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WOW Gold farming 101

By Bill Hutchens:

Step 1: Play a “massively multiplayer” online game on your computer. The most popular these days is World of WarCraft, a role-playing game, or “MMORPG.” In WoW, hundreds of players can log in to the same server, or “realm,” for simultaneous adventuring. There are hundreds of WoW realms all over the world, and more than 5 million people pay monthly subscriptions to play the game.

Step 2: Slay some enemies (also called “mobs”). When you do, you can loot their corpses for items you can later sell to a computer-controlled merchant. In WoW, if you slay a bear, for instance, click on its corpse and you might see a column of icons representing teeth, fur, meat, claws, etc. Click the icons to add them to your inventory. Some enemies yield, or “drop,” weapons and armor as well as copper, silver or gold coins.

Step 3: In WoW, players can carry as many as five backpacks, each with more than a dozen “slots,” or spots for loot icons. When your packs are full, head to a town or city and find a computer-controlled merchant.

Step 4: Click on the merchant and then click on your backpacks to open them. Click on the icons in your backpack to sell them to the vendor, who will give you coins.

Step 5: Slay, loot and sell about a million times.

Step 6: While you’re out slaying enemies, keep an eye out for rare items. These can be weapons, armor, trinkets or even crafting patterns that other players might want. You can tell how valuable an item is by looking at the color of its name. Green items are “uncommon,” blue items are “rare,” and purple items are “epic.” In most parts of the virtual world, epic items don’t drop very often.

Step 7: If you get some of these green, blue or purple drops, put them up for sale for gold on the in-game auction house. Sometimes epic items are sold for real money in online marketplaces such as eBay or dr-hu.com.

Step 8: When you have collected about 1,000 pieces of gold (that can take many days of nonstop killing, looting and selling), put it up for sale on eBay, dr-hu.com or some other online marketplace.

Step 9: Here’s how the sale goes on eBay, for example: Someone who plays in the same realm as you wants to buy your 1,000 pieces of gold. He has a winning bid of $75, and the cash moves from their credit card to your account. You arrange to meet him in the game and give him your gold. WoW also has an in-game mail system for sending notes, gold and items to other players.

Step 10: Repeat this process 100,000 times. Or, as some have done, open a factory in China, and pay 100 people a few U.S. dollars per month to do it for you. GLOSSARY

Blizzard: The game development studio that makes World of WarCraft (WoW)

Bot: Short for “farmbot,” a playable game character programmed to automatically slay enemies and loot their corpses. Creating bots usually involves hacking, a practice most game companies do not endorse.

Drop: Noun: A single piece of loot. Verb: To appear, as sellable items do, in a loot window when a player clicks on the corpse of a slain enemy.

Goldfarmer: Or “farmer,” one who plays a MMORPG solely for the purpose of harvesting and selling loot, accumulating gold and then selling that virtual gold for real money in online marketplaces such as dr-hu.com.

Loot: Noun: The items that drop from slain enemies. These can be common items such as pelts or cloth to more valuable items such as armor or weapons. Verb: To take dropped items.

Loot window: The window that pops up when a player clicks on a slain enemy. The loot window displays the items (as icons) that can be looted from an enemy’s corpse. Looted items are added to a player’s personal inventory.

MMOG: Massively multiplayer online game, a game played simultaneously by hundreds or thousands of players

MMORPG: Massively multiplayer online role-playing game, a MMOG that focuses more on fantasy role-playing and adventuring than, say, World War II shooting action or the re-creation of battles from ancient history.

Mobs: Computer controlled enemies. In WoW, mobs are a mix of common animals, fantasy creatures and monsters and human or humanoid foes.

Ninja: A player who, when grouped with other players, steals loot from the corpses of cooperatively slain enemies instead of waiting to divide it fairly.

Ninja Farmer: A player who, when grouped with other players, steals loot with the intent to sell it.

Thottbot: A Web site that categorizes and cross-references the loot dropped by WoW enemies. Thottbot also gives rough estimates (percentages) as to the chance that particular items might drop from particular mobs.

Vivendi Universal: The publisher of WoW

WoW: World of WarCraft, the current top MMORPG with more than 5 million players worldwide

 

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New Content Patch!

Drums of War

Cross-Realm Battlegrounds

For the first time in the history of World of Warcraft, you will be able to face off against players from other realms in the Battlegrounds. PvP Battlegrounds link Alterac Valley, Warsong Gulch, and Arathi Basin so that players from several realms will be combined into one huge matchmaking pool. Replenish your mana, sharpen your blades, and get ready for some brand-new challengers!

World PvP

The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Head out for Silithus and Eastern Plaguelands to engage the enemy on the field!

General

* Threat Reduction Effects

This system has been redesigned to eliminate inconsistency in how the effects work. Previously, some were additive (for example: 30% reduction + 20% reduction = 50% reduction) while others were multiplicative (30% reduction and 20% reduction made 44% reduction, from 0.7*0.8). They are now all multiplicative. This also prevents unpredictable behavior when the total reduction percentage was equal to or greater than 100%. Please note that in almost all cases, when stacking multiple threat reduction effects you will experience less threat reduction than previously.

* Haste and Slow effects

Previously Haste and Slow effects worked inconsistently, with spells working differently from weapons, and hastes and slows not acting as inverses of each other. We have revised the system so that all haste and slow effects work the same way, and haste and slow percentages of the same magnitude perfectly cancel each other out (30% haste and 30% slow combine to no change). As a result, we had to change the tooltip numbers on all spell haste effects, and on all melee and range slow effects. The numbers in the tooltips are different, but the game functionality is unchanged (other than slight rounding errors). Those tooltips that changed will now display larger numbers than they used to display. Conceptually, haste values indicate how much more of that activity you can perform in a given time. 30% melee haste means 30% more swings in a given time. Slow values indicate how much longer an activity takes to complete. 30% slow means an action takes 30% longer to finish.

* The deserter debuff will now continue to expire even while you are offline.

* Honorable Kills now diminish at a rate 10% per kill rather than 25% per kill.

Druids

* Barkskin: The tooltip has been changed to 25% due to the haste effect change.
* Cat Form: This form now has an innate threat reduction component.
* Ferocious Bite: Book of Ferocious Bite (Rank 5) now drops off The Beast in Black Rock Spire. In addition, Ferocious Bite now increases in potency with greater attack power.
* Furor: This talent now works correctly with Cat Form again.
* Improved Shred: The discounted cost for Shred will now be displayed correctly even when you are not in Cat Form.
* Rip: Lesser potency Rips will no longer overwrite greater potency ones.
* Fixed a bug where the incorrect sound was being played by the Claw attack.

Hunters

* Spirit Bond: This ability will now be correctly reapplied when you resurrect in a battleground and your pet is polymorphed or otherwise unable to act normally.
* Improved Concussive Shot: The effect of this talent will now still be placed on the victim if the hunter is killed before their shot reaches the target.
* Growl now correctly initiates combat when used by a pet in passive mode.
* The Ferocity talent now correctly applies to non-physical hunter pet abilities such as Lightning Breath and Thunderstomp.
* If a hunter has tamed one of the following creature types, they will no longer potentially change colors if resummoned:
o Son of Hakkar - Red
o Frenzied Bloodseeker Bat - Brown
o Deep Stinger - Red
o Dark Screecher - Gray
o Cave Creeper - Brown
o Bloodaxe Worg - Black
o Scarshield Worg -Brown

Mages

* Arcane Missiles: It is no longer possible to cast this spell on an evading mob. In addition, the animation will now stop when the target is dead.
* Arcane Power: It is no longer possible to gain the benefit of this spell and Power Infusion at the same time by careful timing.
* Frost Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.
* Ice Armor Chilled effect: Due to the haste effect change, the tooltip has been changed to 25%.
* Ignite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Impact: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Frostbite: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Polymorph: This spell will now be removed when a player leaves a battleground. This prevents some bugs involving polymorph from occurring.
* Evocation will no longer be usable while silenced.
* Reduced the number of messages that appear in the combat log when using Combustion.
* Winter's Chill: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.

Paladins

* Divine Shield: Due to the haste effect change, the tooltip has been changed to 100%.

Priests

* Mind Control: Due to the haste effect change, the tooltip has been changed to 25%.
* Psychic Scream: This spell now uses the same resistance checks as the Warlock spell Fear.
* Spirit of Redemption: Fixed an issue preventing Twisting Nether from retriggering when the Spirit of Redemption effect runs out.

Rogues

* Due to significant talent changes, Rogues will have all talent points refunded and can be re-spent. Training costs for all talent spell replacements have been significantly reduced.
* Vanish now removes effects that allow the caster to always remain aware of their target (currently Hunter's Mark and Mind Vision).
* Pickpocket can now be used on targets that are in combat, as long as the rogue remains stealthed.
* All manner of rogue reagents can be found in locked junkboxes (obtained from pickpocketing)
* Fixed a bug where the Slice and Dice ability wasn't playing an animation.
* Lethargy Root has been removed from poison vendors and is now a gray item.
* Reduced the number of messages in the combat log when using the Vanish ability.
* Fixed a bug that made Combo Points disappear from your target when using Vanish.
* Eviscerate: Manual of Eviscerate (Rank 9) now drops off Blackhand Assassins in Black Rock Spire. In addition, Eviscerate now increases in potency with greater attack power.
* Garrote: The damage from this ability has been increased. In addition, Garrote now increases in potency with greater attack power.
* Relentless Strikes: This ability will no longer trigger when your finishing move does not hit your target.
* Rupture: Rupture now increases in potency with greater attack power.
* Sap: Enemy rogues will now always lose stealth when you Sap them.

Shaman

* Reincarnation should now display the cooldown timer when used.
* Chain Heal - After the initial target is healed, the healing effect will jump to the most damaged target (by absolute health) within range. In addition, if a raid member is the initial target it will look for valid raid targets to jump to rather than non-raid targets as a priority, making it consistent with group targeted Chain Heals.
* Lightning Shield: Air Bubble pockets in underwater regions will no longer consume a charge from this spell.

Warlocks

* Cripple (Doomguard): Due to haste effect change, the tooltip has been changed to 45%.
* Curse of Tongues: This spell will no longer debuff the target if they are immune to the spellcast slowing effect.
* Enslave Demon: Due to haste effect change, the tooltip has been changed to 40%.
* Health Funnel: This spell will now work correctly on low-level enslaved demons.
* Howl of Terror: This spell now uses the same resistance checks as the Warlock spell Fear.
* Siphon Life will now properly gain a benefit from Shadow Mastery.
* A soul shard will be refunded to the caster any time a summoned pet despawns rather than dies.
* Aftermath: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Improved Shadow Bolt: The effect of this talent will now still be placed on the victim if the caster is killed before their spell reaches the target.
* Life Tap: This spell now benefits from effects which increase your spell damage. At rank 3 and above, the base amount of health lost and mana gained will increase by 80% of your bonus spell damage effects. Talents and items can further modify those values. Rank 1 and 2 receive reduced effect.

Warriors

* Bloodthirst: This ability will now correctly benefit from attack power bonuses versus specific creature types.
* Flurry: The text on the tooltip has been corrected to indicate it triggers on all types of attacks.
* Shield Slam: This ability will sometimes no longer remove more than one beneficial effect from the target.
* Thunderclap: This ability was left at 10% despite the haste effect changes. This means its potency has been reduced slightly.

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