World of Warcraft

Undocumented Class Changes

Druid
Feral
- Feral Instinct swipe damage increased by 10/20/30% (old: 5/10/15%)
- Infected Wounds stats changed: It reduces attack speed by 4% (old: 3%)
- Savage Fury: Maul and Mangle are now affected by this talent.

Restoration
- Omen of Clarity description changed: This talent is triggered by "spells and autoattacks" (old: spells and attacks).

Hunter
Beast Mastery
- Tier 11 talent Beast Mastery is no longer in [NYI] status, you can now test it.

Marksmanship
- Chimera Shot mana cost was reduced from 540 to 375, and it now deals 150% weapon damage (old: 30%).

Survival
- Savage Strikes: Counterattack is now affected by this ability.

Paladin
Holy
- Holy Guidance description changed: It's now increasing spell power instead of spell damage and healing.
- Illumination changed: After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell you have a 20/40/60/80/100% chance to gain mana equal to 60% of the base cost of the spell. (old version: After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell you gain mana equal to 60% of the base cost of the spell).

Protection
- Divine Guardian description changed: Divine protection is no longer affected by this talent.
- Hammer of the Righteous description changed: Hammer the current target and up to 2 additional nearby targets, causing weapon damage as Holy damage. This ability causes high threat. (old version: Hammer the current target and up to 2 additional nearby targets, causing 100% of weapon damage as Holy damage. This ability causes high threat.)
- Sacred Duty: Divine Protection is now affected by this talent, in addition to Divine Shield.

Retribution
- Crusader Strike is no longer refreshing all Judgements on the target

Rogue
Subtlety
- Honor among Thieves description changed: When anyone in your group critically hits with a damage or healing spell or ability, you have a 33/66/100% (old: 100% for all ranks) chance to gain a combo point on your current target.

Warrior
Arms
- Bloodletting is now only 2 ranks for 25/50% increase on rend/bloodbath
- Deep wounds is now tier 3, with impale pre-requisite. Deals 48% damage over 6 seconds now instead of 60% over 12 seconds
- Unrelenting Assault moved to tier 7
- Trauma no longer has a pre-requisite
- Blood Frenzy moved to tier 9
 

Patch notes update 09.08.2008, build 8770, class changes

Druid (Skills List / Talent Calc. (8770))
Feral
Feral Instinct (Tier 2) increases swipe damage by 10/20/30% now. (Previously was 5/10/15%.)
Feral Swiftness (Tier 3) speed increase now works indoors.
Savage Fury (Tier 5) now increases damage caused by Mangle (Bear) and Maul in addition to the previous abilities.
Infected Wounds (Tier 9) reduces attack speed by 4% and stacks up to 5 times. (Previously was 3%)

Restoration
Omen of Clarity now only procs off Spells and autoattacks. (Previously was Spells and any attack)

Hunter (Skills List / Talent Calc. (8770))
Beast Mastery
Beast Mastery (Tier 11) is now implemented and working in this build.

Marksmanship
Chimera Shot's (Tier 11) mana cost was reduced and it now deals 150% weapon damage. (Previously was 30%)

Survival
Savage Strikes (Tier 1) now increases the critical strike chance of Raptor Strike, Mongoose Bite and Counterattack by 10/20%. (Previously did not include Counterattack)
Counter Attack's (Tier 5) damage increased slightly.

Mage (Skills List / Talent Calc. (8770))
Arcane
Arcane Shielding (Tier 4) now decreases the mana lost per point of damage taken when Mana Shield is active by 17/33%. (Previously was 10/20%)
Improved Counterspell (Tier 4) now has a 100% chance to silence the target for 2/4 secs. (Previously was a 50/100% chance to silence the target for 4 secs.)
Torment the Weak (Tier 4) is a new 3 point talent. It increases damage done to slowed targets by 2/4/6%.
Incanter's Absorption moved to Tier 7.
Spell Power moved to Tier 10.

Fire
Impact (Tier 3) has been changed to give your damaging spells a 4/7/10% chance to stun the target for 2 secs. (Previously was a 5 point talent 2/4/6/8/10% and only worked on fire spells)
Molten Shields (Tier 4) now includes both Fire Ward and Frost Ward, and now increases chance to reflect the incoming spell by 15/30%. (Previously only worked on Fire Ward and was 10/20%)
Fiery Payback (Tier 8 ) changed to include all damage, and now increases the cooldown of pyroblast by 2.5/5 secs when below 35% health. (Previously only worked on physical and fire damage, and did not increase cooldown time)
Firestarter (Tier 9) is now a 2 point talent and was changed to 50/100% chance to make your next Flamestrike instant cast. (Previously was 15/30/45% and a 3 point talent)
Burnout (Tier 10) has been increased to 10/20/30/40/50% critical damage bonus to all fire spells. (Previously 5/10/15/20/25%)
Living Bomb (Tier 11) has been completely changed and now the target becomes a Living Bomb, taking 612 Fire damage over 12 seconds. After 12 seconds or when the spell is dispelled, the target explodes dealing 306 Fire damage to all enemies within 10 yards and knocking all targets up in the air. This spell can only affect one target at a time.

Frost
Frost Warding (Tier 1) has been changed and now increases the armor and resistances given by your Frost Armor and Ice Armor spells by 25/50%. In addition, gives your Frost Ward and Fire Ward a 15/30% chance to negate the warded damage spell and restore mana equal to the damage caused. (Previously was 15/30% increase to resistances)
Improved Frost Nova (Tier 2) has been replaced with Ice Floes (Was Tier 6) and reduces the cooldown of your Frost Nova, Cone of Cold, Ice Block and Icy Veins spells by 7/14/20%.
Arctic Reach (Tier 4) now includes the spell Deep Freeze.
Frost Channeling (Tier 4) now reduces the mana cost of all spells by 4/7/10%. (Previously only affected frost spells and was 5/10/15%)
Cold as Ice (Tier 6) is a 2 point talent and replaces Ice Floes. It reduces the cooldown of your Cold Snap, Ice Barrier, Deep Freeze and Summon Water Elemental spells by 10/20%. Requires Cold Snap.
Winter's Chill (Tier 6) is now a 3 point talent and gives your frost spells a 33/66/100% chance to apply the winter's chill effect. The winter's chill effect now increases Arcane, Fire, and Frost spell damage by 2%. Stacks up to 5 times.
Shattered Barrier (Tier 7) now gives your Ice Barrier spell a 50/100% chance to freeze all enemies within 10 yds for 8 seconds when it is destroyed. Requires Ice Barrier.
Empowered Frostbolt (Tier 8 ) changed to a 2 point talent and now increases the damage of your Frostbolt spell by an amount equal to 5/10% of your spell power and increases the critical strike chance by an additional 2/4%.
Fingers of Frost (Tier 8 ) now works on 2 frost spells. (Previously only affected the first one)
Improved Water Elemental (Tier 9) changed to restore mana to all party or raid members an amount equal to 1/2/3% of their total mana every 5 secs. (Previously health was restored)
Deep Freeze (Tier 11) is now Instant Cast. (Previously had a 1.5sec cast time)

Paladin (Skills List / Talent Calc. (8770))
Holy
Illumination (Tier 3) changed to: After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell you have a 20/40/60/80/100% chance to gain mana equal to 60% of the base cost of the spell.
Holy Guidance (Tier 8 ) increases spell power by 7/14/21/28/35% of your intellect. (Previously increased spell damage and healing)

Protection
Divine Guardian (Tier 4) now only affects Divine Shield. (Previously affected Divine Protection as well)
Sacred Duty (Tier 6) now affects Divine Protection as well as Divine Shield. (Previously only affected Divine Shield)
Hammer of the Righteous (Tier 11) now causes current weapon damage as holy damage. (Previously caused 100% of weapon damage)

Retribution
Crusader Strike (Tier 9) does not refresh judgements anymore.

Priest (Skills List / Talent Calc. (8770))
No changes discovered for the moment.

Rogue (Skills List / Talent Calc. (8770))
Subtlety
Honor Among Thieves (Tier 9) changed to 33/66% chance to gain a combo point on your current target when anyone in your group critically hits with a damage or healing spell or ability.

Shaman (Skills List / Talent Calc. (8770))
Elemental
Eye of the Storm (Tier 4) changed to give you a 23/46/70% chance to avoid interruption caused by damage while casting Lightning Bolt, Chain Lightning, Lava Burst and Hex spells.
Totem of Wrath (Tier 9) increases the damage done by spells and effects by 6% and increases the chance strike chance of spells and effects by by 3%. (Previously increased hit chance by 3%)
Paralysis (Tier 9) Removed. It has been replaced with Lava Flows (Tier 9) which increases the amount of bonus spell damage on your Flametongue Weapon by an additional 20/40/60%, and increases the critical strike damage bonus of your Lava Burst spell by an additional 6/12/24%.
Storm, Earth, and Fire's (Tier 11) Frost Shock element has been removed. It's been changed to increase the damage of your Lightning Bolt spell by an amount equal to 5/10/15/20/25% of your spell power. (Frost Shock Removed from this talent)

Enhancement
Wrath of Air Totem has been changed from 10% to 5% bonus to spell haste.
Guardian Totems (Tier 2) does not affect Windwall Totem anymore.
Elemental Weapons (Tier 5) does not affect Rockbiter Weapon anymore.
Feral Spirit (Tier 11) increased to a 3 min cooldown. (Was 2 minutes)

Restoration
Totemic Mastery (Tier 3) removed. It has been replaced with Tidal Force. Tidal Force grants a spell which increases the critical effect chance of your Healing Wave, Lesser Healing Wave and Chain Heal by 60% Each critical heal reduces the chance by 20%. Instant Cast, 3 minute cooldown.
Tidal Waves (Tier 10) changed to affect the next 3 spells cast. (Previously was the next 2 spells cast)


Warlock (Skills List / Talent Calc. (8770))
Affliction
Haunt (Tier 11) reduced to a 1.5 sec cast time. (Previously was 2 secs)

Demonology
Metamorphosis (Tier 11) now increases attack power by 75% of your spell power. When you use Metamorphosis your summoned demon dissapears, and will reappear when Metamorphosis expires.

Destruction
Bane (Tier 1) reduces the cast time of Chaos Bolt by .1/.2/.3/.4/.5 secs. Haunt was removed from this talent.
Eternal Flames (Tier 10) renamed Fire and Brimstone (Tier 11) and now increases the damage of your Immolate spell by an amount equal to 5/10/15/20/25% of your spell power, and the critical strike chance of your Conflagrate spell is increased by 5/10/15/20/25% if the Immolate on the target has 5 or fewer seconds remaining.
Chaos Bolt (Tier 11) increased to a 2 sec cast time. (Previously was 1.5 sec)

Warrior (Skills List / Talent Calc. (8770))
Arms
Bloodletting (Tier 1) changed to 2 ranks and increases bleed damage from Rend and Bloodbath by 25/50%.
Impale is now a Tier 3 talent and is required for Deep Wounds.
Deep Wounds (Tier 3) changed to make your critical strikes cause the opponent to bleed, dealing 16/32/48% of your melee weapon's average damage over 6 seconds. (Previously was 20/40/60% over 12 secs)
Blood Frenzy and Unrelenting Assault swapped positions in the Arms tree. Blood Frenzy is now Tier 9. Unrelenting Assault is now Tier 7.

Protection
Improved Shield Wall now reduces the cooldown by 30/60 secs. (Previously increased duration by 3/5 secs)

 
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Death Knight (Skills List / Talent Calc. (8770))
Blood
Butchery (Tier 1) now only generates 1/2 runic power per 5 sec. (Previously 1/2 runic power every 3 sec)
Subversion moved to Tier 1 and now increases the critical strike chance of Blood Strike, Heart Strike and Obliterate by 3/6/9% (Previously 1/2/3%)
Blade Barrier moved to Tier 1, is a 5 point talent, and now increases parry chance by 2/4/6/8/10% for 8 sec when you have no runes active. (Previously a 3 point talent Tier 7 talent that increased parry by 5/10/15%)
Bladed Armor moved to Tier 2
Improved Bloody Strike renamed Bloody Strikes and moved to Tier 2. It now increases the bonus damage your Blood Strike and Heart Strike cause to diseased targets by 20/40/60%.
Two-Handed Weapon Specialization (Tier 2) increases damage done by two-handed melee weapons by 2/4%.
Death Rune Mastery (Tier 3) changed to Whenever you use a Death Strike, there is a 30/60/100% chance that the Frost and Unholy Runes will become Death Runes when they activate.
Improved Rune Tap (Tier 4) now lowers the cooldown of Rune Tap by 10/20/30 secs in addition to increasing the health provided.
Vendetta (Tier 4) has 3 ranks now and geals you for up to 2/4/6% of your maximum health whenever you kill a target that yields experience or honor. (Previously was just 2/4%)
Scent of Blood (Tier 5) changed to a 15% chance to gain the effect Scent of Blood. It now causes your next 1/2/3 attacks to generate 5 runic power. Cannot occur more then once every 20 sec.
Abomination's Strength renamed Abomination's Might (Tier 6). Heart Strikes now have a 25/50% chance to proc this effect now. Range of the effect reduced to 20 yards.
Blood Rune Mastery (Tier 6) changed to: When you hit a victim of Blood Plague with a weapon, there is a 10% chance that the time it takes for your Blood Runes to activate will be cut in half for the next 5 sec.
Infested Corpse renamed Blood Worms (Tier 7) and now your Death Strikes have a 20/40/60% chance to cause the target to spawn 1/1-3/3-5 Bloodworm. Bloodworms attack your enemies, healing you for the amount of damage they deal for 20 sec or until killed.
Blood Aura moved up to Tier 7.
Sudden Doom (Tier 8 ) now affects Heart Strikes as well as Blood Strikes.
Vampiric Blood (Tier 8 ) is a talent that increases the amount of health generated through spells and effects by 50% for 20 seconds. Instant Cast. 2 Minute Cooldown.
Heart Strike (Tier 9) changed to: A brutal attack that instantly strikes the enemy, causing 60% weapon damage plus 82.8 for each disease effect on the target. Targets of this attack cannot benefit from haste effects for 10 sec.
Might of Morgraine (Tier 9) now affects Heart Strike and Death Strike. Plague Strike removed from this talent.
Dancing Rune Weapon (Tier 11) changed to: Unleashes all available runic power to summon a second rune weapon that fights on its own for 10 sec plus 1 sec per 5 additional runic power, doing the same attacks as the death knight.

Frost
Improved Icy Touch (Tier 1) changed to 3 ranks and now your Icy Touch does an additional 10/20/30% damage and your Frost Fever reduces melee, ranged and casting speed by an additional 1/2/3%
Glacier Rot (Tier 1) reduced to 2 ranks and affects Howling Blast now. Mind Freeze has been removed from this talent.
Frostbite (Tier 1) removed from the talent tree.
Toughness moved to Tier 1.
Icy Reach (Tier 2) increases the range of your Icy Touch, Chains of Ice and Howling Blast by 5/10 yards.
Black Ice (Tier 2) Increases Frost and Shadow spell damage by 3/6/9/12/15%. (Previously was 2/4/6/8/10%)
Icy Talons (Tier 3) changed to just melee speed. Increases your speed by 4/8/12/16/20% for the next 20 sec. (Previously included Spells and Ranged, and increased speed by 3/6/9/12/15%)
Frozen Rune Weapon (Tier 3) removed.
Lichborne (Tier 3) Draw upon unholy energy to become undead for 30 seconds. While undead, you are immune to Charm, Fear and Sleep effects, and your horrifying visage causes melee attacks to have an additional 25% chance to miss you. 5 minute cooldown.
Abomination (Tier 3) increased to a 100% chance that your Obliterate will do its damage without consuming diseases. (Previously 90%)
Runic Power Mastery (Tier 4) changed to: All of your runic power abilities are enhanced. Damage spells cause 4/8/12% more damage. Death Pact does 4/8/12% more healing. Icebound Fortitude provides 1/2/3% additional damage reduction. Scaling runic power abilities behave as if you had an additional 10/20/30% runic power.
Killing Machine (Tier 4) only affects critical strike autoattacks now. It now affects Frost Strike instead of Mind Freeze. (Previously affected any critical strike)
Chill of the Grave (Tier 5) Third rank has been removed. Currently 25/50%. (Previously 25/50/75%)
Deathchill (Tier 5) now makes your your next Icy Touch, Howling Blast, Frost Strike or Obliterate a critical hit. 2 minute cooldown.
Improved Icy Talons (Tier 6) Your Icy Talons effect increases the melee speed of the entire raid by 20% for the next 20 sec.
Chilblains (Tier 6) now lasts 6 secs for ranks 1-3.
Frost Rune Mastery (Tier 6) changed to: When you hit a victim of Frost Fever with a spell, there is a 25% chance that the time it takes for your Frost Runes to activate will be cut in half for the next 5 seconds.
Merciless Combat (Tier 6) changed to: Your Frost spells and abilities do an additional 30/60% damage when striking targets with less than 20% health.
Aneurysm (Tier 7) increases the chill effect duration of Icy Touch and Mind Freeze by 2 sec. (Previously 1 sec)
Endless Winter (Tier 7) Your Chains of Ice and Frost Strike have a 30% chance to cause Frost Fever.
Howling Blast (Tier 7) now deals double damage to targets infected with Frost Fever. (Previously triple damage to frozen targets)
Frost Aura moved to Tier 7. It now increases the total health of all party members within 45 yards by 3/6%. (Previously reduced incoming damage of all party members by 2/4%.
Guile of Gorefiend (Tier 9) Mind Freeze removed from this talent. This talent now affects Blood Strike and increases critical strike damage by 15/30/45%. (Previously was 10/20/30%)
Tundra Stalker (Tier 10) now affects targets infected with Frost Fever. (Previously affected targets under the effects of Icy Touch, Chains of Ice or Hungering Cold.)
Hungering Cold (Tier 11) now inflicts Frost Fever on the target.

 
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Unholy
Anticipation added to Tier 1. Gives 1/2/3/4/5% change to dodge.
Improved Death Coil removed (Tier 1).
Vicious Strikes (Tier 1) increase critical strike chance by 3/6% and critical strike damage bonus by 15/30% of your Plague Strike, Death Strike and Scourge (Previously increased the critical strike chance by 1/2/3% and critical strike damage bonus by 5/10/15% of your Plague Strike, Death Strike and Degeneration).
Epidemic moved to to Tier 2 (Previously Tier 1)
Morbidity added to Tier 2. Increases the damage and healing of Death Coil by 5/10/15% and reduces the cooldown on Death and Decay by 15 seconds.
Ravenous Dead (Tier 2) increases the total strength of you and your ghouls by 1/2/3% and increases the duration of Raise Dead by 30/60/90 seconds. (Previously increased the total stength of you and your ghouls by 1/2/3/4/5% and reduced the cooldown of Raise Dead by 30/60/90/120/150 seconds).
Outbreak (Tier 3) increases the damage of your Plague Strike and Scourge Strike by 5/10/15% Prestilience and Blood Boil by 10/20/30%.
Lichborne (Tier 3) removed.
Corpse explosion moved to Tier 3.
Improved Plague Strike (Tier 3) removed.
Ferocious Dead (Tier 4) removed.
Dirge moved to Tier 5
Blood Caked Blade moved to Tier 4. Your autoattacks have a 5/10/15% change to cause a Blood-Caked Strike, which hits for 60% weapon damage times the number of your diseases on the target. (Previously Your melee attacks and abilities have a 2/4/6/8/10% chance to cause a disease that deals 50% of your attack's damage over 21 seconds).
Summon Gargoyle moved from Tier 9 to Tier 5. A gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 1 sec per 8 runic power up to 1 min. (Previously a gargoyle flies into the area and bombards the target with shadow damage modified by the Death Knight's attack power. Persists for 1 sec per 8 runic power up to 1 min.)
Impurity (Tier 5) now gives the Deathknight's spells an additional 5/10/15/20/25% benefit from their attack power. (Previously 4/8/12/16/20%)
Dirge (Tier 5) changed to: Your plague Strike, Scourge Strike and Death Strike generate 50% additional runic power. (Previously 25/50/75% additional runic power).
Unholy Rune Mastery moved to Tier 6.
Unholy Rune Mastery changed to: When you cause damage to a disease victim, there is a 10% change that the time it takes for your Unholy Runes to activate will be cut in half for the next 5 seconds. (Previously When you strike an enemy with Degeneration or Plague Strike there is a 20% change that the time it takes for your Unholy runes to activate would be cut in half for the next 5 seconds).
Improved Corpse Explosion (Tier 6) removed.
Bone Armor (Tier 6) removed.
Desecration (Tier 7): Your Obliterates have a 20% chance to cause the Desecrated Ground effect for 2 yards around the target. Targets in the area are slowed by 50% by the grasping arms of the dead while you cause 10% additional damage while standing on the unholy ground.
Unholy aura moved from Tier 8 to Tier 7. Increases shadow resistance by 0. (Previously 0.8 ).
Crypt Fever (Tier 8 ) changed to: Your diseases also cause crypt Fever, which increases the damage of your other diseases on the target by 20/40/60%. (Previously: Your diseases also cause Crypt Fever, which reduces an enemy's attributes by 1/2/3/4/5%. Crypt Fever lasts for 18 seconds and can stack up to 3 times)
Night of the Dead (Tier 8, 2 ranks): Hitting a target with Plague Strike or Scourge Strike reduces the cooldown of your next Raise Dead and your next Army of the Dead by 1 min. This effect stacks up to 5 times.
Bone Shield (Tier 8 ): The Death Knight is surrounded by 4 whirling bones. While at least 1 bone remains, he or she takes 40% less damage from all sources and deals 2% more damage with all attacks, spells and abilities. Each spell or attack that lands consumes 1 bone. Lasts 5 mins (30 second cooldown).
Wandering Plague (Tier 9) changed to : When your diseases damage an enemy, there is a 10/20/30% chance they will also damage all enemies within 8 yards. This spell ignores targets with effects cancelled by taking damage. (Previously 5/10/15%)
Ebon Plaguebringer (Tier 9) changed to: Your Crypt Fever morphs into Ebon Plague, which increases vulnerability to magic by 13% in addition to increasing the damage done by diseases. (Previously: Your Crypt Fever morphs into Ebon Plague, which increases vulnerability to magic by 1/2/3% in addition to reducing attributes by 5%. Ebon plague lasts for 18 seconds and can stack up to three times.
Scourge Strike (Tier 9): An unholy strike that deals 50% weapon damage plus 3 as Shadow damage and infects the target with blood plague, a disease doing Shadow damage over time. The strike removes on heal over time effect from the target.
Rage of Rivendare (Tier 10) affects only targets infected by Blood Plague. (Previously infected all diseased targets)
Unholy Blight (Tier 11) changed to: A vile swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 152 damage and are infected with blood plague. Persists for 1 sec for 5 runic power. Generating runic power during the effect can prolong it. 5 runic power to use.
 
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Inscription is a new profession being added to World of Warcraft in the Wrath of the Lich King expansion. As of Live Beta Build 8634, only some spells are known.

So far, Inscription allows a player to create the following:

* Inks and Parchments used as Reagents in other Inscription recipes.
* Create Scrolls for enchanters that allow them to sell their enchants in the Auction House.
* Scrolls that increase stats (similar to those that can be looted).
* Runes that can be applied to a player's Glyph Interface to boost spell effects or make cosmetic changes.
* Runewords which can be applied to pieces of armor as a form of temporary enchant. (Example)
* Runes of Power that act as offensive/damage spells, consuming Inscription-based Reagents (like Inks). (Example)
* Scrolls of Recall that function similar to Hearthstones.
* Various Card items.


Many recipes require Scribe's Tools. This is the Scribe's version of a Jewelcrafter's Grinder or a Blacksmith's Hammer.

Inscription relies primarily on Herbalism as its gathering Profession counterpart. In order to produce Inks, a player uses the Inscription ability Milling, which consumes 5 herbs and creates various Inks depending on which sort of herbs were Milled. (Similar to a Jewelcrafter's Prospecting ability.) Herbs now show the Inscription skill level needed to mill that particular herb (Example: Constrictor Grass).

Along with Milling, Inscription also gives players the ability Decipher, which "allows the deciphering of tomes, books, and scrolls." The purpose of this spell is currently unknown, though it may be a apell similar to an Enchanter's Disenchant ability. (Speculation only!)

The Glyph Interface

The Glyph Interface was unveiled in the first Beta Build, 8634. It is attached to a player's Spellbook.

All players have access to Glyphs and the Glyph Interface. There is no level requirement to use the Glyph Interface, though individual Glyphs may have level or spell rank requirements. Most Glyphs created through Inscription can be traded or sold, though there may be some Inscriptionist-only Glyphs, similar to the epic Gems that may only be used by Jewelcrafters.

Each player can add up to 6 Glyphs to their interface: 2 Greater Glyphs, 2 Lesser Glyphs, and 2 Minor Glyphs.
Greater Glyphs provide major upgrades to spells. Examples that have been given are the addition of stuns or DoTs to spells, increased damage, or knockbacks.
Lesser Glyphs provide upgrades to spells similar to Greater Glyphs, but are not as powerful.
Minor Glyphs provide small upgrades, or cosmetic improvements. Examples that have been given are the removal of reagent requirements from spells, lowering spell costs, or changing spell graphics.

On the Glyph Interface, the larger circles with gold borders around them are for placement of Greater Glyphs, the large circles with no gold borders are for Lesser Glyphs, and the smaller circles are for Minor Glyphs.

Glyph Mastery, an ability that is linked to Inscription, but of a currently unknown origin, provides access to an additional Glyph.

Inscription Bags

One small Inscription Bag is already available in the game, the 10-slot Scribe's Satchel. It is not yet known how a player can acquire this bag.

The Scribe's Satchel can hold most of the materials required for Inscription, including:

* Pomace
* Vials (A first! No other profession bags hold these.)
* Inks
* Parchment (Only ones used in Inscription, not those used in Engineering.)
* Scribe's Tools
* Crafted Scrolls
* Crafted Cards



Larger sizes of Inscription Bags are most likely planned, but none have yet been implemented.

Scribe Quests: The Rogues Deck

The Rogues Deck is an interesting addition to the profession for low-level Scribes, making an object that can be crafted at very low levels as a "grind" into a more interactive quest.

The Scribe creates items called Mysterious Tarot, which can then be opened to produce one of five Cards: The Ace, Two, Three, Four, or Five of Rogues.

When all five of these cards are combined, they produce the Rogues Deck. This deck gives the Scribe a quest, requiring at least Level 10 and 50 Inscription, called "Darkmoon Rogues Deck". When the quest is turned in at the Darkmoon Faire, it rewards one of several uncommon-quality level 10 armor items: Darkmoon Robe, Darkmoon Vest, or Darkmoon Chain Shirt.

It is unknown whether this quest is unique or if there will be other, higher-level Card quests at higher levels of Inscription.

Inscription Trainers

Alliance
Tink Brightbolt - Valiance Keep (Borean Tundra)
Mindri Dinkles - Valgarde (Howling Fjord)

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New Class Glyphs (Inscription) Build 8770

Priest
Glyph of Lightwell - Increases the amount healed by your Lightwell by 1 to 6%
Glyph of Renew - Increases the duration of your Renew by 3 sec.
Glyph of Circle of Healing - Your Circle of Healing spell heals 1 additional target.
Glyph of Psychic Scream - Increases the duration of your Psychic Scream by 3 sec.
Glyph of Dispel Magic - Your Dispel Magic also heals your target for 3% of maximum health if it removes a damaging effect.
Glyph of Fear Ward - Reduces cooldown and duration of Fear Ward by 30 sec.
Glyph of Flash Heal - Your Flash Heal has a 50% chance to reduce the cast time of your next Greater Heal by 0.3 sec
Glyph of Prayer of Healing - Increases the radius of your Prayer of Healing spell by 5 yards.
Glyph of Mind Flay - Increases the range of your Mind Flay spell by 5 yards but it no longer reduces the target's movement speed.
Glyph of Shadow Word: Death - Targets below 35% health take an additional 5% damage from your Shadow Word: Death spell.
Glyph of Holy Nova - Your Holy Nova spell heals for an additional 30% but deals 1 to 0% less damage.
Glyph of Fade - Attacks made against you while Fade is active have a 10% chance to refresh its duration back to full.
Glyph of Spirit of Redemption - Critical heals cast while Spirit of Redemption is active increase the remaining duration of Spirit of Redemption by 4 sec.
Glyph of Inner Fire - Your Inner Fire has 10 additional charges.
Glyph of Shadow Word: Pain - Increases the duration of your Shadow Word: Pain by 3 sec.
Glyph of Mind Control - Increases the duration of your Mind Control spell by 12 sec.
Glyph of Mind Soothe - Increases the duration of your Mind Soothe spell by 5 sec.
Glyph of Shackle Undead - Extends the range on Shackle Undead by 5 yards.
Glyph of Mass Dispel - Reduces the mana cost of Mass Dispel by -20%.
Glyph of Smite - Increases the chance you'll resist spell interruption when casting your Smite spell by 50%.

Shaman
Glyph - Water Shield - Your Water Shield has 3 additional charges.
Glyph - Chain Heal - Your Chain Heal heals 1 additional target.
Glyph - Lesser Healing Wave - Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield.
Glyph - Earthliving Weapon - Increases the chance for your Earthliving weapon to trigger by 5%.
Glyph - Healing Wave - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
Glyph - Mana Tide - Your Mana Tide Totem grants an additional 1% of each target's maximum mana each time it pulses.
Glyph - Earth Shock - Reduces the global cooldown triggered by your Earth Shock ability by 1 sec.
Glyph - Frost Shock - Increases the duration of your Frost Shock by 2 sec.
Glyph - Strength of Earth - Your Strength of Earth Totem also grants 1% melee and ranged critical strike chance.
Glyph - Windfury Weapon - The attack power bonus on the additional attacks granted by Windfury Weapon is increased by 40%.
Glyph - Stormstrike - Increases the nature damage bonus from your Stormstrike ability by an additional 8%.
Glyph - Flame Shock - Increases the range on your Flame Shock ability by 10 yards.
Glyph - Lighnting Shield - Increases the damage from Lightning Shield by 20%.
Glyph - Chain Lightning - Your Chain Lightning strikes 1 additional target.
Glyph - Fire Nova Totem - Increases the radius of Fire Nova Totem's effect by 2 yards.
Glyph - Flametongue Weapon - Increases spell critical strike chance by 2% while Flametongue Weapon is active.
Glyph - Totem of Wrath - Your Totem of Wrath also grants 1% spell haste.
Glyph - Lightning Bolt - Reduces the cost of your Lightning Bolt ability by -10%.
Glyph - Earth Elemental Totem - Reduces the cooldown of your Earth Elemental Totem by 3 min.
Glyph - Fire Elemental Totem - Reduces the cooldown of your Fire Elemental Totem by 3 min.
Glyph - Healing Stream Totem - Your Healing Stream Totem heals for an additional 20%.

 
2/2

Paladin
Glyph of Seal of Command - Increases the chance of dealing Seal of Command damage by 20%.
Glyph of Hammer of Justice - Increases your Hammer of Justice duration by 1 sec.
Glyph of Blessing of Wisdom - Your Blessing of Wisdom causes your target to also regenerate health at the same rate as mana.
Glyph of Hammer of Wrath - Increases the range on Hammer of Wrath by 5 yards.
Glyph of Crusader Strike - Your Crusader strike deals 20% more damage when your targe is incapacitated or stunned.
Glyph of Consecration - Increases the radius of Consecration by 1 yards.
Glyph of Righteous Defense - Increases the chance for your Righteous Defense ability to work successfully by 8% on each target.
Glyph of Avenger's Shield - Your Avenger's Shield hits -2 fewer targets but for 100% more damage.
Glyph of Turn Evil - Reduces the cooldown on Turn Evil by 5 sec.
Glyph of Exorcism - Your Exorcism also interrupts spellcasting for 0 sec.
Glyph of Blessing of Kings - Your Blessing of Kings also increases attack power on affected targets by 3%.
Glyph of Flash of Light - Your Flash of Light heals for -50% less initially but also heals for 196% of its inital effect over 1 to 0 sec.
Glyph of Holy Light - Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 5 of the initial target.
Glyph of Blessing of Might - Your Blessing of Might also grants offensive spell power equal to 10% of the attack power it grants.
Glyph of Lay on Hands - Your Lay on Hands also grants you as much mana as it grants your target.
Glyph of Seal of Wisdom - While Seal of Wisdom is active the cost of your healing spells is reduced by -5%.
Glyph of Seal of Light - While Seal of Light is active the effect of your healing spells is increased by 5%.
 
vrlo zanimljivo to glyphovanje :D

EDIT:
lol shamani ce da budu josh bolji ehehe :D ali paladini... shta je bre ovo, pa oni su u ovom trenutku bash nikakvi... daj bre bash su budale...
 
Poslednja izmena:
lvl 19 sam , danas sam nabavio dosta plavih itema , onaj set iz wc-a , jeste da je za druide , ali ipak nisu loshi statovi ni za roguea , videcu da odem sutra sa ortakom u DM da nabavim onaj rogue set. Trenutno sam u westfallu , trazhim onu red defias bandit mask :D
 
da da.... ja znam da sam radio mozhda 2,3 runa WCa i samo nam je jednom ispao donji deo (za noge lol)... a juche sam bio u WSG i shvatio sam... u PvP ili si rogue ili warlock ili ***** na biciklu !!!
 
Mada me nervira sto je set za druida .... ima dobre statove i za roguea ... ali *** ...

Radio sam i SFK, lvl 70 me boostovao , svasta mi dropovalo ^-^

Danas me boostuje u DM, za onaj rogue set , i idem u WC sa guildom :D
 

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