in the Forsaken invasion that is happening in Gilneas. The first couple quests involve finding a package, which upon completion starts a small cut scene showing you the Forsaken ships docked on the shore near Gilneas. You then go and kill them to advance to the next area, which involves Worgen in the basement of a shack where a mother asks for your help with finding her children at the farm nearby, and another asks you to continue to help kill the Forsaken.
There has been a lot of care put into the starting zone, as Blizzard felt that the Death Knight area was really successful in engaging the player and getting the player really involved in their character (and I'm inclined to agree). While we only got a small taste of the opening area for the Worgen, we still witnessed lots of scripted events, phasing, and cut scenes which only get me even more excited for the new expansion. The area is well designed, and if this is any indication of how they're revamping classic WoW, there will be a fewer obnoxious walks to get to different places, which I am perfectly OK with. The whole of Gilneas looks absolutely stunning and I am really excited about what's to come in the later levels of the starting zone. Blizzard uses the weather effects extremely well here, as well, and I am looking forward to seeing how the rest of the zone turns out.
For players wanting a fresh start, there is a nice selection of classes to choose from including: Death Knight, Druid, Hunter, Mage, Priest, Rogue, Warlock and Warrior (only classes they cannot be are Paladins and Shaman). I am really hoping that, similarly to what they did with Wrath, they lock out Goblins and Worgen from being Death Knights at the beginning of the expansion, and maybe allow it later on in the life of the expansion. It would really be a shame if the first 85 worgen didn't even set foot in Gilneas because the brief taste we got at BlizzCon was so polished and well done that I can't wait to do 1-15 again (and I honestly thought I would never say something like that).
I included some screenshots that will hopefully give a bit of perspective of what this great starting zone looks like!
[gallery]
World of Warcraft...in a Magazine?










BlizzCon is Almost Here, Are You Ready?













BlizzCon Here We Come!
Blizzard is less than 24 hours away from opening the doors of the Anaheim Convention Center to its passionate fanbase to show off new products, progress on titles being worked on right now and rub elbows with fans and developers alike!
If you're going to be at the convention, you want to make sure you have the best time you can have right? You probably are already here if you're taking a flight, have checked into your hotel and are ready to go! But we wanted to provide a few details for those who may have forgotten or simply didn't know about traveling and conventions.
If you're in Anaheim Thursday you'll be able to pick up your badge starting at 4pm, make sure to bring your printed out barcode and ID (follow the directions on your email). You'll have until 10pm that night, but we recommend getting it done early so you can meet with some of the Project Lore staff (myself included) at the WoW Insider Party at the Anabella Hotel. And of course, it's not a bad idea to get some quality sleep the night before the convention, but you may want to explore a bit! There are many options open for you in Anaheim as there is Downtown Disney (no need for a Disneyland ticket!) which features some great restaurants, shops and a movie theater. Nearby is also the Anahiem Gardenwalk with more restaurants, shops and another movie theater if Disney isn't your thing. Also, if you're not from California you may have heard of it but you must make it a priority to eat at In N Out! If you end up there, make sure to check out their secret menu for an even better burger (or take the 10x10 challenge)!
After you've filled up on food and hit the sack, you'll wake up to the big day! Friday the show opens up sometime around 11 (opening ceremonies are at 11:30). If you want a prime seat you will want to try to start lining up a few hours before if you're serious about it. If you still don't have your badge, you can of course pick that up anytime between 8am and 10pm. After the opening ceremonies you are open to do whatever you like! That's what is awesome about this convention! You get to choose what you want to do! Go hit up the BlizzCon Store (prepare for a wait though!) or other vendors (like our friends at J!NX). Not ready to shop? Visit any of the wonderful panels and hear from the devlopers themselves (check out the schedule here and map out what you'd like to see) or go play some StarCraft 2, Diablo 3, or the new WoW Expansion. There are also professional competitive players to watch, showcasing the best players in StarCraft, WarCraft 3, and WoW Arena. There will also be a live WoW Raid on Saturday, which is sure to be a sight to see!
As much as the enjoyment of the convention depends on your attitude and the people you are with, there are things you can plan on, or have, that will help make sure your experience is enjoyable.
- Bring comfortable shoes: there will be lots of walking and waiting, make sure they're broken in and not brand new, you DO NOT want blisters on your feet!
- Bring water: you don't want to have to wait in line to get a drink and be thirsty while waiting, and you want to keep hydrated (not to mention bottled water is EXPENSIVE inside the convention center)!
- Bring snacks/pack a lunch: lines are long for food inside the convention halls and pricey and you may not even enjoy the food! Make sure to at least bring some snacks or even get something to eat before heading to the convention center before starting the day (Subway keeps fairly well and is close to the convention center).
- Plan out your day: after going to a few conventions, I noticed that my enjoyment of the show would increase if I had something planned out, you don't have to follow it exactly, but having a loose plan of what you'd like to do is good, but make sure you're flexible, especially if you're with a group, parent(s), or a significant other!
- Check your realm meeting time: this should be in the goodie bag when you pick this up and is a great way to meet up with players on your server (Alliance and Horde alike) and can help you find a guild if you're looking for one!
- Make sure you pack what you need: double check: clothes for each day you're there (think about packing an extra pair of clothes, just in case), deodorant, toothbrush, toothpaste, shampoo, soap, etc.
- Patience: lines will be long, the best thing to do is to strike up a conversation with your fellow line waiters, chances are they're into our beloved WoW and you can relate to something in game with them.
- Phones, Handheld Gaming Systems: these are great for those pesky lines and coordinating with friends to meetup, and who knows you might be able to strike up a quick game with a fellow attendee (I'll personally be bringing my iPhone and Nintendo DSi)
- Game Demo Stations: During the costume contest and closing ceremonies the lines have traditionally been very small to play StarCraft 2, Diablo 3 and WoW. These are the absolute best times to play. If what is announced at the opening ceremonies is playable, most of the people will flock to try it out immediately and the lines will be pretty long.
- Blizzard Store: Later in the day, similar times as for the demo stations the lines tend to thin out and be much smaller, unless you're worried about an item selling out you can wait it out.
- Panels: unless you feel the need to sit up front you can come as late as the panel starting to get a decent seat. If you want to ask a question sit nearest to the microphones (where Blizzard CMs will be standing as well to screen questions). The Guild panel may be an exception although they are in an actual hall this year as opposed to a small meeting room last year (they filled up well before their panel time and many people had to be turned away).
- Tournaments: Earlier in the tournaments tend to have the best seats, but as it gets closer to the finals the seats tend to fill up (I sat on the floor for the StarCraft final last year) generally finding a seat around the semi-finals is your best bet to make sure you have a seat for the finals.
Razer Introduces a 17-Button MMO Mouse!









PC peripheral maker Razer introduced a brand new mouse today called 'Naga' which is focused on MMOs (which coincidentally comes right before BlizzCon). Full disclosure, Project Lore has a video content partnership with the ZAM Network which is running a promotion along with Razer for this product.
Razer goes on to describe it:
The Razer Naga is the ultimate Massively Multiplayer Online Gaming mouse that shifts the balance between keyboard and mouse by putting an unprecedented number of in-game commands in one place. A multi-button thumb grid and Razer’s MMO game interface add-on combine to place every command you need in the palm of your hand. An ergonomic form shaped to maximize ease of use lets you game in comfort for hours on end. With the Razer Naga, you will Get Imba.

As a fan of Razer's mice (I use the DeathAdder) I'm a little taken aback by this device. It seems extremely bulky and almost too big for it's own good. Positively thinking though the keys look like they have a nice size especially at seventeen buttons. One of the features I have loved about Razer mice is their comfort. The DeathAdder fits perfectly in my hand and is not overly complicated with buttons (which this mouse won't be able to claim). Thankfully all the buttons are fully customizable via Razer software, although how it handles macros remains to be completely seen.
While this isn't the first MMO mouse (and not even one that has features specific to WoW) the Naga looks to cram as much as possible onto one device. The last MMO mouse (the WoW MMO Gaming Mouse from Steelseries) was met with mixed reviews, especially because of it's initial price at $99 (while this has come down a bit) and it's handling of macros. The price of the Naga is $79, which means consumers will need to be serious about picking this up.
Until we get our hands on it (which we should at BlizzCon this weekend) we can only speculate at this point. I'm being cautiously optimistic, but I generally like simplicity in my mice. Interestingly, they are marketing the mouse as "Be Imba" (be imbalanced) as if this mouse might give the player an unfair advantage over another because they're using this mouse.
What are your initial thoughts on the mouse? Will you consider picking one up? Are specialized mice necessary?
The Next Expansion: What Blizzard SHOULD Do With New Races















BlizzCon! Rumors incoming!
With BlizzCon less than two weeks away there is no surprise that we are starting to see leaks and rumors. MMO-Champion had reported on the races first with their data mining showing new Halloween masks that featured Goblin and Worgen races (of both sexes) and then pixiestixy brought us news today that WoW.com confirmed this information with sources close to the company, and specifically that Goblin will be Horde and Worgen will be Alliance.
To be quite honest, this news is a little underwhelming. This doesn't specifically add content outside of the starting zones and is quite a bit of work (all items have to be remodeled/skinned for these new races) for something that really doesn't ADD to the gameplay (argue all you want but it's merely a cosmetic upgrade). With the races apparently set in stone (we will know for sure at BlizzCon) I find that to be disappointing. The announcement of Blood Elves and Draenei had a much stronger impact because of the classes that you could use with those races, which were previously exclusive to the Horde (Shaman) and Alliance (Paladin).
Blizzard really should make these races start out neutral (can't interact with any Alliance/Horde player characters) and either the actions you take through your questing will decide your faction at, say level 20, or you just flat out get to choose. With faction transfers incoming, this would seem to be a logical extension of that model and where Blizzard wants to make the game as accessible and varied as possible. This alongside the lore implications that both these races are (generally) faction nuetral.
Based on past experience though I am inclined to believe that the new races are in the next expansion. We knew about Burning Crusade days before BlizzCon 2005 and BlizzCon 2007's announcement of Wrath of the Lich King was known a few days before as well. Funny though was that when I picked up my press badge that year they gave me a program guide with all the details about WotLK (which hadn't been officially announced) so that kind of killed the suspense of the opening ceremony but it was nice to see that the rumors were true.
With BlizzCon so close I expect to see a lot more "rumors" pop up, at this point be skeptical of nearly everything from this point on and we will all know August 21st (and we hope to see you there!)! Let us know what you'd like to see related to the new races, do you think picking your faction in game (rather than associated race) would be a good idea? What kind of ideas do you have if they continue down this path of alternating race/class additions every other expansion?
WoW Life Lesson #1 - Have Fun






Some of you may know SaintGermain in-game on the Moonrunner-US server. He's a good FFB mage that can rock the DPS charts, CC mobs into turtles and has one short week he's waiting for in September to earn a Violet Proto-drake.
I've played him for awhile and enjoyed my time in-game. I've made a few friends and learned a lot about the WoW universe.
Some of my greatest memories in-game were raiding SSC and getting that elusive Serpent-Coil Braid. Thank god there were only three mages there and it was just a quick /roll to get it. And winning it made my mana management so much easier.
I also remember the chance to play in the WotLK beta months before anyone else with a few of the people here at Project Lore. Seeing all the new terrain and the texture was just amazing and it got me excited all over again to play WoW and level to 80. And the chance to get into Naxx, something that was only a dream when I started playing only a few months before TBC came out. That was going to be awesome.
WotLK came out and I got to 80 in a few weeks. I joined a great new guild and we destroyed Naxx 25 over and over again. I even got The Turning Tide. Still waiting for the ring, but there's always something, right?
WoW. It's been fun.
And in real life, I've had the good fortune of being able create video content for you here at Project Lore.com.
I've produced and directed almost 250 episodes and edited at least 200 episodes of Project Lore in the past year. In all that time, with all of those 90+ hours weeks I put in, I continued to do my best to make sure you got the best WoW video content on the web.
Some of my favorite episodes you may never know about because I had to cut so much of it. Early on the guys enjoyed themselves and spoke like some people on vent tend to do, but that's far beyond the PG-13 atmosphere I tried to keep the show at over the past year. But wow, if you could see the outtakes.
And some of the things that have made it to air - amazing. Goggins singing, Jimmy pulling, all of the guys dying in STV. And what about the inventive way to take down Anub’arak? Or the famous sheeping of '08? Or that amazing wipe on KT? Epic.
Wow. It's been fun.
As you probably have guessed by now, this will be my last blog post. I'll be moving on from Project Lore, headed for a new adventure.
I may not go the way of BRK or Phaelia, but I do know that I won't be at Project Lore. I'll still play Saint, maybe level up a few alts, maybe try RAF to really speed it up.
I had intended to complete all of the 33 WoW Life Lessons for you, but as with life, sometimes things... well, you know.
As far as the other WoW Life Lessons that I was going to share with you, they are always available for you... in life and in-game. I'm sure that if you're open to it, WoW will teach you whatever life lesson you may need at that time. And I am certain life will too.
Yes there are jerks. Yes there are noobs. And yes there are mobs that you will never beat alone.
But there are also pugs that rock, epic rollz and phat lootz with your name on it. And you won't even have to spend any DKP for it.
And most important, there are groups/guilds/good friends out there in the world just waiting to find you that you can hang with, play some games and have some fun.
I am confident that those who work at Project Lore will continue to do their best to bring you the WoW content that you want. They will try to make it happen for you. Just be kind to them, and click on a few ads once in awhile. This site may be free to you but it isn't free to make.
And now my time is done. Another will pick up the torch. I will go my merry way off to my next adventure to gain rep with another faction and get some epic loot.
Thank you all for the opportunity to share some shows with you.
Take care and have fun.
Saint.
A Look At Blizzard's Raid Philosophy












WoW Life Lesson #23 - Learn How To Cook











It's been awhile I know. Work here at Project Lore sometimes goes through really long periods where I need to do a lot of stuff in a short period of time. I end up working late a lot and hardly have time to raid let alone blog about the life lessons I have learned from WoW.
The long hours and short personal time makes it a real challenge to stay focused on those little goals one sets for themselves. The goals we set everyday like exercising or getting outside in the sun or eating healthy. Of course there are always choices but some seems to go into autopilot when everything else in life gets very hectic.
The key to changing the autonomic autopilot method of living life is to set patterns early that are extremely beneficial to yourself, easy to do and can easily be reverted to when other things in your life require more attention. For example, this WoW life lesson is an example of just how you can do this.
In the game of WoW, you probably know that there is a secondary profession called Cooking.
I'm a big fan of it for two main reasons:
1. You can make your own buff food
2. You can sell your buff food on the AH
Being a mage, I can conjure food whenever I want. But the best buff foods takes skill to craft, the skill of someone who's studied hundreds of recipes and made thousands of meals. And the best of the best buff food is always made by yourself.
Why? It's cheaper to make, as reliable as the mats you have and takes less time than going to the Auction House or guild bank.
And if you do it daily it becomes an autonomic routine that perpetuates itself to the point it would seem unusual not to do it. Y0u eat the food you need, bank the rest or sell the extra on the AH. Simple, easy and affordable... possibly even profitable.
In game there are only two recipes that SaintGermain is missing. One will be gotten very soon. The other is for another class of people. And in all my cooking in game, I have saved money, made money and created a routine that is beneficial to me.
The same is true for real life.
Take a look at how much you spend each day eating out or buying prepared food. When my life gets crazy with work and I forget my cooking routine, I end up spending almost $20 a day for breakfast and lunch. If I stay to my routine of cooking for myself, I spend a fraction of that. Seriously, a fraction.
For example, I make sushi. Here in LA it's a huge section of the the culinary cuisine offered around town. An eight (8) piece California roll can cost almost $16 in some of the fancy places. For $35 - 40 dollars, I can make almost ninety (90) pieces of the same California roll. It doesn't take a rocket scientist to figure out the savings there.
So learn how to cook, in game and in real life. You'll save cash and gold, and have enough food to last for weeks.
More Changes for Ulduar














Yogg-Saron, just another old god.
The changes (or nerfs as some of us raiders like to describe them as) for Ulduar keep rolling in. All of the changes should be live, but some may require a realm restart. The first significant change comes to the "end boss" of Ulduar, Yogg-Saron (who's lovely face you can see to your right):
The Yogg-Saron encounter has received the following changes: Death Ray no longer hits players who are under the effect of Malady of the Mind, Guardians of Yogg-Saron no longer use Dominate Mind, the spawn rate of Guardians of Yogg-Saron is more forgiving, and these Guardians will no longer spawn if a player that is protected by Hodir’s Flash Freeze hits an Ominous Cloud.Now, my guild is working on the fight currently and to really demonstrate the impact of these changes on our first pull of the night we managed to hit phase three of the fight (which we had never done before). If that doesn't really show how tuned down this fight has become, well I don't know what else will. The spawn rate is much slower in phase one, there are no more mind controls and basically there is zero reason for anyone to die in that phase anymore. The change to guardians spawning on a player protected by a Flash Freeze is a welcome change to say the least. There are a few other changes also (which can be read on the World of WarCraft Forums):
Being able to see the liquid pyrite at a greater distance is a welcome change. The whole Flame Leviathan encounter has gotten what seems to be a massive scaling back and I imagine we will see a lot more hard mode deaths for FL. XT-002 Deconstructor also got a nerf, mostly to the hard mode (which only 350 guilds have beat) because activating it should be slightly easier (although if you couldn't activate it before, should you even be doing it?). The gravity bombs and searing light also got their rate of cast reduced which should make the fight slightly easier or considerably easier depending on the severity of the rate change. While I appreciate the changes Blizzard has made in making raiding more accessible (as has been the philosophy of this entire expansion) it is a little annoying to be working on an encounter and making progress on it, only to see it changed and made much easier. My guild isn't a top guild but we progress fairly well on our 3-day schedule and it almost seems like at this point unless you're in a 5-day a week guild trying to clear as fast as possible you won't be experiencing these fights in their original form. While my guild will soon be one of the 3000 guilds having downed Yogg-Saron, it can't be argued that this is a much easier fight now. So raiders of Project Lore, are you a fan of these changes? Are you happy that the fights have been made easier? Do you think this is the right way for Blizzard to kind of "open up" raiding to everyone?
- In the opening sequence of Ulduar you can now see Liquid Pyrite from farther away.
- The Flame Leviathan encounter has received the following changes: the bonus health Flame Leviathan receives per tower has been reduced, the ejection height from Flame Leviathan has been reduced, the snare effect of the Tower of Frost has been removed, and the cannons on Demolishers and Siege Enginers should now break Flash Frozen vehicles in 1 shot.
- The XT-002 Deconstructor encounter has received the following changes: the health of the heart has been slightly reduced in heroic difficulty and the rate at which Gravity Bomb and Searing Light are cast has been reduced.
New Isle of Conquest Details Emerge!










Blizzard released some more information on the new battleground that will be coming out in the 3.2. The first thing to really notice is that it is a return to form, of sorts, to the 'bigger' battles. With the release of WotLK we saw the release of Wintergrasp which is only held back by how many players the server can handle (which had a recent change to hopefully alleviate that), alongside the new battleground Strand of the Ancients which was a departure from the typical BG with the inclusion of vehicles.
With Isle of Conquest Blizzard is opening a battleground that will support 40 on 40 player battles (the same as Alterac Valley holds). Siege weapons will make an appearance of course (SotA, Wintergrasp), alongside capturable locations (AB, EotS, SotA) which will open access to bigger and better siege weapons. One of the more interesting new vehicles is the Glaive Thrower which sounds as if you can assault the keep walls with it, or load up some friends and shoot them over the walls to engage the enemy directly!
The system overall for this battleground seems to be very similar to the new design of AV in that the reinforcements are tied to how many people have died on your side in the battleground. I'm sure this is to prevent those epic seven hour AV sessions that were had before many of the initial changes (oh the good old days).
But enough of me talking about the new battleground, why not check out the details Vaneras over at the WoW Europe Forums posted:
An island somewhere off the shores of Northrend. A rock, hardly worth a second look. But as insignificant as it may seem, this is no ordinary place. A sound of thunder as waves crash endlessly against rocky cliffs; a sound of fury as swords clash on the blood-stained fields of this island on the edge of forever. Welcome to the Isle of Conquest. The ongoing struggle between Horde and Alliance has turned many once peaceful (and some not-so peaceful) places into theaters of constant war. The Isle of Conquest is the latest such place, set to be the location of a battle of epic proportions over the island's precious resources. An Alliance and a Horde general are fighting for dominance, overseeing the action from the safety of their keeps. Whichever side manages to eliminate the enemy general first will triumph on the island; failure to protect your leader will bring shame, dishonor, and defeat. There is no peace accord here, and it’s an all-out war between the factions. Once More into the breach... Isle of Conquest, a new battleground scheduled to make its debut in the upcoming content patch, Call of the Crusade, will pitch teams of up to 40 players against each other in a massive battle over this small island off Northrend's northern coast. To win, your team will need to make use of the island's unique strategic locations including an oil derrick, a siege workshop, and a fully equipped airship hangar. You will deploy devastating siege weaponry on the field; Light have mercy on anyone caught between you and your ultimate target, the general holed up in the enemy keep. There are five points of interest on the Isle of Conquest for the factions to battle over. Each one offers its own benefits and strategic value. Which one will you claim for your side, and will it be enough to ensure victory? Capture Locations Consider your options before storming out of your keep to confront the enemy head-on. Spread throughout the Isle of Conquest are several capturable locations (as seen on the map), each granting a unique strategic advantage to your team. The Oil Derrick: Located on the northwestern end of the island, this smudge in the Frozen Sea produces enough black gold to run a thousand siege engines. Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it. The Cobalt Mine: This snow-covered assembly, located on the southeastern end of the island, hides untapped supplies that must be harvested. Taking this resource grants reinforcements and a continuous flow of honor to the side that controls it. The Docks: The western shore's docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep, or launch your invading party over the walls to assault the keep from within. The Airship Hangar: This sturdy steel structure stands on the peak of Mt. Conquest overlooking the eastern side of the island, allowing players to board the airship docked there. This devastating weapon of war is capable of raining death upon the heads of your enemies and destroying enemy defenses. Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above. The Siege Workshop: Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep’s walls to dust and ashes. Graveyards: There are five graveyards in the Isle of Conquest that are attached to different points of interest on the map: the Horde base, the Alliance base, an oil spill island in the center of the map (attached to the siege workshop), the northeast corner (attached to the airship hangar), and the southwest corner (attached to the docks). Main Objectives The Keeps: The Horde and Alliance keeps sit at opposite ends of the island. These citadels host four easily accessible defensive cannons set on the ramparts, capable of unleashing hot fury onto oncoming attackers. Additional explosives sit safely stowed in the base of the keep along the back wall. At least, they’re safe as long as they don’t fall into enemy hands. If they do, though, they can be employed to bring the stone walls down from within. The General: Holed up behind the keeps' massive walls, the generals command their forces from a position of relative safety. Should the keep fall and the general be slain, the Isle of Conquest will fall to the victor. Reinforcements: Isle of Conquest uses a reinforcements system similar to that of Alterac Valley. The clock is ticking and every individual counts. If too many of your comrades fall to the enemy the battle will end in defeat. Killing enemy players will reduce their reinforcements by one for each kill, Once your faction’s reinforcements reach their limit, so too does your bid for control of the island and the wealth of resources you’ve fought so hard over. An island somewhere off the shores of Northrend. A rock, hardly worth a second look. A test of strength. A chance to prove your might, to crush your enemies, to make a difference, a chance for endless glory and conquest. Will you seize it?