User:RobWar/Great Sea Expansion Idea: The Twilight Storms

World of Warcraft: The Twilight Storms The Third World of Warcraft Expansion, the War of the Tides can begin.

Before we start i just want to tell you a few things. Dont be to nasty, im only 12 years old and from Sweden so my english is not very good, yet. If your swedish you can find me at Worldofwar.se althought im not very popular there... and they deleted my "New Expanisions Treads". Well, this is my Great Sea expansion idea. It will feaute ONE new race. Three new proffesions and two new hero classes + much, much more. Its some years after Wrath of the Lich King and strange things begins to happen in the Great Sea so here it is!

[redigera] Features Explore the Great Sea, both its islands and its deepths!

Play as a Goblin, choose your side!

One new hero class, the Runemaster!

Three new proffesions: Woodworking, Woodcutting and Constuction!

Player Housing, build houses, shops, guild halls and much more!

Swimming Mounts and Boats!

8 New Zones! Lots of new instances and raid dungeons!

Hundreds of new quests!

Hundreds of new monsters!

Lore Arthas is defeated but the Lich Kings soul fled. The scourge has no longer a leader and the undead threat is gone thanks to the efforts of the proud Grand Alliance and the noble Great Horde. But strange things happens in the Great Sea. All connections with Undermine has disappeared and the trade with the Goblins are no longer needed as the Alliance and the Horde has started to working together and the conflict has almost ended. Then, just a week after Undermines disappearance the sea level rises dramatically. And one day later and mystic storm gathers at the heart of the Maelstrom and spreads quicly. Small isles and boats are destroyed and thousands of people die. The Night lves are united, it must be the vile Naga led by Empress Azshara. The wise Taurens thinks that the an Old God or the Old Gods has awakened under the sea. Tógether the Alliance and the Horde us ónce agains at war against an common enemy and together they sail toward their own doom...

New Hero Class, the Runemaster! The most mysteries of the Titans are revealed and the ancient runic arts are spread among the races of the Alliance and the Horde. The dwarfs and the tauren, already familar with the runic arts, has learned their allies runic magic and hopes that there will come new Runemasters in Azeroth. The taurens and dwarfs belive that the powers of the Titans is a must agianst the Old Gods that are presumed to be in the Great Sea. Now its the time for the Runemasters to rule as they may be the only useable weapons against the Old Gods.

Basic Info Runemasters also use the rune system like the Death Knights however Runemasters also have theiro wn kind of runes which they can put on their bodies for extra bonuses. The Runemaster is an caster, healer and melee figther at the same time. He can do decent DPS and decent healing, a sort of hybrid. You could say that he is a mix of mage, shaman and rogue.

Races All. The dwarfs and the tauren has learned their allies the arts of runemastery. Althoougt it isnt very common with Blood Elf and Draenei Runemasters...

Starting Location Runemasters start in an improved Uldaman at level 55. They start in a new section (can only be seen by Runemasters. Runemasters cannot return there. In normal instance runs that place doesnt exist ) called the "Uldaman Excavation Camp". A camp set up by lost dwarves who are diging into a new chamber where a sleeping Titan should be but Giants attack them all the time. The Runemaster must help and complete some tests in their first (there will be quests guiding you through the new spells etc) and then they need to flee.

Armor The Runemasters can wear cloth, leather and mail. They need much intellect and agility. The most of the Runemaster stats are very low but they with the help of bodyrunes they can buff up themself greatly.

Weapons Untrained: Fist Weapons, Staffs, Rune Glyphs

Trained: Two-handed Maces, One-handed Maces, Dual Wield

Healers and casters may want to use Staffs, Two-handed maces or maybe even dual-wield One-handed maces. Those who more like the Shaman or Paladin style will probably use everything except staffs and those who are Rogue fans will probably use fist weapons which will do a very good DPS boost for them.

Skill Trees The Runemaster has three skill trees. They are:

Runecrafting Hand-to-Hand Spirituality

Runepower increases the power of runes that all Runemasters have on their bodies. Runes can increases everything from health to strenght. But Runepower is also the main tree for spellcasters. The Runemaster also has its own proffesion that is called Runecrafting. Every 5 level the Runemaster can upgrade his or her runes, but he must have enougt skill points to do that like in all other proffesions. The first level requirs no Skill Points to do the first basic runes. You will need 50 more points to do the runes on next level and so on. More about runes later.

Hand-to-Hand increases the melee combat might of the Runemaster. He gains more attacks and improves existing melee spells and abilties. Hand-to-Hand focuses on DPS as you might understand.

Spirituality improves healing a lot but also spellcasting a little bit. Spirituality is mostly for the healer but casters should also focus in this tree for more some nice bonuses. Otherwise spellcasters should focus on the Rune Power tree.

Runes Here are some of the runes, there are nine levels of runes, i will include level 1, 4, 7 and 10.

Lv1. Some Minor Runes. Minor Runes includes Waist.

Waist: Increases spirit and stamina by 2.

Lv4. Some Lesser Runes. Lesser Runes include: Foot, Waist, Hand and Wrist.

Hand: Increases your weapon skills by 10 and unarmed by 20.

Foot: Increases run speed by 5% and agility by 5.

Neck, Head, Hand, Waist, Foot, Chest, Wrist, Legs, Shoulders, Back

Lv7. Some Astral Runes. Astral Runes include: Foot, Waist, Wrist, Hand, Neck, Back, Shoulders

Shoulders: Gives you a 5% chance to reflect an bad spell.

Neck: Increases intellect by 10.

Lv10. Some Titanic Runes. Titanic Runes include: Everything except rings and trinkets and weapons.

Chest: Increases defende by 500 and allows you to be immune to magic for 5 seconds with a 3 minute cooldown.

Legs: Increases your agility by 20 and allows you to blink away with a 1 minute cooldown.

Just some of them.