Sunday, September 21, 2008
Exclusive Ingame Items
Adventurer's Handbook
The Adventurer's Handbook will offer a 10% XP bonus when used. This item is included with the purchase of the Warhammer Online Prima Strategy Guide or Atlas .
Kemmler's Arthritic Hand
The Arthritic Hand will increase your Action Point regeneration time when used. This item is available with the purchase of the Warhammer Online Keyset for the Zboard from Ideazon.
Kossar's Helm
Packaged with the soon to be released Command & Conquer Red Alert 3 is the Kossar's Helm. This Kislevite helmet grants you the power to turn into a ferocious bear.
Vanquisher's Emerald Band
This magic ring will enhance your stats and cast "Touch of Nature", increasing your chance at doing more damage against monsters with each hit (PvE combat only). This item will be available in the upcoming issue of Beckett Massive Online Gamer
Signet of the Cursed Company
Wander the battlefields of Warhammer Online as a fearsome skeletal warrior. Top gold earners and top recruiters in the ROAD TO WAR will receive this special in-game item.
Bottomless Bowl of Custard
Have fun with this delectable treat. Players on the winning side of the ROAD TO WAR will be granted this special item.
Call to WAR
Reading this magic scroll will instantly teleport you to your capital city. Players with the Veteran Newsletter Subscriber association listed in the Beta Center will receive this exclusive scroll.
Exlusive ingame items on Warhammer news
Thursday, September 18, 2008
Warcamp Maps
Nordland War Camp Map
The Nordland War Camp is the shortest hike almost due North from the starting area. When you hit the Grey Lady, head up the Northeast road until you see the cutout on your right. You'll have to walk through another encampment to get to the camp, but the dwarf is hard to miss. Look for the big white landing pad area and his little kiosk.Blighted Isle High Elf Map
The Blighted Isle is a long walk to the south of the High Elf starting area. Follow the path down through Chapter 2, trying to avoid the Cold Ones in the woods. Once you're past that area the road down to the beach should be clear of opponents. You'll know you're almost there when you see the roadsign pointing in two different positions near the southern end of the landmass. The flight master is right next to the elven ship on the bay.Ekrund War Camp Map
The dwarves don't have the longest run to the first war camp, but it is the most perilous. Head out of the hold and into the open air by hooking around to the right from the starting area. Cross the bridge (avoiding the gobbos and orcs as best you can) and go past the Public Quest fortress on your right. You'll pass through a tunnel, and then go past a brewery on your right. Once you're past the brewery, you're going to be walking on a set of rails and right into the middle of another Public Quest. Do your best to avoid the goblins here, they'll eat you alive at level 1. Once past the derailed train cars head up the short incline into the camp. The flight master is a sharp left and up the hill.Norsca Frustration Run
The first Chaos war camp is an entire zone away from the swirling maelstrom of the starting area. Chaos followers should follow the road around the hill right in front of the portal, and then straight south. There's a big sweep around to the right before it finally goes south into the zone of Nordland.Mount Bloodhorn War Map
The Greenskins match the Dwarves in a perilous journey to their first war camp. Just as with the Dwarven jaunt, there are a few monsters and even a Public Quest you'll run right into along the trail. Follow the main path North straight West from the starting area, and then swing to the Northwest as the path does. When it moves into the foothills at that point you're going to want to keep watch for the PQ in motion there. Unless participating players are keeping the human thugs there to a minimum you could run into trouble. Just keep running (use your flee skill if you have to) and you should get past it. The war camp is up and around to the Northeast, following the path. It's right around 8538, 21646.Blighted Isle Dark Elf Map
As with the High Elves, the Dark Elf war camp is quite a ways to the south of the starting area, but nowhere near the jaunt that Chaos players have to take. In fact, Dark Elves have probably the easiest trip of any race. Just follow the main road all the way to the south, to right before it intersects the first RvR zone. If you follow the road, you shouldn't run into any PQs or monsters on the path. The camp itself is right around27488, 56548.Thanks again to massively.com for posting this! You can also check the images here:
Order:
Destruction:
Warhammer Online Warcamp maps - Wowhammer News
Monday, September 15, 2008
Warhammer Server List
- Darklands - Core
- Ironclaw - Core
- Anlec - Open RvR
- Lustria - Roleplay
- Lucan - Core
- Marius - Core
North American Server List
- Red Eye Mountain - Core
- Skull Throne - Core
- Badlands - Core
- Sylvania - Core
- Volkmar - Core
- Hochland - Open RvR
- Wolfenburg - Open RvR
- Dark Crag - Open RvR
- Phoenix Throne - Roleplay
- Chaos Wastes - RP/Open RvR
- Monolith - Core
- Saphery - Core
- Thorgrim - Core
- Heldenhammer - Core
- Sea of Claws - Core
- Wasteland - Core
- Sea of Malice - Core
- Drakwald - Core
- Ironfist - Core
- Drifting Castle - Core
- Praag - Open RvR
- Wurtbad - Open RvR
- Stoutheart - Open RvR
- Artois - Open RvR
- Southlands - Open RvR
- Bugman - Open RvR
- Skavenblight - Roleplay
- Avelorn - Roleplay
- Tower of Doom - RP/Open RvR
- Vaul's Anvil - RP/Open RvR
- Axe Bite Pass
- Karag Dron
- Karag Orrud
- Karak Eight Peaks
- Karak Ungor
- Karak-Azgal
- Karak-Hirn
- Karak-Izor
- Karak-Norn
- Karak-Vlag
- Karaz-a-Karak
- Dragonback Mountains
- Eltharion
- Finuval Plain
- Mount Silverspear
- Sea of Dreams
- Shifting Isles
- Tiranoc
- Burlok
- Makaisson
- Alarielle
- Ellyrion
- Bolgasgrad
- Carroburg
- Drakenwald
- Erengrad
- Helmgart
- Hergig
- Middenberge
- Nuln
- Averland
- Middenland
- Moot
- Ostland
- Solland
- Huss
- Kemmler
- Egrimm
- Galrauch
- Athel Loren
- Brionne
- Couronne
- Foręt de Laurelorn
- Hag Graef
- Clar Karond
- Gisoreux
- Hellebron
- Dechala
- Mousillon
- Gorthor - Core
- Remas - Open RvR
Bilbali - Core
Vórtice - Open RvR
Don't forget to read the server rules before you pick your server!
Warhammer server list - warhammer news
Warhammer Server Rules
Core Ruleset
Core servers are just what you’d expect. These are servers that have everything Warhammer has to offer, with no special changes to the normal ruleset. RvR is confined to lakes and Scenarios, and there are two opposing realms engaged in the WAR. Players may only engage in Player vs. Player combat when flagged to do so in specific areas around the world. Select a Core ruleset server for the original exciting gameplay experience that WAR was designed to offer.
Open RvR Ruleset
The Open RvR servers feature RvR flagging everywhere except for the Tier 1 Chapter area and the surrounding PvE content. Once players leave this area, they will be flagged for RvR anywhere in the game. Open RvR servers are perfect for those who want to add an extra challenge to their gaming experience. Players must constantly watch their backs or risk attack by enemies everywhere they go! Only members of opposing realms may attack each other; the Open RvR server still focuses on Order versus Destruction.
Rules:
- Players are always RvR flagged from the moment they log in
- Chapter 1 hubs and capital cities are safe
- There is no bolster buff in RvR lakes
- Players will be chickened when entering an area that is two tiers below their level (ex. A Tier 3 player entering a Tier 1 area.)
Roleplay and Roleplay/Open RvR
Any server flagged as Roleplay will follow the same rules as above, but with an additional set of guidelines. These servers are for those players who enjoy truly immersing themselves into the Warhammer lore by acting as their characters’ personalities in-game. Players who opt to participate on a Role Playing server must agree to far more specific rules regarding naming, and it is suggested that players would adhere to WAR or high fantasy conduct and behavior.
Read Warhammer server rules & Warhammer server list at Wowhammer.net
Wednesday, September 10, 2008
How to Create a War-europe Account
It seems Mythic and GOA still can't figure out what exactly is wrong with their system. There are thousands of players across Europe eager to try Warhammer Online beta but the account creation page still seems to be bugged... or perhaps not.According to the news on official site, there's no update on the status, and it says the account registration is still offline on both warhammeralliance.com and freddyshouse.com forums, which are the official threads with the latest news. They even removed the account registration form on war-europe.com a couple of days ago.
However, you can register for an account, and here's how I did it.
First, go to the folder where you installed your Warhammer Online beta client, and run the warpatch.exe file. A window will pop up which should look like the one on the image below:

Click the "Create Account" button, it should take you to this page. Once there, fill out the form and your account should be created without problems (there was an issue with captcha on the form step 3 but it appears it's fixed now). You should receive a confirmation email a few minutes later, after which you can use the beta key activation page to enter your beta key. It took about four hours for them to validate my key, and some players are reporting even longer queue times, but whatever the case, it works flawlessly (at least it did for me).Now I wonder why the heck did they not update the customer base? If both the account registration page and key validation work, why are there still thousands of players waiting in frustration for their beta access?
Feel free to let me know if this works for you!
How to create a War-europe account - Warhammer news blog
Tuesday, September 9, 2008
Warhammer Careers vs. WoW Classes
Here's a rough translation of which career types in Warhammer Online are somewhat similar to those in World of Warcraft, which I'm sure many of you played. If you picked a class which fits your playstyle in WoW, this list might help choose your career in Warhammer.- Warrior: Ironbreaker, Black Orc, Swordmaster, Chosen
- Rogue: Witch Elf, Witch Hunter
- Mage: Bright Wizard, Sorceress
- Priest: Rune Priest, Zealot
- Druid: Marauder
- Hunter: Squig Herder, White Lion, Shadow Warrior
- Shaman: Goblin Shaman, High Elf Archmage
- Paladin: Warrior Priest, Disciple of Khaine
- Warlock: Dwarven Engineer, Chaos Magus
Here's a matchup of career "mirrors" as well:
Tanks
- Black Orc - Swordmaster
- Chosen - Knight of the Blazing Sun
- Ironbreaker - Blackguard
DPS
- Bright Wizard - Sorceress
- Shadow Warrior - Squig Herder
- White Lion - Marauder
- Engineer - Magus
- Witch Elf - Witch Hunter
- Choppa - Hammerer
Healer/Utility
- Archmage - Shaman
- Runepriest - Zealot
- Warrior-Priest - Disciple of Khaine
Saturday, September 6, 2008
Tactics and Morale Abilities Explained
TacticsYou gain your first tactic slot at Rank 11 and as you progress, you gain up to seven total. You gain a career tactic slot every ten ranks (four total). You also unlock two renown tactic slots and one tome tactic. Now to differentiate between the three, think of them like this. Career tactics enhance you normal abilities giving them bonus potency, range, hit chance, cooldown reduction and/or additional benefits. Renown tactics enhance your RvR experience, which from what we’ve seen, enhances the damage to certain racial types, gain additional experience and aid you in city sieging. Finally, Tome tactics, which gives you bonuses to your PVE gameplay, mainly additional damage to different NPC types.
See a full list of tactics at wardb.com
Morale abilities
When you enter combat you start gaining morale. You can see your progress on the morale meter on your UI. The meter is broken into quarters and at each quarter a new rank is opened to be used. When you are out of combat your meter slowly depletes. From the rest of this article we’re going to use the Warrior Priest as an example to show the power of morale abilities.
You gain your first Morale ability at Rank 8, for a Warrior Priest it’s Divine Favor. As you can see it is a substantial single target, instant cast heal (Don’t confuse the numbers from WARDB. Those numbers are based off a Rank 40 player. As you level up in the game your abilities level up with you and their tooltips change. So the Rank 40 in the Divine Favor tooltip is telling you what the ability heals for at Rank 40). During the preview weekend, I found that I had to wait for the cooldown to reset to use this ability, that’s how fast I was gaining morale in scenarios.
See a full list of morale abilities on wardb.com.
Read more about the tactics and morale (by waaaghhammer.com).
Friday, September 5, 2008
Warhammer Career Leveling & Strategy Guides
A few days before the release of Warhammer Online, and there's already a few career guides out there. I've had a chance to review one of them, and I must say I'm not overly impressed. They do have some useful information, especially about leveling up and making gold, but I'm sure the web will be flooded with such information a couple of months after the game release.Those who are in the beta for some time now won't have much benefit reading these guides (although personally I did learn a few interesting facts I had no idea about), but if you're new to this game or MMO games in general, you could learn just enough to speed up the overall learning process, cut a few days off your leveling time by not doing certain useless PQs and avoid getting frustrated about not having enough gold. Other than that, you'll learn almost everything after a month of two of playing.
Currently, there's one general guide, and a few other career-specific guides, including Witch Hunter, Squig Herder, Chosen, Marauder and Bright Wizard.
If you want to check it out, here's the link.
Warhammer career leveling & strategy guides - Wowhammer.net
Thursday, August 21, 2008
New WHO Player FAQ
Here's an awesome overview of the most important issues and questions about Warhammer Online.- What are public quests?
Public quests are a great way to simultaneously level, gain influence for influence rewards, contribute to your faction's control of a zone, and gain RvR reputation. Multiple public quests are located in every zone. Public quests are multi-staged quests that require cooperation from a number of players who do not necessarily need to be grouped. You wander into the area and can start contributing to whatever phase the quest is in. Once the final phase is complete, which typically involves one or more challenging "bosses", rolls are made for good to excellent loot drops. For each kill or objective, you gain inflence. The influence meter for a zone is broken into three levels. When you fill each level, you are able to obtain your choice of an influence item from the influence turn-in NPC for the zone located in the warcamp. It is the same NPC used to bind your map for rapid travel. For every kill or objective you contribute to, your faction also gains points towards control of the zone. You get good XP for kills and objectives, as well as for being involved in the completion of each phase. A number of PQ's intersect with an open PvP/RvR area. Public quests are also great places to meet new people, expand your friends list, and recruit for the guild. I really enjoy them and think they are a great way for newer players to level and get into the swing of things. In addition, it is not unusual for you to obtain quests that send you into public quest areas and get double credit towards both the public quest and your personal quest.
- Why are healers on the front lines?
One of the things I love about WAR is the paradigm shift they made for healing classes. In WAR there are no classes that just follow their party around like a healbot. Healing classes in WAR all bring something unique to the party, and they all do both damage and healing. Most have to do damage in order to keep their points up to sustain healing. This is especially true for Warrior Priests (order) and Shamans (destro). In fact, for some classes the most powerful healing abilities only work when you are smashing on something...for every hit it heals your defensive target. For Shamans, the more damage they do the more powerful their heals become and the more healing they do the more powerful their damage becomes. What this means is that it is generally good to have two healers for a group of six, preferably two different kinds, and players should not expect their healers to stand around doing nothing but healing. Both Order and Destro have a variety of classes that can heal (one in each race).
Order: Warrior Priest, Rune Priest, Arch Mage
Destro: Shaman, Zealot, Disciple of Khain
So forget everything you learned about healing classes in other games. WAR is different, and I love what WAR has done for healers. They are in the thick of things.
Furthermore, healers get Renown Points (RP) for healing other players in RvR, rather than just for kills. These points are shared with their group mates.
- Grouping
To invite someone to join a group, select them and then right click on their icon next to their health bar. One nice feature is that any member of a party can "refer" someone to the group leader to be added to the group in a similar manner. You can also type "/invite
As you travel through zones, you will see a window under your icon that tells you if there are open groups in your area that you can join. You will also see a small icon to the lower left of your avatar icon that looks like a few wood people models. Click that to get a list of groups and warbands you can join. This game strongly encourages grouping. As a rule, if you are not in a guild group and you head to a public quest or to an RvR zone, it is in your best interest to either create or join a group. These are also always good opportunities to do some recruiting for AoA and also scouting for potential members of our alliance.
You don't have to stay in the pairing you start in. To change to a different pairing, make your way to your tier's warcamp (which is always located next to an RvR lake - there is a symbol on the map for the WC but it is often easy to miss) and talk to the flight master. For a modest fee you can change to a different pairing. Reasons you may want to do this include grouping with guildies for PvE or RvR, to experience different scenarios (each pairing and each tier have their own), and to go to where the action is for RvR.
How does open world RvR work?
Open world RvR is broken into tiers 1 through 4 for each of the three racial pairings, with each tier being intended for a level bracket. The open world RvR areas are designated by orange-brown outlines on your map referred to as RvR lakes. As you move through the tiers, the RvR lakes become larger and larger until eventually in tier 4 almost the entire map is open RvR. In each open world RvR zone (which are generally split over two maps) you will find battlefield objectives and keeps (except in tier 1 where there are no keeps). Taking the battlefied objectives will reward you with renown points and XP, and generally requires killing off champion and potentially hero level NPCs as well as any player character defenders that may be there. Open world RvR can be very intense, with the objectives moving back and forth between the realms all day long and a lot of players on both sides. It is a good idea to purchase battering rams, and oil, and ranged siege weapons. These can be set up on pads in the vicinity of the keeps for offense or defense.
Once you get to tiers 2 and on, you will find renown trainers and merchants in the keeps - which must be in your realm's control to use them. Each pairing in Tier 4 culminates in battles for fortresses. Capturing two fortresses triggers the city siege phase, which leads to a series of RvR public quests for the contested phase. If the defenders succeed, they kick out the enemy and RvR resets. If the enemy succeeds, it leads to a sequence of PQs culminating in an attack on the king, which will open up the city for a looting phase that gives the enemy access to dungeons and quests for a period of time.
What are RvR scenarios
Scenarios are instanced battlegrounds, with different maps and different objectives. Each tier of each pairing has multiple scenarios. To queue up for a scenario, click the scenario queue button on the left/top of your minimap and it will open up a UI. You can select from among the scenarios available in your tier and then continue on with what you were doing. When the scenario opens up, you will be asked if you want to join. This is an amazing feature because it means either solo or as a party you could engage in questing, public questing, or open world RvR and then go into a scenario when it is ready and then keep questing and alternate between the two. Lots of fun and really lets you find some action very quickly as soon as you log into the game. You can start playing scenarios from early levels and they are available in different tiers throughout the leveling process. You get XP and renown from scenarios just as you do from open world RvR, and they contribute to Realm vs. Realm by shifting control between the realms. It is best when full parties go in so that the ratio of healers is good, but if you play a healing class everyone will always be thrilled to see you.
You can be queued for multiple scenarios at once. Best way to do this is group with some guildies and each go to a different pairing and queue up. Each person can queue for the party for the scenario in their region. Note that if a new member joins the group, you need to re-queue or they will not get the invite when the scenario starts.
How to get armor and gear
For armor and gear, there are five different ways to get upgrades:
1. Public Quest loot bags
2. Influence rewards
3. Renown gear
4. Quest rewards
5. Random drops
Public quest loot rewards are received by the top 10 loot rolls at the end of a public quest. At the end of a public quest, your contribution is calculated and turned into a bonus addition to your loot roll. If you win, you get a loot bag which will have a color. I believe there are four different levels of loot bag, with the level of the PQ and the loot roll determining the rarity of your bag. PQ rewards can be very good. In particular I have found that for weapon this is one of the best ways to get upgrades. Once you have done a number of PQs in a zone, you will have built up your influence for that zone. Influence gives you access to three rewards, at least one of which ("elite") will be armor. Influence rewards are often, but not always, upgrades. When you fight in RvR, either open world or scenarios, you gain renown. For every renown rank you gain (there are 80 ranks) you earn a point. These points serve two purposes. First, by visiting renown trainers you can allocate points to increase your stats, gain new tactics, and new skills. Second, you can visit renown merchants. Renown merchants give you access to better gear (especially armor) to purchase depending on what your renown rank is. You still need to spend money on it - but your choices improve the higher your renown rank. In my experience the better armor is typically available as renown gear. Quest rewards are often good at the beginning of a tier bracket, but as you level in the bracket you will typically get renown gear or influence rewards that are often better than gear you get as quest rewards. So you will sell a lot of the quest reward gear. Random drops are just that, random. They usually are not as good as the gear you get from the other four sources - but occasionally you will get a rare drop that is better.
In many situations, you will see loot that is tailored for your class, even in need/greed situations. So it is possible that three players will each see an uncommon item (armor or weapon) that is for their class and "need" it. This can lead to some animosity when players don't understand what is happening. If you see players getting confused/upset try to explain that a lot of the loot drops are tailored to your class, and spread the word among your guildies so they don't get upset when they see people needing items. Not all loot drops are tailored, however, and if you see stuff that is not for your class it is generally expected that you will pass or greed.
What is crafting?
The following video is very helpful:
http://mythicmktg.fileburst.com/war/us/ ... fting.html
My advice is when you first start playing, get scavenging and apothacary or cultivation. They work very well together and scavenging will get you added income. Talisman making is not yet in the game so I can't say much about it.
How do guilds and alliances work?
The guild and alliance tools in this game are fantastic. We have the ability to establish custom ranks for both the guild and the alliance. We have in game event calendars, bank, and other perks you gain as the guild "levels up." An interesting guild mechanic is the battle standard, which can be wielded by a member designated as a standard bearer. Standards become more powerful as the guild levels, with the guild able to purchase and apply additional tactics to the standard that provide a variety of buffs. Standards also offer a speed buff which is useful in the early game before players have mounts. Standards may be planted in the ground to allow the standard bearer to fight - but when planted they are susceptible to being stolen. Standards may also be used to capture keeps in the name of the guild.
What are character attributes and abilities?
Strength - Increases your melee damage and makes it harder for enemies to parry or block your attacks.
Willpower - Increases your chances to disrupt hostile spells and increases all healing you do.
Toughness - Reduces the damage you take from all sources.
Wounds - Increases your maximum hitpoints.
Initiative - Increases your chance to dodge ranged attacks and makes it more difficult for enemies to critically hit you.
Weapon - Increases your chances to parry melee attacks and allows your melee attacks to bypass a portion of the enemy's armor.
Ballistic - Increases your ranged damage and makes it harder for your enemies to block or dodge your ranged attacks.
Intelligence - Increases your magical damage and makes it harder for enemies to disrupt or block your attacks.
Base Skills: Base skills are unlocked when you achieve a specific rank then purchased at your trainer, players can choose to skip a Base skill if they desire but there is no good reason to do so.
Morale: Morale abilities are powerful effects that require you to engage in combat for a period of time as you gain Morale. When you use a Morale ability any Morale you've built up is lost. There are four ranks of Morale Abilities. Rank 4 Morale abilities require the maximum Morale possible (100%) but can be devastating to your opponents. Players unlock their first Morale ability at Rank 8
Tactics: Tactics are passive abilities that can be combined with other tactics to enhance your natural abilities. As your gain ranks you unlock more slots to use additional Tactics at the same time. In addition you can save different sets of Tactics for use in specific situations. Players unlock their first Tactic ability at Rank 11
Mastery: Supplemental skills are unlocked once you reach a certain Mastery level, once unlocked a player has to choose to spend points to purchase these skills. This is a difficult choice because the same points used to purchase Supplemental skills are used to increase Mastery level. These points are referred to as specialization points, and are earned every rank starting at rank 11. A player will never have enough Specialization points to completely Master multiple paths while purchasing Supplemental skills. It is a tough choice because every point of Mastery earned improves every action in that mastery line by a small amount this includes the Base Skills you automatically get. One level of Mastery can seem trivial however they add up and 5 or 10 points of Mastery makes a significant difference.
Renown: Talk to renown trainers at the warcamps and keeps to spend renown points on buffs to your attributes, on additional tactics, and on additional skills. Renown points play an important role in character progression, so your character progression is really a combination of your XP rank and your renown rank. Renown is earned through RvR activity. Note that RvR activity also earns you XP - so RvR is a very good way to progress your character.
Tome Unlocks: You can unlock additional tactics through achievements in the Tome of Knowledge. Hope to have a list someday.
Thanks to warhammeralliance.com forum for originally posting this!
New Warhammer Online Player FAQ - Warhammer Online: Age of Reckoning News
Wednesday, August 6, 2008
Warhammer Release Date
After the release, subscriptions can be purchased online and within the game:
- 1 month for 12.99€ (£10.31)
- 3 months for 35.97€ (£28.55)
- 6 months for 65.94€ (£52.34)
Alternatively, pre-paid Game Card packs for a 60-day subscription will be available through participating retailers for 29.99€ (£23.81). The prices are similar to the most popular MMO, World of Warcraft, and about $3/month cheaper than Age of Conan: Hyborian Adventures.
From the 28th August, you can preorder the regular edition of the game for 5€ (£3.97). The special preorder pack will enable you to enter the ‘Live Game Head Start’ ahead of the full commercial release on the 18th September, as well as bonus in-game items. Supposedly, US will be able to preorder the game after August 23rd.
The regular edition of the game will be priced at 49.99 € (£39.69) RRP with a 30-day subscription included. If you want to get your copy, I recommend Amazon.com.
Warhammer Release Date - Warhammer Online News
Tuesday, August 5, 2008
Warhammer Preorder FAQ
Below are some frequently asked questions concerning pre-order offers.
I live in Canada how can I pre-order?
You can pre-order your copy of WAR from FutureShop, EB Games Canada, the EA Store and other fine game retailers.
Where are my codes when I pre-order online?
Each retailer may do it differently, we have no control over the distribution of their codes to pre-order customers. However, you will generally receive a separate email specifically containing your codes (in some cases I've seen it take a few days). Please do not contact EA Mythic Customer Support concerning this - you must contact your retailer as we will be unable to assist you further.
What is the difference between Closed Beta and Open Beta?
The Closed Beta Test is an invite-only program protected by a Non Disclosure Agreement (NDA) in which a select portion of the community is chosen to test the beta version of Warhammer Online: Age of Reckoning and offer feedback directly to the development team via in-game tools and private message boards. During our Open Beta, we open testing up to a much larger audience. However, unlike many traditional "Open Betas," WAR will only be available to a limited number of players (including pre-order customers). Stay tuned for more details concerning the WAR Open Beta and ways in which you can get in.
Do I need my CE Product Key the day the game launches?
While we encourage you to get your WAR product key as soon as possible, we will provide a reasonable grace period for players to get a hold of their copies and have uninterrupted service following the Live Game Head Start.
What if I already pre-ordered?
Prior to March 26, 2008 no pre-order programs have been supported by EA Mythic. Please check with your retailers for full details. Current pre-order offers are only valid with the Collectors Edition.
If you wish to preorder Warhammer Online: Age of Reckoning, you can do so on Amazon.com.
Warhammer Preorder FAQ - Wowhammer.net
Sunday, August 3, 2008
Warhammer Online FAQ
Each faction consists of three different armies, and each of those has 3-4 possible career choices. Do note, available career choices may even depend on your gender, so choose carefully.
Armies of Order: Dwarfs, Empire, and High Elves
Armies of Destruction: Greenskins (Orcs and Goblins), Chaos, and Dark Elves.
Careers in WHO are basically classes, broken down into four different archetypes:
- Tank - Ironbreaker, Swordmaster, Black Orc, Chosen
- Melee damage - Witch Hunter, White Lion, Marauder, Witch Elf
- Ranged damage - Engineer, Bright Wizard, Shadow Warrior, Goblin Squig Herder, Magus, Sorcerer
- Support - Rune Priest, Warrior Priest, Archmage, Goblin Shaman, Zealot, Disciple of Khaine
Warhammer Online Features
- Realm vs. Realm (RvR) - you can fight with an army of allied players, either to defend your own territory or conquer another. Every quest or fight can change the face of the battle.
- Public Quests - Massive cooperative player versus environment encounters enable you to fully experience the glory of Realm versus Realm battles.
- Tome of Knowledge - this epic quest revealing the Warhammer Online lore will unveil the story behind your character, and enable additional features such as tracking achievements, comparing it with other players and more.
- Cities - Meet new people, get drunk in the taverns, or get lost in the vast streets of huge cities. Cities become more advanced and prosperous depending on your realm's overall performance in the war.
- Advanced guild features - guilds are an important part of the Warhammer Online. As a guild, you can capture and claim various keeps, make unique heraldry, earn Guild Tactics and more.


