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World of Warcraft/Durotar

General information
Players of Orcs and Trolls start in Durotar. The Orcish capital city "Orgrimmar" is located here.

Landscape
The landscape of Durotar is a red desert, with canyons and some mountains and valleys.

Towns and Cities
-Orgrimmar Captial of the Orcs (and Trolls). The most important city of the Horde, because the auction house is located there. (This will be changed with patch 1.9, which will create an AH in Thunder Bluff       and Undercity, too.) Instance: Ragefire Chasm: Low-Level instance for levels 13-15. Located in the North of Durotar

-Razor Hill Low level town with mail box, but without the opportunity to fly to another city. Some quests are given here and there are teachers for all player classes. It is an Orcish town, located in the Middle of Durotar -Sen Jin Similar to Razor hill, but it is a Troll town and there is even not a mail box. The first Quests after the starting area are given here. Located in the South-East of Durotar

-Valley of Trails Starting zone of Orcs and Trolls Located in the South-West of Durotar

Level of the monsters
Because Durotar is the starting area if two of the Orcs and Trolls, the enemies are mostly from level 1-10. It is a very easy area for players.

Additional information
By using the zeppelins eastern the entrance of Orgrimmar, you can reach Undercity and the Grom Gol Base Camp.

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World of Warcraft/Etiquette

=Looting=

Looting is one of the most contentious issues in the game and the one around which most arguments occur. People are often very quick to throw the accusation of "ninja looting" around. Here are some of the common rules relating to looting.

Chests
It is rude to enter an area and loot a chest when another player or group is fighting the monsters who were guarding the chest.

When in a group it is common to roll (using the emote action /roll) to see who will open the chest and take first-pick of the contents. The highest roll opens the chest. Even if you have the right to first pick you should still consider the needs of the group before you're own benefit. Leave items that benefit other classes in the chest for the others to collect. For example if a chest contains Cloth Armor, mana potions or drinks a Warrior should not loot them despite winning the roll. They should instead be offered to the magic-using classes if present.

However you should completely empty the the chest before leaving, this is so it will respawn with a new set of items and money.

Locked boxes
Locked boxes tend to cause a lot of confusion and misunderstanding. In general if a Locked box comes up in a Need or Greed roll the convention is always to click Greed, even if you are a Rogue. However equally true is that having won a Locked Box you should always offer the box to the party rogue for a Lockpicking attempt so they can attempt to raise their Lockpicking ability. The rogue in this case should not ask for money or rewards for doing the Lockpicking.

=Buffs=

A buff is a temporary enhancement. When in a group it is polite to give any buffs you can to other players. make sure you don't use all your mana to buff others if you are in an area where you will have to fight or heal.

Following is a list of the more common buffs used on other players:
 * Power Word Fortitude
 * Fear Ward
 * Mark of the Wild
 * Thorns
 * Arcane Intellect
 * Dampen Magic
 * Blessing of Might
 * Blessing of Freedom
 * Blessing of Wisdom
 * Unending Breath

Random buffs
A random buff is when a player buffs another player not in his group without being asked. When you receive a random buff the polite thing to do is to say thank you and / or buff the player back.

A good time to random buff other players is when you are headed into town and will not have an immediate need for your mana, and the other player is headed out of town and going to battle. In most cases you do not need to stop walking to do this.

=Guild Issues=

Guild Crafting
Should a Guild crafter charge for creating an item for another Guild member? If the Crafter had to obtain all the materials themselves then the answer is probably yes. If the Guild member or the Guild itself provided the items then no. If the Crafter had to buy trade items to complete the item then a nominal fee might be charged to cover that but it may well seem mean given the low cost of most trade goods.

In the end the principal of mutual cooperation should rule all Guild transactions. Mutual benefit, mutual inconvenience.

Guild Tabards
Guild members should pay for a tabard out of their own pockets. Some guilds choose to buy their members tabards but these are exceptions to the rule. In most guilds the purchase of a tabard is a sign the member is committed to stay with the guild for a reasonable period.

Guildmaster Disagreements
Guilds are not democracies (although a few are run along those lines), the Guildmaster and the leadership "council" have the right to run the Guild as they see fit. If you find a Guildmaster or the other lieutenants of a guild to be unreasonable then you should quit the guild and find one more suited to your tastes. Guild membership is rather like free markets in this respect, you have a lot of choice but there is no regulation of the relationship between the Guildmaster and the Guild Member.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

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World of Warcraft/Humans

Homeland
The warm lands of Northshire and the whole Elwynn Forest area. It hosts the Alliance stronghold, Storm Wind or SW in slang.

Starting Area

 * Elwynn Forest

Home City

 * Stormwind

Classes

 * Mage
 * Paladin
 * Priest
 * Rogue
 * Warlock
 * Warrior

Racial Traits
Activate to dramatically increase stealth detection - Lasts 20 sec - 3 min cooldown Increase Spirit by 5% 10% bonus to faction point gain Humans get +5 to Sword skill Humans get +5 to Mace skill
 * Perception - active
 * The Human Spirit - passive
 * Diplomacy - passive
 * Sword Specialization - passive
 * Mace Specialization - passive

Racial Mount

 * Horse

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World of Warcraft/Leveling

Rest Credit
When your character is rested you will get a 200% experience bonus for killing monsters.

While in a city or inn you will get rest credit at 4 times the rate as elsewhere. The maximum rest credit you can accumulate is one and a half levels worth.

Note that this 200% bonus is NOT applied to experience received from quests. When a quest is completed while in a rested state, the normal experience is acquired and the rest state is pushed back to allow an equal amount of rested state.

Quests
You will level faster if you do the quests. In you quest log (hotkey L), you will see a list of the quests you have.

The quests in the list will be shown in one of four colors depending on your level and the quest level:

RED   This is an almost impossible or impossible quest for you. Level up or do in a group. ORANGE This will be hard but doable solo and it will get you the most experience when complete. YELLOW This quest should be moderately easy for you. GREEN This quest should be very easy, but will not get you much experience. GRAY  This quest will give you no experience at all. Skip it unless you think it is fun.

Some quests are Elite. Elite quests are meant to be done by groups. They are often very hard to solo.

Note that most quests must be done solo, or in a small group (5 players only) and are not doable while in a raid group. Other quests require a raid into an instance. Some quests, such as the hunter and priest epic quests, require the player to be solo. No outside interference can be involved.

Time Management
Try to do several quests at a time, for example while collecting Plainstrider Beaks and then Zhevra Hooves in the Barens you can also be collecting Raptor heads. Many times while doing low-level quests, it is possible to pick up several quests all in the same general location to speed up questing.

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World of Warcraft/Onyxia's Lair

The final part of a quest. Can be found in either Stromwind City or Ogirmmar. It is an instance with the final boss being a HUGE!!! dragon named Onyxia. This will need a group of 15-20 people. However experienced players have been able to do it with 7. Jack BoJack

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World of Warcraft/Priest

Priests: Lifeblood to the party, or Death sentence to the enemy

'''This brief summary was not created by someone with a priest over level 30, and some of this information may be incorrect. Also, this is written pre-patch 1.10, so this will need editing afterwards'''

Priests are the major support class in World of Warcraft. They have the strongest, most mana efficient heals, and one of the most wanted buffs in the game. However, priests are not all support, as they can dish out some major pain via shadow and mind spells.

Priest talent trees: an overview Priest talents are separated into the following trees:

Discipline-This tree is a middle ground tree. It has many talents and abilities that help both sides in combat, including additional buffs, interruption-preventing abilities, and damage boosts.

Holy-The holy tree focuses on healing your allies. Although there are some battle talents, many holy priests do not take them. (This not including the upcoming 1.10 patch for priests)

Shadow-The shadow tree focuses on direct damage to your opponents. While disliked by many players for their lack of healing ability, shadow priests can have some decent AoE heals via Vampiric Embrace. This is often considered the best way to quickly level as a priest, because your damage spells will be increased, and you will receive a spell called Mind Flay, the single most mana efficient damage spell in a Priest's arsenal.

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World of Warcraft/Rogue

Introduction to the Rogue
The Rogue class is currently available to all races except the Horde Tauren. They can wear both cloth and leather armor, and are able to learn to fight with daggers, one-handed maces, one-handed swords, fist weapons, crossbows, bows, guns, and thrown weapons, plus, of course, unarmed. Rogues can also learn to dual-wield with one-handed weapons.

The Rogue is a melee-based class with a special talent: stealth. Stealth allows the rogue to make him/herself invisible to enemies (whether mobs or members of the opposing faction) as long as the enemy is of a lower level than the Rogue, and does not have a special ability which enables them to see through stealth. The advantages of stealth and its functions will be elaborated on in a later section.

Energy
Rogues use Energy instead of mana or rage. The Rogue always has 100 Energy, which is used for attacking. Energy replenishes at 20 points every 2 seconds, in or out of battle. Maximum Energy can be increased by ten points by equipping the five-piece Nightslayer armor set, and by another ten points by gaining the ability Vigor at the top of the Assassination talent tree.

Special Rogue Abilities
Rogues have a variety of special abilities that can be used even out of battle, and one of which is more like a service profession than anything else.

Pickpocketing
While in stealth, the Rogue can pickpocket Humanoid mobs. Some Rogue quests involve the retrieval of items through pickpocketing. Pickpocketing commonly yields money, which is not distributed to the other members of the Rogue's party when looted. In addition to money and quest items, a variety of other things can be pickpocketed, including cloth, food, potions, vendor trash, and lockboxes.

Poisons
At level 20, the Rogue receives a quest with the end result of the ability to poison their blade(s). More on poisons to come later.

Lockpicking
Lockpickers are some of the most sought-after skill workers. Although blacksmiths and engineers can both gain the ability to make keys and bombs to unlock boxes/chests/etc, Rogues will often provide the service for free or, at higher levels, for a small fee. The ability to pick locked chests makes a Rogue invaluable in an instance, especially at low levels before blacksmiths and engineers learn to open things themselves. However, this is often used by some Rogues to 'ninja' loot that should have been rolled on, or distributed to the group. Because of this, some people will not take Rogues into their groups. In the main cities, one will often see lockpickers advertising their services, or non-lockpickers looking for the service of a Rogue.

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World of Warcraft/Tauren

The Tauren are large, cow like creatures who live in the game at a place called Mulgore, in central Kalimdor. Taurens are naturally peaceful, and spiritual and try to live to serve nature, and despite their larger size, live in a tribal society. Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under their hoof. Under the leadership of their chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity.

Attributes & Traits
Starting Attributes are the statistics that a race has at the begining of the game, and usualy gives the player a good idea to if this race will be good for a certain class. For example, a class with a higher Strength value will be more suited to play a Warrior. The Starting attributes for a Tauren are:

Strength: 28 Agility: 15 Stamina: 24 Intelligence:15 Spirit: 22

As other races, Tauren have Racial Traits which prove useful in game. These are:

War Stomp: This is an active spell, which causes the Tauren to stomp on the ground which stuns nearby enemies for a short time.

Endurance: This is a passive spell, whcih gives the Tauren a perminent 5% increase of its maximum health.

Cultivation: This is also a passive spell, which gives the Tauren a 15 point increase of Herbalism should he take it as a profession.

Nature Resistance This is again, a passive spell, giving the Tauren a +10 in its nature resistance.

Other Info & Tips
The Tauren's mount is a Kodo, which can be bought in Bloodhoof Village at level 40 for (roughly) 100g. A quicker Kodo which increases your speed by 100% can be bought at level 60 for (roughly) 1000g. The Taurens capital city is Thunderbluff which can be easily found one you begin the game. The only classes a Tauren can be are: Druid, Hunter, Shaman, Warrior.

Normally, a Tauren makes a very good warrior due to its generally high strength and stamina. However, Tauren shamans are also strong and durable, which gives them an edge over their Orc and Troll counterparts.

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World of Warcraft/Undead

Homeland
The forests of Silverpine and Tirisfal Glades. It hosts the Horde undead capital, the Undercity or UC in slang.

Starting Area

 * Deathknell in Tirisfal Glades

Home City

 * Undercity

Classes

 * Mage
 * Priest
 * Rogue
 * Warlock
 * Warrior

Racial Traits

 * Will of the Forsaken - Activate to become immune to fear, sleep, and charm effects. Lasts 5 seconds. 2 minute cooldown.
 * Cannibalize - Activate to regenerate 7% of total health every 2 sec. by consuming Humanoid or Undead corpses within 5 yds - lasts 10 sec - 2 min cooldown
 * Underwater Breathing - Underwater breath increased by 300%
 * Shadow Resistance - Increase Shadow Resistance by 10

Racial Mount

 * Skeletal Horse

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World of Warcraft/Warsong Gulch

Warsong Gultch (WSG) is a fun battleground. It's the first you can enter into (lvl 10), and often considered the first step into how PvP works.

The objective in WSG is to capture the flag. You do this by taking the enemy flag back to your teams flag in your base. Your flag must be at its start point for your team to score. If the enemy has your flag you must return it to your base. To return your flag kill the enemy that has it, it will drop, then right click on the flag to return it.

There are some strategies to WSG that increase your chances of achieving the objectives of the battleground and helping you to net additional honor points:

 * Battle Map

Pressing M in WSG will bring up the battle map. This map shows where all your team players are located and where your flag carrier is. Your flag carrier is the player on your team who has the enemy flag. After one of your team mates picks up the enemy flag you should check your battle map to see where they are, and help by healing them and slowing down the enemy that are chasing them.

 * Raid groups

Forming a Raid group helps players communicate and keep track of who needs healing and buffs.

 * Always go after the enemy flag.

One of the biggest mistakes I see is panic when your flag is in the enemies possession, which leads people to chase it down, and often times results in an enemy flag capture since the enemy simply has to outrun you to their base. However, in wsg you cannot win if you don't capture the flag, and the opposing team cannot win if you have their flag. So ALWAYS get their flag, even if your flag is in their possession. This way they can't turn in your flag for a capture.

 * You want to worry about getting your flag back ONLY if you have their flag first.

This is effective in two ways. First, the enemy base is usually less guarded when they are trying to make a flag capture. This is because they are concentrating their efforts guarding the enemy flag instead of their own. This vulnerability makes it easy for just a few players to reach in and grab the flag from the base, as well, it makes it easier to get the flag to your side of the field where it can be guarded more safely because of the enemies concentration around your flag. Second, as mentioned before and can't be emphasized enough, when you are in control of their flag they cannot turn in yours!

 * Don't zerg.

Zerging, or taking all of your force, concentrated in one small area, to try and overpower another's, is not a good idea. First, it leaves you vulnerable to attack if all of your force is in one area. The enemy simply has to take a small force to run to your base and capture your flag. Than, run around you to turn in the flag.

It's better to stick into small groups instead of one big group in this particular battle ground. This is because you need to prevent from getting rooted down.

 * Do root and run.

If you want to capture the flag, root and run. It's simple, in each base there is a top balcony which a player can drop in. If you have a small force who has crowd control abilities you can drop in to their flag room, use your crowd control skill, grab the flag, and run it out. Generally, the flag carry in this situation should have a movement skill, such as travel form for druids/shaman, mage blink, rogue run, or aspect of the cheeta for hunters. The runner needs to only have one or two supporting in order to root. In my experience, mages and shaman mage the best rooters. A mage with frost nova, cone of cold, or blast wave is quite effective in controlling mass amounts of people, as well, spamming earthbind totem slows players down significantly.

It's also a good idea to have one rooter when you drop to get the flag, but also one outside of the base to prevent enemy players from getting out of the base, or enemy players from getting in the base in order to mount a defense.

 * Don't crowd your own flag room on defense.

It's a terrible idea to crowd your own flag room. This is because you are left horrible vulnerable to being rooted down and then the enemy simply uses a run ability to return a flag.

 * Do use one or two high level crowd control players in the flag room.

It's very easy to stop enemies trying to get your flag, or if they have the flag you can root them in your flag room. This also alerts other players to a potential flag capture before the carrier can get out of the base. Often times, the player/players trying to capture the flag also don't fight you but try and get out of the base. With crowd control abilities it's usually easy to just pick off the flag carrier and return it to the base.

 * Intercept them don't chase them

If an enemy player has captured the flag and is returning to the base, a player in the center of the battle field who can root or slow is effective if they can intercept the enemy flag carrier instead of chasing them. Sub level 40, hunters concussive shot and mage polymorph work well on flag carriers, slowing them down in order to kill them, or slowing them so a player on your side can intercept them and kill them. Post level 40, being mounted makes it easy for an interception of an enemy flag carrier because it is faster than movement abilities.

As well, having players in the middle of the battle field puts them in great position for guarding a flag capture, or as reinforcement on defense.

 * Hiding the flag

If you can't return the enemy flag, hide it! Find a difficult place near your base to hide it. You will want to make sure the enemy can't see the flag from a distance, and standing near the flag turn in, you are easily found and thus they can return their flag easily. Make sure that your allies know where you've hid the flag so they can root and kill anyone who comes near it before exposing it's location. If a hunter gets within range he can see you on his mini map.

A good location is somewhere with only one entrance but more than one exit. Like on a roof, or near a cliff.

 * Hunters

Hunters can use Track Humanoids to find the enemy that has your flag. You must know the name of the enemy player that has the flag. Anytime an enemy picks up your flag his name will be announced in the chat window, remember the name so you can track him. If the enemy player is a druid they can change to beast form, if they do you would need to use Track Beasts to find them.

 * Healing/shielding is good

Often times, priest/druids/shaman/pallys only heal themselves or the flag carrier when in WSG. It's very easy, appreciated, and effective to lay a renew/restore allies (not as in alliance, but players on your own team) players, or shielding them. This allows them dish out more damage, clear more players from the field for flag carriers, etc.

 * Force the opposition together

Often, one or two players can distract the enemy into zerging them. This is great right before a flag carry because it allows for mass rooting of the enemy, as well, it lets the flag carrier avoid many enemy players making for an easy return.

 * Hk's are cool, but not worth it

If you want to win, don't worry about getting tons of HK's in the BG, concentrate on achieving the objectives. As well, it's often more effective to root an enemy instead of killing them. As an added bonus, you will get more honor for winning the BG than getting 100 HK's.

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World of Warcraft/Wetlands

This is a swamp area to the north of Ironforge. The swamp extends along the length of the area from Menthil Harbour in the West, to the waterfall of the dwarven dam to the east. To the north there is the dwarven bridge of the Thandol Span. The remains of the Third Fleet lie wrecked along the western coast line where the river delta meets the sea.

Crafting Items
A guide to the crafting materials that can be obtained from the Wetlands.

Herbs
On the coast area there are a number of Stranglekelp locations, notably at the Murloc village south of Menthil Harbour and around the ships of the Lost Fleet.

Fishing
At night pools of Oily Blackmouth and Firefin Snapper appear.

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World of Warcraft/Darnassus

Darnassus is the capital city for the Night Elves

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World of Warcraft/Dun Morogh

Dun Morogh is the icy home of the dwarves and gnomes.

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World of Warcraft/Ironforge

Ironforge is the capital city for the Dwarves, located in the mountains above Dun Morogh.

Located in Ironforge are both King Magni Bronzebeard, Lord of Ironforge and leader of the dwarves and High Tinker Mekkatorque, King of the Gnomes.

Located here also are Griffons and the Tram.

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World of Warcraft/Raid groups

A raid group is a group of up to 40 players partitioned into subgroups of 5 players each.

Raid groups are mainly used in instances and battle grounds.

Members of a raid group can chat with each other by typing /raid or just /ra.

Converting to raid
To convert a group into a raid group press the Convert to raid button on the raid tab of the social panel. You can open the social panel by pressing O or clicking the ! button at the bottom of your screen.

Promoting
You can promote members of the raid group to help you manage the group. This lets them invite other players and adjust group members.

It is a good idea to promote at least one player in case you get disconnected or you are just too busy to deal with everyone. To promote a member of the group right click their name in the raid tab of the social panel. You will get a dropdown menu, select promote.

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World of Warcraft/Orcs

The green-skinned Orcs are one of the most notable races of World of Warcraft. Although mostly believed to be of a brutish and wild nature, the Orcs have created a proud society based on honor and faith in their warchief. The Orcs were forced to wage war on the humans by the Burning Crusade but eventually managed to rebel, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.

Attributes & Traits
Starting Attributes are the statistics that a race has at the beginning of the game, and usually gives the player a good idea to if this race will be good for a certain class. For example, a class with a higher Strength value will be more suited to play a Warrior. The Starting attributes for an Orc are:

Strength: 26

Agility: 17

Stamina: 24

Intelligence:17

Spirit: 23

As other races, Orcs have Racial Traits which prove useful in game. These are:

Blood Fury: This is a active spell, which gives the Orc a 25% increase in strength, but overall take a 5% loss in health every 5 seconds for 20 seconds.

Hardiness: This is a passive spell, which gives the Orc a permanent 25% resistance to all stun and knockout effects.

Command: This is also a passive spell, which gives the pet of an Orc a 5% increase in Melee damage.

Axe Specialization: This gives an Orc a +5 in their axe skill

Other Info & Tips
The Orc's mount is a Wolf, which can be bought in Razor Hill at level 40 for (roughly) 100g. A quicker wolf which increases your speed by 100% can be bought at level 60 for (roughly) 1000g. The Orcs capital city is Orgrimmar which can be easily found one you begin the game. The only classes an Orc can be are: Hunter, Rogue, Shaman, Warlock, Warrior

An Orc makes a very good Hunter due to its generally high strength and its trait for a increase on damage with pets. This also makes them fairly good Warlocks especially with their trait to make them withstand stun and knockout effects.

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World of Warcraft/The Barrens

The barrens is the horde mainland for lvl 11-29. It is home to a huge range of horde quests.

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World of Warcraft/Warlock

The purpose of this guide is to inform newer players as to the use of the warlock's abilities and allow them as much information as possible before beginning their adventure in the World of Warcraft. While we will cover Talents and what they do this Guide will NOT place any builds above anything the player may come up with on his/her own.

Over time ONLY YOU will know what is right for you. That being said there are also a lot of crap talents you do NOT need to waste points on, we will advise you on these but not totally dismiss them without discussion. All information found in this guide are from extensive testing and both negative and positive input from various warlocks from many servers.

What is a Warlock?
The Warlock is a complex support/damage class, as such it is not the best class to roll if you are a first time gamer, just breaking into MMORPG’s for your first time, or new to just WoW. While a lot of people find the warlock’s abilities astounding, others will complain about how almost every fight has to be micro-managed and highly situational for your spec and gear. Those who have overcome this and delight in challenges will find the warlock to be extremely versatile in a multitude of situations.

You will also notice that play style varies dramatically as you change your talents. From the Destruction users fast paced fire based nuke-spam method to the mad genius of Demonology everyone can find a talent spec right for them. Take time to figure out what works best for you and your gear. Research Gear and Talents in the Warlock forums and Thottbot.com before you decide on anything in the game. Of course read through this guide as well.

For all its strengths and versatility the warlock has one weakness. In order to get 100% from your warlock you will need to burn Soul Shards. Soul Shards are only awarded when you drain the soul of enemies that give experience or honor. This means at level 60 you will need to travel to an area with enemies that are level 48 to 60. This can become a hassle if you spend a lot of time in lower level areas or run friends through lower level instances.

Races
In all honesty the race you pick will not greatly influence how your warlock turns out or performs in PvE/P. The differences are mostly aesthetic, so pick the race you want to look like. Also if you have friends on one faction you will generally want to play on that faction as well.

Gnomes: Highest starting INT and AGI. They have Increased Intellect, resistance to Arcane Magic, and 15 Skill Bonus to the Engineering profession.

Activatable Skill: Escape Artist (allows you to break a root or snare, 1.5sec cast. 1min cooldown.)

Analysis: Bonus to Intellect that scales, can hide in bushes.

Human: +5 to swords and maces. Diplomacy is great for raising Reputation. +5% spirit.

Activatable Skill: Perception (increases stealth detection for 20 sec. 3min cooldown.)

Analysis: Bonus to Spirit that effectively negates the downside to the Demonic Embrace Talent.

Orc: +5% pet damage and +25% resistances to stuns. +5 to axe.

Activatable Skill: Blood Fury (+25% dmg to base melee for 45sec. Afterwards -25% dmg to base melee for 45 sec. 3min cooldown.)

Analysis: +5 pet damage works well when stacking with Soul Link.

Undead: Highest starting STA and SPI, +10 resistances to shadow magic, and two activatable skills.

Activatable Skills: Cannibalize (7% of total health every 2sec, 10sec channel. 2min cooldown.), and Will of the Forsaken (Break or Resist Fear/Charm/Sleep for 5 sec. 2min cooldown.)

Analysis: Cannibalize works well with Lifetap every 2 mins to make grinding very efficient.

Pets
This is a brief overview of the various pets and their function.

Imp
Mini pocket-mages with buffs for your party! Highest mana of your standard four and he talks back! You get the quest for him from the beginning warlock trainer. He doesn't have very much health so you'll want to tank for him and just let him empty his mana pool by hurling countless fire bolts.

Voidwalker
He's a big blue taunting machine. While his DPS is laughable he can make level 10-20 a breeze with the right amount of aggro management on your part. He has a nifty self-heal spell but it can only be used out of combat as well as a shield for yourself if you choose to sacrifice him. A Soul Shard is needed to summon him.

Succubus
Much like your Imp she is very fragile but her DPS is outstanding. She can charm humanoids and later gains invisibility out of combat. She uses Soothing Kiss to drop Aggro off herself so you will need to tank for her using high damage spells to finish the job quickly. A Soul Shard is needed to summon her.

Felhunter
These guys are the middle ground between the VW's tanking ability and the Succ's DPS. They lower a target’s Attack Power with Tainted Blood which can stack up to 5 times for a total of 200 damage with the highest rank. They can also silence casters and remove debuffs. A Soul Shard is needed to summon him.

Infernal
Summonable once per hour. Drops in with an AoE stun attack. He has an Immolation Aura which does constant damage to anyone within the radius. They cost a shard plus an Infernal Stone (50 silver from reagent vendor) to summon. It does Melee damage only and will break free of your control after 5 minutes.

Doomguard
The most difficult pet to summon, use, and control. He will appear randomly if Curse of Doom kills a MoB, or can be summoned with the Ritual of Doom costing a shard, Demonic Figurine (1 gold from reagent vendor), and the life of a random player in your party. He must be enslaved to use. They have a Warstomp which Stuns and Rain of Fire similar to yours.

Enslaved Demons
Once you learn Enslave Demon you can control, for a limited amount of time, almost any Demon you come across. Enslaving a Demon costs 1 Shard each time you use the spell even if it is resisted.

Controlling Demons
Demons have three movement settings as well as three behavior settings. Attack, Follow and Stay are the movement settings and are self explanatory. Aggressive, Defensive, and Passive are its behavior settings and further explained below.

Agressive
When you place a pet on Aggressive it will attack anything near it making it a poor choice for an area where more than 1 enemy at a time becomes a problem. But great for decimating large areas of very low level mobs for friends or farming. Be careful however that if you are not in a group and your demon does 100% of the damage you will not be able to loot the Mob.

Defensive
With the Defensive behavior your pet will only attack whatever attacks you first. While this can be ok sometimes it may go after a mob that has had a control, such as sheep or sleep, put on it after it attacks you.

Passive
Passive behavior means your demon will only move and attack when you tell it to. While this is the best choice it can compound the number of buttons you’ll have to hit during a battle and is recommended for the advanced user.

Play around with the different movements and behaviors.

Spells
In this section we will cover every spell you will ever have, how you use them will come to you over time. They are in no particular order at this time.

 * Shadowbolt – Cast time. Direct damage and also your most basic spell. Damage is dependent on the rank of the spell used.

 * Corruption – Cast time/Instant. DoT, its damage is dependent on the rank of the spell you use. It has an initial cast time of 2 seconds and can be made instant with 5 points in the Improved Corruption talent of the Affliction tree.

 * Soul Drain - Channeled Spell. This is how you will gain soul shards in both PvE and PvP. It also does damage to the target while it is being channeled. Damage depends on the rank of the spell used. It's best to use it as the target is about to die, some say 10% but you will get a feel for it as you progress through the game.

 * Drain Life - Channeled Spell. Does damage to the target and then gives that damage to you as health. Damage done is dependent on the rank of the spell used.

 * Drain Mana - Channeled Spell. Drains mana directly from the target and gives it to you. While it doesn't do damage initially you can add damage to it by investing some points into Improved Drain Mana under the affliction tree.

 * Fear - Cast time. Causes the target to run around in fear. This may lead to pulling of close by MoBs so be careful with it.

 * Howl of Terror - Cast time. Like fear only it fears up to 5 targets at once.

 * Deathcoil - Instant Cast. Direct Damage spell that also has a 3 second fear effect that is unbreakable. It gives you 100% of the damage you cause to the target back as health.

 * Demon Skin/Armor - Self-Only buff. Adds armor and health regeneration depending on the rank of the spell used. Demon Armor also adds Shadow resistance depending on the rank of the spell.

 * Shadow Ward – Instant Cast. Absorbs X amount of shadow based damage. Lasts until it has absorbed the max amount of damage or 30 seconds.

 * Detect Invisibility – Instant Cast Buff. Used to see Invisible enemies. This will NOT detect stealth such as rogues or druids have.

 * Unending Breath - Allows you to breath underwater, can be cast on anyone of any level.

 * Banish - Banishes one demon at a time rendering it unable to move or attack. It also makes it immune to any damage or effects.

 * Ritual of Doom - Requires a Demonic Figurine (1 gold from reagent vendor) and the life of one party member to use.

 * Eye of Kilrogg - Summons a small eye you can use to scout areas ahead. It is stealth to most enemies and very fragile so be careful how far you drop!

 * Rain of Fire - Channeled AoE spell that causes damage based on the rank of the spell used.

 * Hellfire - Channeled Spell. Causes damage to all enemies around the warlock and the warlock himself.

 * Immolate - Causes Direct damage and leaves a DoT effect. Damage is dependent on the rank of the spell used.

 * Searing Pain - Causes direct damage to the target dependent on the rank of the spell. Also generates a HIGH amount of threat vs the target.

 * Soul Fire - Costs 1 Soul Shard. Longest cast time and biggest damage of any spell.

Curses
Only one curse can be active on any one target per warlock. All curses are instant cast.

 * Weakness - Reduces the damage caused by the enemy depending on the rank of the spell. Most useful against enemies that do small amounts of damage very rapidly.

 * Agony - Damage over Time spell. Damage is dependent on the rank of the spell and does more damage near the end of the curse than the beginning.

 * Recklessness - Reduces the targets armor while improving its attack power. Also prevents MoB's from running away when they are about to die.

 * Tongues - Slows the targets casting time 50-60%. They will also only be able to speak in Demonic.

 * Elements – Adds 10% damage to Fire and Ice based spells.

 * Shadows – Adds 10% damage to Shadow and Arcane based spells.

 * Doom - Does no damage until 60 seconds have passed then hits for 3200 damage and has a random chance to summon a doomguard.

Stones
Stones all require a soul shard to create. They will disappear from your inventory after being logged out for more than 15 Minutes.

 * Health Stone - Instantly restores X amount of health to the user. They can be given out to other players, but only one stone per person per rank of the stone and they also have a cooldown similar to health potions. This means you can have one of each Health stone (minor, lesser, greater... etc) but each shares the cooldown time of the other. They can be improved with the Improved Health Stone talent at the top of the Demonology tree.

 * Soul Stone - Allows the person its cast on to resurrect upon death. To use the Soul stone simply conjure one, select the player, and right click the stone in your inventory. The soul stone must be used while that person is still alive. The effects last for 30 minutes. The stone is also on a 30 minute cooldown.

 * Fire Stone - Conjures a stone to be used in the off-hand slot which adds a fire proc to your melee damage as well as + fire damage to your fire spells.

 * Spell Stone - Conjures a stone to be used in the off-hand slot which adds 1% chance to get a critical strike. It can be used to remove ALL magical effects (including beneficial ones) and absorb 400 damage. If used the stone is consumed. The stone has a 30 second cooldown when equipped before it can be used.

Talent Spells
These are spells you gain from adding points in the various talent trees. Some have higher ranks which you can buy from your trainer in any major city.

 * Amplify Curse - Instant Cast. This ups the effects of Curse of Weakness, Agony, and Exhaustion when used beforehand.

 * Siphon Life - Instant cast Damage over Time spell that gives the damage caused to the target back to the warlock. Higher ranks can be trained depending on your level.

 * Curse of Exhaustion - Slows the targets movement speed. This can be improved with the Improved CoEx talent and Amplify Curse spell.

 * Dark Pact - Taps Mana from your pet and gives it to you. Higher ranks can be trained depending on your level.

 * Fel Domination - Reduces the casting time of demon summons by 5.5 second and mana cost by 50%.

 * Demonic Sacrifice - Sacrifices your demon for a buff that lasts 30 minutes. Imp adds 15% Fire Damage, VW restores 3% health every 4 seconds, Succubus adds 15% Shadow Damage, and Felhunter restores 2% of total mana every 4 seconds.

 * Soul Link - Passes 30% of total damage received to your active pet and adds 3% damage to both you and your pet. It must be activated and lasts as long as you and your pet are alive. Only dispellable on the demon.

 * Shadowburn - Costs 1 Soul Shard to use and is an instant cast Direct Damage spell. If Shadowburn kills an enemy, within 4 seconds, that gives honor or experience it produces 1 Soul Shard. Higher ranks can be trained depending on your level.

 * Conflagrate - Instant Cast. Requires Immolate to be on the target. Consumes the Immolate's DoT effect and causes direct damage dependent on the rank of the spell. Higher ranks can be trained depending on your level.

Talent Trees
In this section we will cover each talent as it appears in each tree. We will offer as much advice on each talent without trying to force any on you. No one build is better than any other you may come across each has its own strengths and weaknesses. We will however try to point out any mistakes first timers might make and save you some re-spec costs. You can also toy around with the talents here [Link Missing] but we all know that’s nothing compared to how it works in-game.

My advice is to copy your character onto the test realm when it becomes available to test out different builds without increasing your re-spec costs. A lot of talents seem like filler for the better stuff at 21 and 31 but can also prove useful.

Affliction
''Darkness, decay, and consumption... all the things that make Warlocks so loveable.''

 * Suppression - Reduces the chance that enemies will resist your Affliction spells. Honestly not much gets resisted if you find that you are getting resisted a lot you may want to improve this but usually that’s not the case.

 * Improved Corruption - Improve this all the way and the Corruption spell becomes instant cast! This is a great time saver and I don’t know of many warlocks who give this up willingly.

 * Improved Curse of Weakness - Improves the effects of your CoW. This can be used after Amplify curse which reduces total damage taken. The damage it reduces isn't all that great but better than nothing. Honestly don’t get this unless you uh.. no don’t get this at all!

 * Improved Drain Soul - Adds a buff that increase your mana regen by 100% if the spell kills the target. Can be ok for solo but rarely kills things in groups, you decide really, Improved CoA is a lot better as filler at this level.

 * Improved Curse of Agony - Increases the amount of damage CoA does. It's good if you use CoA a lot, and never hurts as filler.

 * Improved Lifetap - Increases the amount of Mana you gain from lifetap. This is a great talent to have since you gain more mana per lifetap, and you do use a lot of lifetap later on.

 * Fel Concentration - Reduces the chance of Life, Mana, and Soul Drain being interrupted by damage. This is a nice talent to have if you decide to Drain Tank or want to go all the way to Shadow Mastery.

 * Amplify Curse - Amplifies the next CoA, CoW, or CoEx you cast. This is good for amplifying Curse of Exhaustion, also a pre-requisite for the talent.

 * Grim Reach - Extends the range of you affliction spells by up to 20%. Great for staying away from Mobs with AoE attacks.

 * Nightfall - When Corruption or Life Drain or even both are active on the target you have a 2-4% chance of nightfall proccing. When you gain the Nightfall buff your next Shadowbolt becomes instant cast. Every time this puppy proc's it's like opening a Christmas present of pain on your enemies.

 * Improved Drain Mana - Adds damage to your Drain Mana spell. Great if you use Drain Mana a lot during battles so you don’t stop doing damage.

 * Siphon Life - Casts a DoT spell which returns health to you while it’s active. Think of it as the easy Drain Life.

 * Curse of Exhaustion - Slows the targets movement to 90%. Not much by itself.

 * Improved Curse of Exhaustion - Improves the speed reduction of CoEx by as much as 20%. 60% Speed is still pretty fast. If the target is on a regular mount they now move at walking speed.

 * Shadow Mastery - Improves your shadow damage by up to 10%. Seriously who wouldn't want this; it’s a great 30 point talent and part 1 of 2 for the SM/Ruin build lots of raiding warlocks swear by.

 * Dark Pact - Taps mana from your pet and gives it to you. Least favored of the 31 point talents but very useful in situations where you can't drink water such as during long boss fights. Puts your Imp's mana to use while raiding.

Demonology
''We can rebuild him, we have the technology. He will be stronger and faster, able to summon imps at the speed of light for his raid!''

 * Improved Healthstone – Increases the amount of HP restored from using your Healthstones.

 * Improved Imp – Buffs the Imp’s Blood Pact, Fire Shield, and Fire Bolt. This with the improved Healthstone will make you everyone’s favorite lock in the raid.

 * Demonic Embrace – Adds a 15% STA bonus while causing a 5% SPI decrease. Since your primary way of gaining mana during a battle or even afterwards is lifetap and not SPI this is a good way to get some extra HP.

 * Improved Health Funnel – Gives more health to your pet when using the health funnel spell.

 * Improved Voidwalker – Increases the VW’s abilities to aggro.

 * Fel Intellect – Increases the amount of INT each pet has. This is really only good for those who have gone Dark Pact in affliction since it allows you more mana to tap from.

 * Improved Succubus – Increases the Succubus' Lash of Pain and ...

 * Fel Stamina - Increases the amount of STA each pet has. This is good for people who will go all the way to Soul Link affording them a large cushion.

 * Fel Domination – Decreases the next summons cast time by 5.5 and 50% mana. 30min cool down. This is very useful and with Master Summoner your Fel Dominated summons will be almost instant.

 * Master Summoner – Decreases all summons by 4sec and 40% mana.

 * Improved Spellstone – Unfinished, please add more info here.

 * Unholy Power – Unfinished, please add more info here.

 * Master Demonologist – Unfinished, please add more info here.

 * Soul Link – Unfinished, please add more info here.

Destruction
''With great power comes great mayhem. Responsibility? No, we're fresh out of that sorry...''

 * Improved Shadowbolt – If you get a critical hit with a shadowbolt it adds a buff to your enemy and adds up to 20% damage to the next 4 sources of shadow damage. Coupled with Ruin this talent will allow you to do devastating amounts of damage. Watch your agro with this.

 * Cataclysm – Reduces the cast time of your destruction spells. It can reduce the cast time of Soulfire by up to 2seconds.

 * Bane – Reduces the mana cost of all destruction spells.

 * Improved Immolate –
 * Improved Firestone –
 * Improved Fire Bolt –
 * Improved Lash of Pain –
 *  ADD TALENTS
 * Conflagrate –

Builds
People always ask “what is a good build for a starting lock?” Well I’m glad you asked! Your choices are limited at first since you need points to unlock the next highest branch of the talent tree but there are a few talents most warlock cannot do without.

Demonic Embrace is one such talent this trades in 3% spirit (lifetap > spirit) for 15% more stamina. This means if you have 100 stamina (1000 health) you’d have 115 stamina (1150 health). Demonic Embrace is a good starting place for your Demonology Tree.

Improved Corruption is another talent most warlocks can’t live without. This makes the spell instant with 5 points in it. A good strategy for a warlock from 10-20 is to alternate points between Improved Corruption and Demonic Embrace. You wont regret it later.

Improved Lifetap should be the next talent you get in the Affliction Tree. This will aid greatly during instances or times when you need mana but are short on life. This almost doubles the effectiveness of Lifetap.

If you’ve decided on a specialization you should begin to fill in talents in those trees by now you will know what you’re after.

Player vs. Environment
In this chapter I will cover some of the more basic strategies for Solo and Group based PvE. Your play style will vary some.

What you should be doing solo
DoTs: You want to place all the DoTs you have before you start shooting shadowbolts. This allows them the maximum amount of time to do damage. Immolate counts as half direct damage and half dot so it would go on before the shadowbolt spamming too. A good strategy is to cast Immolate first since it has a cast time then start corruption as the enemy charges. Once it’s near you you’ll lay down a curse and start melee. Then it’s time for the Direct Damage…

Direct Damage: Shadowbolts, lots of them, enough to kill something with and more. Shadowburn if you have it and be sure you can kill it in 4 seconds. You can also use Life Drain for health or one of your many other Utility Spells…

Utility Spells: Depending on your pet and level vs. MoB level you will want to activate your healthstone, cast fear when needed, health funnel, lifetap for more mana, or even sacrifice your VW for a shield if you’ve failed in killing your enemy. These are all highly situational and are what makes the warlock not only a complex class but a very fun and versatile class too.

Pet: Depending on which pet you use your tactics will change dramatically. But the one thing they all should be doing is attacking. You can make a macro with your spells that does this automatically, by clicking the attack button on the pet bar, or by hitting Ctrl-1.

What you should be doing when grouped
DoTs: You will probably be assigned a curse such as CoE or CoS and you can do basically what you do solo. Be mindful of your agro and manage your mana efficiently.

Direct Damage: After the curse is laid down begin the shadowbolt spamming. You want to concentrate your fire on the Main Tank’s MoB. If you go after any other MoB you WILL AGGRO AND YOU WILL DIE. Then comes the yelling of ‘noob’ and gnashing of teeth.

Pet: You’ll usually have your Imp out for Blood Pact. He should be sitting very still beside you or parked (Ctrl-3) out of the way of danger. Put him on passive and let him automatically give Fire Shields out.

The only time you will have another pet out is when... You need an off-tank. Voidwalker, tell the priest to check his HP every so often, or you can and use Health Funnel to heal him.

You need Crowd Control. The Succubus is only useful versus humanoids but still decent CC. Once you’re assigned a target to seduce send her in and hit the seduce button. You’ll need to keep an eye on the target she’s seduced as it will break after a set amount of time or if someone does damage to the target.

You need to remove debuffs. The Felhunter is useful for instances where MoB’s silence, polymorph, or otherwise cripple your groups ability to function at 100%.

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World of Warcraft/Ashenvale Forest

Description
This is shadowy forest between the Zoram Strand in the East and the corrupted forest of Satyrnaar to the east. This zone links Darkshore with the Barrens to the south-east.

This area contains the Blackfathom Deeps Dungeon.

Elemental Bracers
Obtain 5 Intact Bracers and use the Divining Scroll to determine who is corrupting the Water Elementals.

Mage Summoner
Kill Salirus Foulborne at Dreadmist Peak, The Barrens.

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World of Warcraft/Deadmines

The Deadmines is an instance located in Westfall (Eastern Continent). Inside the instance, Defias and Goblins alike plot their attack on Stormwind Keep. The Defias are led by a man named Edwin van Cleef who is speculated to have been part of a secret order that once existed in Stormwind. The Deadmines is a straightforward instance that ends with a showdown on a pirate-ship.

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World of Warcraft/Grouping

Groups allow a team of players to work together and share experience and loot.

The first place that you may want to use a group is a quest that requires you to kill a bunch of something. As a group you will kill them faster and all of you will get the quest credit for killing them. Another good time to group is when there are a bunch of players all waiting for the same monster to respawn so they can kill it for a quest.

Creating a group
You can form a group just by right clicking on another player's portrait and selecting invite from the dropdown menu. Or type /invite followed by the player's name.

A group can be from 2 to 5 players, if you want to have more then 5 players start a group, and then convert to a Raid group.

Party chat
Members of a group can chat privately with each other by typing /p and then the message.

Buffs
Groups also share some buffs like Aspect of the Pack, Aspect of the Wild, and Blood pact.

Locating your group
Member locations show on both the mini map and the world map.

Loot options
There are 5 options for looting:

 * Round Robin
 * Free-For-All
 * Master Looter
 * Group Loot (default)
 * Need Before Greed

Party roles
Pulls one mob out for the rest to kill. Takes the damage from the mob. Keeps the tank healed. Kills the mob
 * Puller
 * Tank
 * Healer
 * DPS (Damage)

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World of Warcraft/Mage

The Mage is the primary ranged damage-dealer in World of Warcraft. Their class role is to deal as much damage as possible to certain targets while still keeping the aggro (aggression of computer controlled monsters) on the tank (a character who has high health and armor who maintains aggro so the weaker party members can perform their duties.) This role of dealing lots of damage in combat has given the Mage (as well as the Rogue, a melee damage dealing class who performs the same function of a Mage in groups) the title of "DPS Character", after the term DPS, meaning "damage per second." DPSer is a term used (slang) to refer to classes that deals lots of damage. Mages, Rogues, and in most cases, Hunters fall into the category of DPS characters. Mages also boast many kiting and Crowd control abilities. While these spells pale in end-game content, they are highly useful in beginning instances. Mages also can summon food and water for allies and themselves.

Party Role
As was said above, the Mage's role in a group is to deal as much damage to a certain MOB (slang for mobile - meaning anything that is opposed to you that moves) with the least aggro possible. A mage can do this by proper spell management, waiting for the tank to establish aggro, and knowing what mobs are the best to hit. Typically, the best mobs to target and destroy first are the "soft" targets, those with the least health. These are usually the caster mobs, who most always have some annoying spell or healing ability that will hurt your group in the long run. Soft targets are also chosen because the mage needs to kill as many targets as possible in the shortest amount of time.

In many instances, mages are also very handy at CCing(Slang for Crowd control) mobs with a spell called polymorph.

Class Pros
- High Damage- Can conjure food and water for allies to eat/drink, reducing downtime (the time spent healing after combat) to a minimal margin. This also allows mages to pass up the peripheral healing skills (Cooking and First Aid), saving time and money.

- Has lots of AOE (Spells that effect a certain area, hence the term 'Area of Effect' spells) potential, being able to deal lots of damage to lots of mobs at once (however, this can be dangerous as it causes lots of aggro and should only be attempted in certain situations)

- Is very fun to play if you enjoy being the "glass cannon" (low health, high damage)

- Polymorph is a spell that allows the mage to turn an enemy into a harmless sheep for X seconds. This can be extremely useful in both PvE (Player versus Environment - fighting computer controlled mobs or instancing) and PvP (Player versus Player) combat.

-Blinking, Teleporting and Portals - Mages have the ability to move themselves from one place to another instantaneously. This varies from moving very short distances - or "blinking" - to teleporting themselves across the world to major cities or even creating portals for their whole group to travel to a major city. Blinking is especially useful for escaping combat situations which are not going favorably. Getting to a certain level of health is usually the time to use any stun/freeze spells to impede your attacker and then blinking away and running.

Class Cons
- Low health

- Very fragile, and easily killed in melee range.

- Difficult to prioritize targets for newer players in the heat of combat

- Very prone to aggro. Mages don't have spells like Fade, Feint, or Feign Death to reduce aggro against them like Priests, Rogues, and Hunters; so aggro can be extremely difficult to get rid of in most circumstances.

-Subject to binary resists on their frost spells. Binary resists mean the spell is either 100% hit, or 100% resisted, unlike fire spells. This is being reviewed.

-No innate ability to heal themselves.

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World of Warcraft/Tiristfal Glades

The Horde Controlled area in the north eastern part of Lordaeron. It is the Undead Starting area and is intended for lvls 1-10. The Undercity is located within Tirisfal Glades

Deathknell
This is the initial starting area for all Undead and it is here that you will get your first quests. This area is intended for levels 1-5. All the Undead class trainers can be found in the town.

Brill
Brill is the second town which all Undead players will head to after completing the quests in Deathknell. This town offers another set of quests for levels 5-10. Here a player will be able to find some profession trainers and all the Undead class trainers. Brill also contains a stable where Undead players can purchase mount training and their mount.

Undercity
The Undercity lies beneath the ruins of the city of Lordaeron, the tunnels where first constructed by Prince Arthas and later finished by the Banshee Queen Slyvanas. This is the capitol city for all Undead players and contains a bank and an auction house. It also has class trainers for warriors, rogues, warlocks, mages and priests.

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World of Warcraft/Elwynn Forest

Elwynn forest is a dense, lush, and lively woodland area. It is home to the human capital city of Stormwind, but its peace is encroached on by the insurgent Defias Brotherhood, Murlocs and Gnolls. This area also contains the human starting area, the large Northshire Abbey.

Most of the quests in this area are for levels 1-12. Some later quests can be obtained from Stormwind that have you travel around the world; however, those are usually for higher level characters.

=Significant Locations=

Eastvale Logging Camp
The human's riding trainer is located here.

=Area Leveling Strategy=

=Quests=
 * Welcome : Level 1
 * Simple Letter : Level 1
 * A Threat Within : Level 1
 * Kobold Camp Cleanup : Level 2
 * Investigate Echo Ridge : Level 3
 * Skirmish at Echo Ridge : Level 5
 * Report to Goldshire : Level 5
 * The Fargodeep Mine : Level 7
 * The Jasperlode Mine : Level 10
 * Consecrated Letter : Level 1
 * Encrypted Letter : Level 1
 * Give Gerard a Drink : Level 1
 * Glyphic Letter : Level 1
 * Eagan Peltskinner : Level 2
 * Wolves Across the Border : Level 2
 * Milly Osworth : Level 4
 * Milly's Harvest : Level 4
 * Grape Manifest : Level 4
 * The Breeding : Level 3
 * Brotherhood of Thieves : Level 4
 * Garments of the Light : Level 4
 * The Stolen Tome : Level 4
 * Bounty of Garrick Padfoor : Level 5
 * Rest and Relaxation : Level 5
 * Lost Necklace : Level 6
 * Pie for Billy : Level 6
 * Back to Billy : Level 6
 * Goldtooth : Level 8
 * Young Lovers : Level 6
 * Speak with Grandma : Level 6
 * Note to William : Level 6
 * Collecting Kelp : Level 7
 * The Escape : Level 7
 * Gold Dust Exchange : Level 7
 * Kobold Candles : Level 7
 * Shipment to Stormwind : Level 7
 * A Bundle of Trouble : Level 9
 * Furlbrow's Deed : Level 9
 * Princess Must Die! : Level 9
 * Red Linen Goods : Level 9
 * A Fishy Peril : Level 10
 * Further Concerns : Level 10
 * Find the Lost Guards : Level 10
 * Discover Rolf's Fate : Level 10
 * Report to Thomas : Level 10
 * Deliver Thomas' Report : Level 10
 * Cloth and Leather Armor : Level 10
 * Bounty on Murlocs : Level 10
 * Desperate Prayer : Level 10
 * Speak with Jennea : Level 10
 * Mirror Lake : Level 10
 * The Collector : Level 10
 * Manhunt : Level 10
 * Westbrook Garrison Needs Help! : Level 10
 * Riverpaw Gnoll Bounty : Level 10
 * Wanted: "Hogger" (Elite) : Level 11 Elite
 * Elmore's Task : Level 15
 * Stormpike's Delivery : Level 15
 * Your Fortune Awaits You... : Level 60

Herbs
The forest contains Peacebloom and Silverleaf.

=Sources=
 * Quest names and levels provided by Allakhazam

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World of Warcraft/Professions

(Very rough at this time, but better than nothing)

Professions in World of Warcraft are divided into Primary and Secondary Professions. The primary professions are further divided into gathering and crafting professions. Gathering professions allow for the collection of raw materials, which are used by the crafting professions to create items. Each character is limited to learning two primary professions, but can learn all three secondary professions.

The primary professions are:

Mining - gathering

Blacksmithing - crafting

Engineering - crafting

Skinning - gathering

Leatherworking - crafting

Herbalism - gathering

Alchemy - crafting

Tailoring - crafting

Enchanting - crafting

Jewelcrafting - crafting (set to be added in the Burning Crusade Expansion)

The secondary professions are:

Fishing

Cooking

First Aid

A common tactic for most players (especially newer players) is to pick a crafting skill, and take the complementary gathering skill to support themselves. For example, a warrior might decide that he wants to forge his own armor and weapons, and so takes up blacksmithing. Instead of buying the metals required from the auction house, he decides to learn mining in order to support his blacksmithing.

While this is a proven and popular path, it is not the only one. Many players who choose professions in order to maximize income elect to learn two gathering professions. This allows the player to sell everything they collect on the Auction House making 100% profit instead of using the gathered items to make something else. In order to truly benefit from this strategy, skinning is usually chosen with either herbalism or mining. The reason mining and herbalism are not both chosen is that only one form of tracking can be active at a time.

Note: the tracking limit applies to all tracking, so a hunter cannot track beasts and herbs at the same time. This is not a disadvantage for the hunter compared to other classes, but does remove a tactical advantage in the form of being able to see enemy movements.

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World of Warcraft/Stormwind

Stormwind is the capital city for the humans. It consists of various districts: the Trade District, Old Town, the Dwarf Quarter, the Mage Quarter, the Chapel Citadel, to name some of them. Most of these are linked by the Canals.

Travel to Stormwind from other areas can be done by either Griffon or the Tram.

title: World of Warcraft/Stormwind


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World of Warcraft/Hunter

Hunters are a popular class, mainly on PvE servers. This might be because at level 10 a hunter gets the skill to tame beasts and can keep them as pets. Also keeping your pet's skills up to date is almost like another set of quests. Or it could be because once you have your pet you are never alone. Some like the challenge of finding that special pet. In player versus environment questing, the hunter is very versatile. Being able to handle two or more monsters at a time increases the speed of questing and leveling greatly. Due to the hunter's pets, and need for ammunition, the class lacks great inventory space and must use most gold obtained by leveling for food and ammo.

A hunter's main attributes are: For PvE: Agility, Intellect, and Critical chances. For PvP: Stamina, Intellect, and Critical/Parry chances.

Class Pros
One of only two classes that gets a pet. Fast travel using Aspect of Cheetah. Some players think that Hunters are one of the fastest classes to get to level 60. This class has mail armor, high ranged DPS, and traps. Hunters have the ability to feign death, erasing all aggression and removing the hunter from Combat. In large instances such as Molten Core and Blackwing Lair, hunters are required for pulling monsters to the main tanks. Without the large range and survivability of a hunter, many groups would fail. On one fight in Molten Core, and two fights in Blackwing Lair, the ability Tranquilizing Shot is required to remove an enrage buff from a boss. Only hunters are able to do this, and the tome is bind on pickup (acquired from Lucifron, a boss in Molten Core). In PvP, hunters are effective against most class, moreso for some depending on the hunter's talent spec.

Class Cons
Many think that hunters are better replaced by other classes in five-man instances. Hunters must feed and maintain their pet. Hunters have a deadzone on their ranged attacks. Ammunition requires a lot of gold. To keep up with DPS in any high-level raid hunters must use the best possible items they can obtain. Potions and ammunition better then vendor ammunition adds up, making the player lack gold to purchase other items. In PvP combat, the hunter talent tree is spread and makes it near impossible to create one good spec for defending against all classes. One huge Con is the lack of true "hunter weapons." Many weapons in the game are already specified by players as for either rogues or warriors. Hunters lack many options for melee weapons, due to the mindset of the hunter epic staff being the best weapon for hunters. This is also a problem, as the hunter epic staff is not the best DPS melee weapon for hunters.

How do I use the stables?
Drag the pets from the active slot to a stable slot to stable a pet. Drag a pet onto the active slot to use that as your current pet. It does not matter whether the pet has been dismissed or not.

title: World of Warcraft/Hunter


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World of Warcraft/Stranglethorn Vale

=Significant Locations=

Venture Company Mining Camp
=Crafting Items=

Herbs
The three commons herbs that can be found in the Jungle are Liferoot, Khadgar's Whiskers and Kingsblood.

The Troll Ruins (particularly in the Skullsplitter encampment) often have Purple Lotus.

Off the coast Stranglekelp can be found.

Cooking
Tigers drop Tiger Meat that can be used to make Jungle Stew. Raptors drop Raptor Meat that can be made into Roast Raptor.

Fishing
Common fishing types (seashore): Rockscale Cod.

title: World of Warcraft/Stranglethorn Vale


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World of Warcraft/Druid

Druids: The Shapeshifting Hybrids

'''Note to players: If you are interested in playing a druid, remember. Druids are a hybrid class. They can serve many roles, but not as well as other classes can.'''

Druids are a hybrid class. If you play a druid, you will have the option to shape-shift into different forms to suit different roles. This is different from the Shaman, who has all of these roles available at the same time, and provides an advantage and a disadvantage to a druid. The advantages to this are that while you are in any particular form, you effectively become another class. The disadvantages to this is that you must switch forms, which takes time and mana, in order to do certain things.

(Note: The word Spec is short for specialize, and used for talent point distribution)

Druids have three talent trees: Feral, Restoration, and Balance.

The focus for the Feral tree is melee combat, both in your bear form(warrior mimic), and in your cat form(rogue mimic).

The focus for the Restoration tree is healing. Speccing in this tree will make the healing spells you cast be comparable to that of a priest.

The focus of the balance tree is damage. At the end of this tree you will receive a new form, called moonkin. Your magical DPS will be increased if you spec for balance.

Note, many large raiding guilds expect druids to heal in end-game instances.

title: World of Warcraft/Druid


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Skaneateles Conservation Area

 * History
 * Vegetation management
 * Invasive species
 * List of invasive or potentially invasive plants that could be found at the SCA
 * List of invasive or potentially invasive animals that could be found at the SCA
 * List of invasive or potentially invasive microorganisms that could be found at the SCA
 * Trail marking

title: Skaneateles Conservation Area


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World of Warcraft/Blackfathom Deeps

The entrance to this dungeon is located at the north end of the Zoram Strand in the base of one of the ruined buildings. It is an instance dungeon for level 24 to 32 characters.

title: World of Warcraft/Blackfathom Deeps


text: Category:Book:Israel and the Palestinian Territories


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Skaneateles Conservation Area/History

Most of the land making up the SCA is former agricultural land with only a small fraction, mostly the parts that are too steep or too wet, that have never been farmed. When farm land is abandoned, a succession of vegetation from surrounding areas moves in to fill the void. Some of what moves back in are native plants from surrounding forests, which puts the land on track to eventually become a healthy productive forest somewhat resembling the forest that it once was before being farmed.

The problem is that much of the vegetation that returns to the old agricultural fields consists of exotic plants (including trees, shrubs and herbs) that were never part the original forest and in fact evolved on other continents where they could be kept in check by the insects and other herbivores that they evolved with. The native herbivores of our area have not developed a taste for most of these exotics and probably could not survive on them if they did.

Many of our exotic plants were brought here and planted intentionally by early settlers and continued to be planted intentionally through the twentieth century, and were even planted, sold, and given away by the government for “conservation” plantings to provide habitat and prevent erosion.

As recently as this year the New York State nursery was selling European Viburnum opulus var. opulus (Guelder rose), selling it a “high-bush cranberry,” while New York also ranks it as invasive because it outcompetes and hybridized with native high-bush cranberries. As a result of all this, much of the SCA, especially the part that was formerly the “Federal Farm” (a USDA experiment station and later a military training ground), has now been taken over by invasive trees, shrubs, and herbaceous plants, but with pockets of interesting native flora that should be saved if at all possible. This problem has become worse in recent years due to climate change and the amount of invasives present in surrounding properties.

title: Skaneateles Conservation Area/History


text: Category:Book:Skaneateles Conservation Area


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World of Warcraft/Undercity

The Undercity is the capital city for the Forsaken.

Lady Sylvanas Windrunner the Banshee Queen, Leader of the Forsaken, is stationed here.

title: World of Warcraft/Undercity


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Skaneateles Conservation Area/Vegetation management

This plan is intended to discuss the issues involved in protecting and restoring biodiversity to the Skaneateles Conservation Area (SCA) by controlling invasive plant species and where necessary replacing them with appropriate native plants, including trees and shrubs appropriate for encouraging succession the historical forest type for this area. The plan will take into account current and possible future uses of the area.

Probably the best plan for managing invasive species is to educate everyone responsible for any level of management of the area about what is invasive and what should be protected. This should include lawn and trail mowing personnel and volunteers doing basic trail clearing. At a minimum, their supervisors should understand the importance of keeping invasive plants away from trails and gathering spots. This would gradually reduce the need for future maintenance.

For example, one of our common invasive plants, and arguably the most annoying, is multiflora rose. This will grow wherever it can get a little light, so it loves trail edges and will send long stems across trails to seek more light. It has huge thorns that will grab at clothing, arms, hats, and ears. Many hikers carry pruning shears and nicely trim the roses and other invasives back just enough avoid hikers who obediently follow the designated trail. Untold hours are spent by hikers and volunteers pruning our trailsides, some of which end up being essentially tight hedges of various invasive shrubs, including honeysuckle, privet (as in hedge) and other invasives. These hedges continue to thicken and spread, and the area takes on the feel of a maze, where any native plants that remain are hidden from view.

An obvious solution is to remove any invasive shrubs completely from trail sides. This takes more work in the short term, but it will at least delay the need for further trimming until the whole shrub grows back, as most invasives tend to do.

Trail maintainers often have choices when trails get overgrown or develop muddy spots and need to be diverted to some extent. Saving native vegetation should be a priority when doing so. When there is a choice about which way to move a trail, the way that saves the most natives at the expense of non-natives is probably preferable.


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Israel and the Palestinian Territories/History: The Israelite Monarchies

The Bible described Saul(Sha’ul), a scion of the Tribe of Benjamin(Binyamin), as the first King of Israel. The Bible described him as being abandoned by God, who chose David, a scion of the Tribe of Judah, as King of Israel.

David first appeared in the Hebrew Bible as a young boy who defeated Goliath, the giant Philistine warrior, with a stone. He befriended Jonathan(Yonatan), son of Saul, but was feared by Saul, who knew that David would become King. Ultimately, as Saul and Jonathan were killed in the battle, David became King, and ruled for 40 years. Under David, Jerusalem, which until then was controlled by Jebusites, was conquered by Israelites and became the capital of the Kingdom.

Solomon(Shelomoh) succeeded David after a brief succession struggle, and, according to the Bible, built a Holy Temple at Jerusalem and engaged in trade with far across the ocean. The Bible described his dominion as extending from Gulf of Elat to the Euphrates, which, of course, was not backed by archaeological evidence(although the existence of the House of David who ruled from Jerusalem had been proven by archaeological discoveries).

The Hebrew Bible described the split of the Kingdom of Israel into Kingdom of Israel in the North and the Kingdom of Judah(Yehuda) in the South. The struggle between monotheism and polytheism and over the cult of Golden Calf continued. Meanwhile, the Kingdom of Israel was engaged in conflict with Aram as the latter was allied with Judah.

During the rule of Omrites in Kingdom of Israel, the conflict between polytheism and monotheism was at the most intense, and two prominent prophets emerged during the time- Eliyah(Eliyahu) and Elisha. Jezebel(Izevel), a Tyrian princess who married Ahab(Aẖˈav), persecuted the monotheists and promoted her Phoenician polytheism, and was killed along with the entire House of Omri and most of the House of David(who were in the Kingdom of Israel at the time).

The rise of Assyrian Empire ultimately caused the end of the Kingdom of Israel, and most of the Northern Israelites were dispersed across the Empire. The remaining part mixed with newcomers to form the Samaritans. All other peoples in the region(except Judah, which formally kept its independence while paying tribute to Assyria) were annexed into the Assyrian Empire.

In Kingdom of Judah, Hezekiah(Hizkiyyahu), a monotheist, tried to resist Assyria but was ultimately forced to pay tribute, and only a pandemic kept Jerusalem from being sacked. Hezekiah’s successor, Manasseh(Menasheh) was a weak king leaning towards polytheism, while his son Josiah(Yoˈshiyyahu) tried to revive the old glory of the Davidic house and to enact religious reforms to consolidate monotheism as the religion of southern Israelites, or Jews as they would come to be called. It’s believed by some that the reign of Josiah was when the codification of Jewish scriptures and laws began.

As Assyria fell, Josiah tried to strengthen his kingdom, but died as he was in battle with Egypt. Amidst the collapse of Assyria, Chaldeans, or Neo-Babylonian Empire, became powerful. After taking much of the Judean elites in 605 and 597 BCE, Jerusalem was destroyed in 587 BCE, and all but the poorest in the Kingdom of Judah had been taken to Babylon by Nebuchadnezzar II.


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Skaneateles Conservation Area/Invasive species

 * List of invasive or potentially invasive plants that could be found at the SCA
 * List of invasive or potentially invasive animals that could be found at the SCA
 * List of invasive or potentially invasive microorganisms that could be found at the SCA

Invasive plants
Invasive plant species are a primary cause of biodiversity loss and undoubtedly the main cause in former agricultural natural areas like the Skaneateles Conservation Area (SCA). The lists on this page show the plants known to be present in significant amounts at or very near the SCA. They are ranked here according to the Non-Native Plant Assessments provided by the New York Invasive Species Information Clearinghouse. Ranks range from very high (VH), high (H), moderate (M), to low (L).

The New York Invasive Plant Ranking System considers invasive plants to be non-native species that have spread into native or minimally managed plant systems in New York State, where they would likely cause economic or environmental harm or harm to human health by developing self-sustaining populations and becoming dominant and/or disruptive to those systems.

Note that the order in which these species are listed reflects their invasiveness ranking for the whole of New York State at the time the assessments were made and doesn’t necessarily indicate how important they will be for managers at the SCA to consider in the management decisions. But the order does provide some indication of how concerned we should be about their presence at the SCA.

It should also be noted that there are undoubtedly invasive plants present that we are not aware of. Land managers should continue to be watchful for newly identified invasive plants. Aside from the normal problems seen in in abandoned agricultural lands, invasive plants may be a particular problem at the SCA because the Town of Skaneateles transfer station is located in the center of the nature preserve. This transfer station accepts yard waste from town residents and creates mulch out of it. It seems quite likely that propagules from this waste have been escaping for years to the surrounding conservation area.

State prohibited and regulated invasive plants at the SCA
According to New York State law, a Prohibited invasive species is one that "poses a clear risk to New York's economy, ecological well-being and/or human health and is listed as prohibited" under New York Codes, Rules and Regulations, Title 6, Chapter V, Subchapter C, section 575.3, which states that

 * "no person shall knowingly possess with the intent to sell, import, purchase, transport, or introduce any prohibited invasive species" and that
 * "no person shall sell, import, purchase, transport, introduce or propagate any prohibited invasive species."

The legal definitions of introduce and propagate need to be examined to determine whether we are breaking the law by even allowing prohibited plants to remain at the SCA. According to Section 575.2 (Definitions),

 * Introduce: "...the intentional or unintentional escape, release, dissemination, or placement of a species into an ecosystem as a result of human activity."
 * Propagate: "...to cause to continue to increase by sexual or asexual reproduction."

Anyone who realizes how easily invasive plants can be spread might interpret that to mean that one would be guilty of introducing and propagating prohibited species simply by walking across an infested property, much less by allowing prohibited species to thrive there. But, the Q&A paper published by the DEC concerning the regulation says: "No, existing populations of non-native invasive species listed as prohibited or regulated and established prior to the implementation of the final part 575 regulations do not require management by the owner. However, once implemented, the final regulations do prohibit commerce involving those species listed as prohibited species and the release of regulated species into a free-living state." These regulations took effect on March 10, 2015.

New York State law defines a Regulated invasive species as one that "has the potential to cause significant harm to New York's economy, ecological well being and/or human health and could be effectively contained through regulatory programs and is listed as regulated under section 575.4."

 * "no person shall knowingly introduce into a free-living state or introduce by a means that one knew or should have known would lead to the introduction into a free-living state any regulated invasive species, although such species shall be legal to possess, sell, buy, propagate and transport."

 * "Free-living State means unconfined and outside the control of a person," including within "...lands identified as public lands, ...natural areas," and "...waters identified as public waters."

This begs the question of whether a town resident "should have known" that taking their yard waste containg invasive plants or insects to the transfer station would place it in jeopardy of being introduced to a free-living state in the surrounding conservation area.

Note that the Regulatory System for Non-Native Species, proposed by the New York Invasive Species Council in 2010, specified that species ranked "High" and "Very High" would be Prohibited and species ranked "Moderate" would be Regulated in New York State. However it appears that economic and likely political forces have lead to some highly- and very-highly-invasive plants being regulated but not prohibited and most moderately-invasive plants not being regulated at all.

Invasive Species Tiers
The following is a generalization of the system used by the New York State PRISMs for assigning tiers to be used for prioritizing invasive species detection and management efforts. A similar system could be used for prioritizing invasive species at the SCA. Only the definitions of "larger area" and "buffer" would need to be adjusted.

Tier 1. Prevention / Early Detection
The species is not known to be present in the area.

 * 1a. High-impact species is inside a designated buffer (e.g. 100 mi.) surrounding the area, but not in the area (e.g. FL-PRISM) itself
 * 1b. High-impact species is in a larger area (e.g. eastern North America), but not in a buffer surrounding the area nor in the area itself
 * 1c. Introduction pathway may exist but high-impact species is not in the larger area.

Tier 2. Eradication
High-impact species is inside the area with a low population or removal cost.

If eradication or full containment is possible, this should have the highest level of response to a high or very impact being detected in the area.

Tier 3. Containment
Medium population & cost, with strategic management may contain, slow or prevent spread to adjacent area.

Tier 4. Local control
Populations are established and/or widespread. Concentrate on protecting high priority resources, which may include rare species and unique habitats.

Tier 5. Monitor
Populations of low impact species may be present but only require watching to ensure that they don't become higher impact.

Degree of Establishment
The Darwin Core Degree of Establishment Vocabulary defines the concepts:

Interfering native plants at the SCA
Occasionally beneficial native plant species such as grape vines (Vitis spp.) or even some ferns can become a problem.

 * Large contiguous dense forests do not generally have many vines.
 * Vines require light, so they are most prevalent on forest edges where they can easily overtop the edge trees, slowing their growth and increasing their mortality and causing forest edges to recede.
 * Native vines do provide substantial food for birds and small mammals.

Invasive animals

 * Earth worms
 * European earth worms
 * Asian jumping worms
 * Deer
 * Insects
 * Emerald ash borer
 * Hemlock woolly adelgid
 * Beech bark disease
 * Spotted lantern fly

Prioritizing invasive species control
The density of an individual invasive species is not necessarily an indicator of the priority that should be assigned to that species. Often invasive species that are the most rare or newly discovered in an area are given higher priority because they are easier to control than more established species.

The physical size of invasive species also should be taken into account when ranking them for local control. When told that there is an invasive species problem at the SCA, a common response is “Oh, you have garlic mustard?” Well, yes, here is a relatively small amount of garlic mustard present at the SCA, but that may be because there are larger, more dominant species like buckthorn that don’t even allow garlic mustard to spread. Keeping the garlic mustard out of more pristine part of the SCA is important, but searching for garlic mustard to pull in the large buckthorn infestations is probably a waste of time.

On the other hand, removing large invasives like buckthorn usually release numerous smaller invasives to grow from the ground that they were shading. Removing invasive plants requires continued monitoring of the location from which they were removed in order to ensure that only native plants return to replace them. Often it will be mostly other invasives or more of the same species that will return form the seed bank, root suckers, or wherever. Even when stumps are chemically treated to kill an individual that has been cut down, other invasives will probably return.


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text: Category:Book:Pokémon/Cloud Nine Ability


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Skaneateles Conservation Area/Invasive species/Elaeagnus umbellata

<< Prohibited invasive plants at the SCA

Elaeagnus umbellata (autumn olive)
Autumn olive (Elaeagnus umbellata) is native to China and Japan. It has become much more apparent at the Skaneateles Conservation Area (SCA) in recent years. Autumn olive can grow up to 20 feet high and form a dense layer. Its leaves have a silvery underside that easily differentiate it from similar native shrubs.

Invasiveness ranking for Elaeagnus umbellata (autumn olive)
Autumn olive (') is listed as a very highly''' invasive shrub in New York State with a relative maximum score of 94%.

Autumn olive is also prohibited by New York State law.

1. Ecological impact (40/40)
1.1. Major, possibly irreversible, alteration or disruption of ecosystem processes (10/10)

 * Autumn olive has been shown to affect soil microbial communities even when it is present in relatively low densities.

 * It has root nodules that fix atmospheric nitrogen, resulting in its potential to degrade native plant communities adapted to low nutrient levels.

1.2. Major alteration of natural community structure (10/10)

 * Increases shrub layer and eradicates all layers below.

1.3. Major alteration of natural community composition (10/10)

 * Completely alters the shrub layer and layers below.

1.4. Severe impact on other species or species groups (10/10)

 * Changes the abundance and composition of native plants.

 * Produces leaves in early spring, prior to most native plants.

2. Biological characteristics and dispersal ability (25/25)
2.1. Abundant reproduction with more than 100 viable seeds per plant (4/4)

 * Mature autumn olive shrubs can produce about 30 pounds of fruit annually, which is equivalent to about 3 pounds of seeds or about 66,000 seeds.

 * Under favorable conditions, autumn-olive can produce fruit by 3 to 5 years of age, usually at about 4 to 8 feet in height.

 * Fruit production is reduced by shading.

2.2. Numerous opportunities for long-distance dispersal (4/4)

 * Dispersed mainly by birds and small animals.

 * Dispersal can be more than 100 meters.

2.3. High potential to be spread by human activities (3/3)

 * Until 2015, autumn olive was still legally sold and planted in New York.

2.4. Two or more characteristics that increase competitive advantage (6/6)

 * Perennial habit.
 * Fast growth.
 * Some shade tolerance.
 * Can grow well on a variety of soils, including sandy, loamy, and somewhat clayey textures with a pH range of 4.8 to 6.5.
 * Excellent tolerance to drought..

2.5. Forms a dense layer above shorter vegetation (2/2)

 * Forms large stands.

2.6. Can germinate/regenerate in existing vegetation in a wide range of conditions (3/3)

 * No special conditions are needed for the germination.
 * Widely adapted.

2.7. Other species in the genus invasive in New York or elsewhere (3/3)

 * Russian olive (Elaeagnus angustifolia) is listed as invasive in New York State
 * Russian olive has not been reported in the direct vicinity of SCA and seems fairly rare in Central New York in general.
 * A population of Russian olives has been observed near Skytop (Syracuse University).

3. Ecological amplitude and distribution (21/25)
3.1. Large dense stands present in areas with numerous invasive species already present or disturbed landscapes (2/4)

 * Large density stands have been observed and documented with other non native plants.

The similar Russian olive (Elaeagnus angustifolia) is not currently present in this area and is generally considered less invasive in New York State.

Autumn olive and Russian olive are very similar in appearance but Russian olive has green, mealy fruit, in contrast to the bright, mottled red fruit of autumn olive. The two species are ecologically similar and require the same control treatment.

4. Difficulty of control (8/10)
Apparent signs of rabbits chewing the bark at the base of these shrubs is often present, but this seems to have little effect of the health of these hardy, drought tolerant shrubs.

Plants cut down at ground level regrow quickly from basal branches at ground level and root shoots.


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Pokémon/Pokédex/Gender

Like humans, most Pokémon have a gender, although some of them are genderless (mainly the ones that are animate objects). Many Pokémon are either male or female, and have a percentage rate of how many are male vs female (both are usually at 50%).

In some cases, some Pokémon are exclusively one gender (famously, Nidoran♂ are only male and Nidoran♀ are only female, which is also the case for their respective evolutionary lines). In the games, starting with Generation II, other Pokémon have been classified with a gender (with Nidoran♂ and Nidoran♀ being the only Pokémon to have a gender in the Generation I games).

title: Pokémon/Pokédex/Gender


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User:Unazcorp0

--Unazcorp0 (discuss • contribs) 20:01, 29 June 2021 (UTC)

title: User:Unazcorp0


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Zelda II: The Adventure of Link/Story

Background
Shortly after the events of The Legend of Zelda, Link notices a strange mark on the back of his left hand, similar to that of the crest of Hyrule. He seeks out Impa, who responds by taking Link to a door in the North Castle; this door has not opened for generations. Impa places Link's left hand on the door, and it opens, revealing a sleeping maiden. Impa tells Link that the maiden is Zelda, the princess of Hyrule from long ago, and the origin of the "Legend of Zelda." Zelda's brother had tried to force her into telling their recently deceased father's secrets, where he had hidden the last of three sacred golden triangle treasures of his kingdom, known collectively as the Triforce. Princess Zelda refused to reveal its location; the prince's wizard friend, in anger, tried to strike her down with a spell. This resulted in a powerful sleeping spell, but also resulted in his own death. The prince, unable to reverse the spell, had his sister placed in the castle tower, in the hope that she would one day be awakened. He decreed that females born to the royal family from that point on would be named Zelda, in remembrance of this tragedy.

Impa says that the mark on Link's hand means that he is the chosen hero to awaken Zelda. She gives Link a chest containing six crystals and ancient writings indicating that each crystal needs to be placed in a different palace in Hyrule. This will open the way to the Great Palace, which contains the Triforce of Courage. This, combined with the other two parts, has the power to awaken the enchanted Zelda. Taking the crystals, Link sets out to restore them to their palaces. Meanwhile, the followers of Ganon are seeking to kill Link—sprinkling his blood on Ganon’s ashes would bring Ganon back to life.

title: Zelda II: The Adventure of Link/Story


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Wii Sports/Tennis

Wii Sports Tennis is a great way to play tennis when you can't get onto the courts.

Serve by flicking the controller up and then down, or press the A button to toss. Timing the hit at the apex of the toss may result in a power serve. To do this more effectively, use a slice shot (high to low). Another way that you can hit a power shot, is to flick your wrists as your serving. During the game, lob by moving the remote from low to high. Swing horizontally for a regular topspin shot, and swing from high to low for a slice shot (which may often hit the net).

title: Wii Sports/Tennis