A Good Idea (Read Everything Before Answer) • Eternal-Wow!
Addon Info. Dugi Questing Essential Updated less than 3 days ago! Brought to you by Dugi Guides™ makers of the best WoW leveling. To put it very simple: Lore is the 'bible' or 'koran' of WoW. Mon Aug 13, pm Addons: I almost forgot about that, as there are. Download the World of Warcraft AddOn you want to install from Extract one addon at a time so that you can keep track of them, and you don't.
There should be an all-around performance increase with v1. All known bar positioning issues have been fixed. The end-of-cast line now appears for all casts by default. Bar icons will now change according to the currently shown buff or debuff, if the bar does not track a cast time or equipment slot. Use the 'keepIcon' spell config flag to prevent this see below.
Added a workaround for Lua errors caused by a bar trying to create itself without an associated type. Still not sure what causes it. Spark of Hope is now on the ignore list.
Hotfixes: November 27,
Should be a lot easier to read now. The end-of-cast line now has an entry in the color table c. Trinkets should actually be shown by default now. Pretty sure I lied in the v1. Credit to Brusalk for the idea. Added support for individual bar coloring and textures. Three new options are available in the class config. Also, an extra flag has been added for bar icons. Sets a custom texture for this bar. Applies to buffs, debuffs, and cooldowns. Sets a custom color for active buffs and debuffs for this bar.
Does not support class coloring. Sets a custom color for 'unique' spells for this bar. If barcolor is set and this is not, unique spells will show with barcolor's setting instead. Same format as barcolor. Will force the bar icon to stay the same if it would normally change itself when a different spell is being shown.
See the Warrior config for usage. Added keepIcon flag to Revenge and Shield Slam bars. They can be turned on in config.
With 5 shown bars, each bar will be 30 pixels tall. Spacing is still used in this mode and will act the same as it does otherwise. Please be aware that this is an 'all or nothing' option. It's made for people with a specific area to place EH who do not want the frame to ever be resized. If an icon is wider than it is tall, the full width is always shown. Otherwise, the full height is shown. Possibly in the future. Fixes for staticheight, plus some much-requested spell config stuff.
I have a headache. Added a new option, config. Trinket bars will be automatically added to the frame. Massively improved the trinket detection.
Pretty much everything with an effect that can be tracked is in there now. Some things with hard-to-find spellIDs or complex effects aren't in. You're welcome, and I hope to never touch that file again. Thanks for the reminder, Everdreamer. For those that haven't used EventHorizon's trinket support, this adds duration and cooldown info for just about any trinket automatically. This includes internal cooldowns, and does NOT include effects which are not buffs on yourself.
If your trinket is not in trinkets. The purpose of trinkets. Let me know if you have a trinket that you would like added to the list. Deathbringer's Will should work for everyone now. Thanks for the spellIDs, Kogasu. I did add DMC: It's easy enough to fix if need be.
Empty trinket slots are removed from the display, no more empty bars. A blacklist contained within trinkets.
Only the Argent Dawn trinkets are in for now. Give me names and more will be added, I'm not screwing with it anymore. Swapping trinkets or other cooldown slots will no longer result in multiple cooldown bars.
This was a little tougher to fix than it sounds, let me know of any issues. I tried to test as thoroughly as possible. Overhauled the pre-init code. Added Deathbringer's Will to the trinket module. I have no way to see whether or not it actually works, though. Adjusted a couple talent requirements. The spells now check for the absence of Restorative Totems. Flame Shock is now tracked instead of Earth Shock. Fixed a non-fatal Lua error. Fixed a minor error caused by a variable that got renamed last release.
Two major releases in how many days? Don't worry, I didn't break too much I hope. Healers might be a bit confused on this release. The default behavior of the healing bars has received some love.
Read on for the gory details. EventHorizon's layout has changed for the better! The clunky old layout code has been completely rewritten in favor of something much more appealing to the eye.
Improved spell config flag: New spell config flag: TOC now has a Title field, sorry bout that Minion users. Set this to nil, false, or delete the line entirely to make everything normal again. All bars involving a targeted buff now watch mouseover units as well. Seriously though, while this has had some fairly in-depth testing, treat this release as beta quality.
A few things have been moved to different tables, and there has been an added line in the colors section. Nothing should error unless you're overwriting the color table at once instead of per value. Added support for equipped items trinkets, anyone? Items are refreshed every time you swap gear no hitching noticed when using the equipment manager, though performance could likely be improved. Again, please see trinkets. EH's background and border may now be class colored. To make this easier to implement, config.
Move your myconfig vars around accordingly. The 'Now' line has been made less opaque by default, and its color may now be adjusted including class coloring via colors. If you were having issues with this you know what I'm talking about. Otherwise, don't worry about it. If you see something different about your class setup, I likely forgot about it when writing this log. Shuffled the bars around a bit to better reflect shot priorities.
Removed Mend Pet from all specs. BM may have a screwy shot list as a result of all this. Lots of changes for playability. Shuffled the bars a little. They feel a tiny bit more natural now, though they could likely use further changes.
Be sure to spam yourself a bit to get the hang of things before using this release in a raid environment. More adjustments will be made over time. If you play another healing class and would like this same treatment, by all means let me know what I can do for you. Added Art of War to Exorcism. Changed one of the Judgement bars yet again. Let me know if I broke anything again.
I probably missed quite a few changes on this log. Have fun finding them! If you're completely happy with your class layouts, feel free to skip this release. They feel less clunky now, IMHO. Revenge bar now tracks Sword and Board instead of Improved Revenge's stun. Reordered bear bars a bit. I haven't had an opportunity to test these changes, so please send feedback.
Instead of re-installing the entire default MayronUI AddOn settings every time you install the UI, it will now only do this once and then setup the UI for another alt while keeping any addon settings intact. This means that when you customize the UI and press the Install button a second time then you will not loose all your changes! The low alpha panels would become thicker as they duplicated.
All of the panels and MayronUI elements are now its own addon. This makes the UI much more lightweight and efficient in performance. You can copy URL links and alter the Chat Font to any amount you want still and can reinstall another Chat addon or Chatter again if you wish.
There is now a new feature added as well: Now you have the choice to alter this. All that will change is the Grid positioning and the larger mana bar on the Player frame. If you choice to have the quest tracking frame on the right side next to the side bars, this will move with it.
I may try to make it much better in the future but only if I can find a way to re-skin windows entirely.
Download UI Pack newest version 2. DO NOT merge them, usually results in errors. It was the only way to fix the tapped enemies issue but also shows the remaining power much clearer.
I had to adjust Quartz Cast Bar positioning to fix this. Others such as the rune bar is disabled still by default as it messes with the layout of the unit frames and is best left for other addons such as RuneItAll which is an optional download to handle this.
If you create a character on most of our servers you see an intro clip and someone in the background babbling out a text, that is basically a shortified version of the race and it's standings at the expansions, but we will go to the origin. They are a resilient breed, having survived an invasion by the savage orcs during the First War. During the Second War, the armies of Stormwind rallied with the Alliance of Lordaeron to reclaim their homeland of Azeroth.
After the success of the Second War, Stormwind was rebuilt and human civilization began to flourish once again throughout the southlands. The dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan.
The dwarves have always been fast allies to the humans and they revel in the prospects of battle and storytelling alike. The eccentric, often brilliant gnomes are held as one of the most peculiar races of the world. Over the years, the gnomes have contributed ingenious weapons to aid the Grand Alliance in its fierce battles against the Horde.
Thriving in the wondrous techno-city of Gnomeregan, the gnomes shared the resources of the forested peaks of Dun Morogh with their dwarven cousins for generations. Yet recently, a barbaric menace rose up from the bowels of the earth and invaded Gnomeregan.
The troggs — believed to have been unearthed from the Uldaman excavation — erupted beneath Gnomeregan and began to slaughter every gnome within the city. Though the gnomish defense forces staged a valiant defense, they could not save their wondrous city. For ten thousand years, the immortal night elves cultivated a druidic society within the shadowed recesses of Ashenvale Forest.
Then the catastrophic invasion of the Burning Legion shattered the tranquility of their ancient civilization. Led by the Arch-Druid Malfurion Stormrage and the Priestess Tyrande Whisperwind, the mighty night elves rose to challenge the demonic onslaught. Though victorious, the night elves were forced to sacrifice their cherished immortality and watch their beloved forests burn. In the aftermath of the horrific conflict, Malfurion and Tyrande helped their people rebuild their shattered villages.
Slowly the night elves began to adjust to their mortal existence. Such an adjustment was far from easy, and there were many night elves who could not adjust to the prospects of aging, disease, and frailty.
Seeking to regain their immortality, a number of wayward druids conspired to plant a special tree that would reestablish a link between their spirits and the eternal world. When Malfurion heard about this plan, he warned that nature would never bless such a selfish act.
Though his fellow druids attempted to find his wandering spirit, only his body remained sleeping within his Barrow Den.
Velen and the remaining draenei survivors gained control of one of Tempest Keep's satellite structures and used it to escape to Azeroth. They searched for allies in their never-ending battle against the Burning Crusade, and finding such allies within the Alliance. TBCMan 10 They have no capital city, instead they make their main dwelling on a crashed dimensional ship, the Exodar, which is overseen by their leader, Velen.
The draenei's choice of mount is the elekk, a creature similar in appearance to a war elephant. Their chosen language is Draenei, while they are also able to speak Common. Long ago, the noble orcish race was corrupted by the Burning Legion and transformed into the merciless, destructive Horde.
Lured to the world of Azeroth, the orcs were forced to make war upon the human kingdoms of Stormwind and Lordaeron in what would become known as the First and Second Wars. Though the Horde nearly succeeded in annihilating humanity, it ultimately devoured itself from within and collapsed. The defeated orcs spent many years within guarded prisons, unable to function without the prospect of conquest and warfare.
After many years, a visionary young warchief rose to lead his people in their darkest hour. Under his rule, the orcs freed themselves from the chains of demonic corruption and embraced their shamanistic heritage.
At the behest of a strange prophet, Thrall led his people to the ancient lands of Kalimdor. There, Thrall and the Horde came face to face with their old oppressor, the Burning Legion. With the aid of the humans and night elves, the orcs defeated the Legion and set out to find their own path in their adopted world.
The orcs claimed the harsh wastelands of Durotar as their kingdom in Kalimdor.
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Bound to the iron will of the tyrant Lich King, the vast undead armies of the Scourge seek to eradicate all life on Azeroth. Led by the banshee Sylvanas Windrunner, one group of undead broke away from the Scourge in a small period of time when the Lich King lost some of his power, and they freed themselves of the Lich King's domination.
These renegades call themselves the Forsaken. They fight a constant battle not only to retain their freedom from the Scourge, but also to exterminate those who would hunt them as monsters. For countless generations, the bestial tauren roamed the plains of the Barrens, hunted the mighty kodos, and sought the wisdom of their eternal goddess, the Earth Mother. Scattered across the land, the wandering tribes were united only by a common hatred for their sworn enemy, the marauding centaur.
Seeking aid against the centaur, the chieftain, Cairne Bloodhoof, befriended Warchief Thrall and the other orcs, who had recently journeyed to Kalimdor. For the first time in hundreds of years, the tauren had a land to call their own. Upon the windswept mesa of Thunder Bluff, Cairne built a refuge for his people, where tauren of every tribe is welcome.A Quick Guide to NeedToKnow [WoW Addon]
There are a few tribes who disagree about the direction their new nation should take, but all agree that Cairne is the wisest and best suited to lead them towards the future. As tribal rivalries erupted throughout the former Gurubashi Empire, the Darkspear tribe found themselves driven from their homeland in Stranglethorn Vale.
Having settled in what are believed today to be the Broken Isles, the tribe soon found themselves entangled in a conflict with the Underworld Minions murlocs. Their fate seemed sealed until the orcish Warchief Thrall and his band of newly freed orcs took shelter on their island home. Controlled by a Sea Witch, the Underworld Minions captured the Darkspears' leader Sen'jin, along with Thrall and several other orcs and trolls.
Thrall managed to free himself and others, but was ultimately unable to save the trolls' leader. Although Sen'jin was sacrificed to the Sea Witch, he was able to reveal a vision he had in which Thrall would lead the Darkspear from the island. After returning to the island, Thrall and his followers managed to fend off further attacks by the Sea Witch and her murloc minions, and set sail for Kalimdor once again.
Under the new leadership of Vol'jin, the Darkspear swore allegiance to Thrall's Horde and followed him to Kalimdor. Now considered enemies by all other troll organizations except the Revantusk, Shatterspear, and the Zandalari, the Darkspear are held in contempt to this day. Yet, the Darkspear have not forgotten being driven from their ancestral homes and this animosity is eagerly returned, especially towards the other jungle trolls.
Having reached the orc's new homeland, Durotar, the trolls carved out another home for themselves — this time among the Echo Isles on the eastern shores of the new orc kingdom. Long ago the exiled high elves landed on the shores of Lordaeron. They struck out to find a new home, and after many battles with the trolls, established the kingdom of Quel'Thalas.
Using a vial of sacred water stolen from the first Well of Eternity, the high elves created a fount of mystical power at a convergence of ley energies in Quel'Thalas. They named this fountain the Sunwell. Its potent arcane magic fed and strengthened the high elves, and soon the wondrous city of Silvermoon was established. Protected by a magical barrier, the high elves enjoyed peace for roughly four thousand years, but that peace was not meant to last.
The Amani trolls gathered an immense army and assaulted the elven kingdom. Vastly outnumbered, the high elves hastily struck an alliance with the human nation of Arathor. The elves taught a small number of humans how to wield magic. In exchange the humans aided the elves in destroying the trolls' power base forever.
Over the following years the high elves returned to their reclusive ways, but during the Third War, the diabolical Prince Arthas Menethil brought battle once again to their doorstep. Arthas required the power of the Sunwell to revive the necromancer Kel'Thuzad and raise him as a lich. He invaded Quel'Thalas and wiped out most of its population.
In the end, even King Anasterian Sunstrider lay dead. Additionally it became clear that the high elves had become addicted to the Sunwell's arcane energies. Now that the source of their magic was gone, the few remaining high elves quickly grew ill and apathetic. Prince Kael'thas, last of the royal line, returned from his studies in Dalaran to find Quel'Thalas in ruins.
Thirsting for vengeance, he gathered the survivors, renamed them blood elves, and took a group of the strongest fighters to join Lordaeron's campaign against the Scourge. Earthen are stony proto-beings, similar to dwarves, that were created by the Titans to help shape the world of Azeroth.
Earthen have at least two physical forms those primarily seen in Uldaman and those primarily seen in Ulduar. The history of the earthen and their transformation into the races known as troggs and dwarves can be found recorded in the Discs of Norgannon in Uldaman.
Further history about research conducted in Northrend can be found in Ulduar. These half-giants once had a prosperous society, but around the great sundering they had disappeared. However, they suddenly reemerged when the Horde and the Alliance went to Northrend.
Sjonnir The Ironshaper indicate they were indeed once instated by the titans, as there still are metallic vrykul. It is said that the curse of flesh in these beings resulted Azotha as by product, who in their turn evolved into humans. Mechagnomes were created by the titans to serve as mechanics of sorts to maintain the enormous databases of the titans, which hold all information about Azeroth and its creatures. They are the ancestors to the gnomes. Quite recently Gearmaster Mechazod got reawakened by the gnomes of Fizzcrank Airstrip.
This particular NPC still has its metallic shape and wants to lift the curse of flesh on all the gnomes as it is inferior to the metallic form they used to have.
The enchanted keepers of the grove are the progeny of Cenarius. Like their dryad sisters, the keepers appear to be half night elf and half stag. They have enormous antlers and manes of leaves that flow down their backs.
Their right hands are disfigured and twisted — as if they had become like the gnarled root-claws of a treant. Keepers possess many strange powers over nature and can be counted among Azeroth's best healers. Though they typically remain within the sacred groves of Ashenvale, the keepers always heed the call to arms when the greater lands of Kalimdor are threatened. Dryads are daughters of the demigod Cenarius. The creature has the head, arms, and torso of a beautiful night elf woman, but the lower body of a fawn.
A gentle calm is evident in her eyes, but she hefts a spear with practiced skill. The Broken, also known as Krokul in Draenei, are a mutated and devolved subrace of draenei who lived in Outland.
They, like most of the orcs, fell prey to the demons' sinister influence and were changed by the corruption. Though they lost some of their former powers, the Broken still present a clear danger to all races through Outland. They are supposedly allied with Illidan Stormrage. Ogres are large, brutish humanoids originally from Draenor. They were one of the last races of Draenor's giants.
Many were enslaved by the powerful Gronn. Several free ogre clans came through the Dark Portal before the First War. These ogres had a blood hatred to the orcs second only to their hatred of humans. They favored lands that were not frequented by orcs, and were seldom seen near other races' encampments.
Other ogre clans were once allies with the Horde and some were enslaved by the Horde, rather than the Gronn. These enslaved clans were often used in experiments. These included monstrous two-headed versions that were created by Gul'dan and brought through the portal after the First War to act as enforcers to quell needless infighting between the orc clans.
However, eventually these clans broke free and went their own separate ways. The tuskarr are humanoid walrus people who live in Northrend. They make their home along the southern coast of the continent having settlements in Borean Tundra, Dragonblight and Howling Fjord.
The tuskarr culture is centered around fishing and whaling such that a tuskarr's fishing ability is seen as a moral guideline of sorts. Tuskarr females farm the few crops that grow in the tundra while also collecting a variety of berries and roots. Animal husbandry exists in the tuskarr culture, including the breeding of penguins as farm animals.