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Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the
satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "e;authentic"e; sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "e;virtually sacred"e; because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.
Recognized by the Guinness Book of World Records as the most popular MMORPG (massively multiplayer online role-playing game) in videogame history, World of Warcraft is everywhere from episodes of South Park and The Simpsons, to online series like
Watch the Guild, accolades and awards from game critics, and prime-time commercials with Mr. T. Inevitably, such a cultural phenomenon triggers deeper questions. When does an assumed identity become real? Does the Corrupted Blood epidemic warn us of future public health catastrophes? What are the dangers when real life is invaded by events in the game? What can our own world learn from Azeroths blend of primitivism and high-tech? In these lively essays, a specially commissioned guild of philosophers, including Yara Mitsuishi, Monica Evans, Tim Christopher, and Anna Janssen, tackles these and other complex questions arising from WoW.
The #1 bestselling programming book is back with updated and expanded coverage of the newest release of WoW! World of Warcraft (WoW) is currently the world's largest massively multiplayer online role-playing game. The newest release,
"e;Wrath of the Lich King,"e; has created a demand for updated information on writing addons. This eagerly anticipated edition answers that request and is an essential reference for creating WoW addons. Written by a duo of authors who have each contributed a number of successful WoW addons, the book offers an overview of Lua and XML (the programming languages used to write addons) and includes coverage of specific pitfalls and common programming mistakes-and how to avoid them. Valuable examples show you detailed aspects of writing addons for WoW and demonstrate how to implement addon concepts such as variables, slash commands, secure templates, and more. World of Warcraft insiders share their techniques for writing addons for both the latest version of WoW as well as the new Wrath of the Lich King expansion set Guides you through the specific nuances of the WoW API with the use of detailed examples Discusses ways to distribute and host your WoW addons so others can download and use them Explains how to respond to events, create frames, and use the WoW API to interact with the game You'll be well on your way to creating exciting WoW addons with this comprehensive reference by your side. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Here is the online role-playing game you should play, no matter who you are. The worst thing about World of Warcraft is that you can't just play it all the time. After all, chances are if you start, you'll never want to stop because it has a Huge,
beautiful, seamless world, it is High streamlined and conducive to short or long play sessions, with its Exciting, action-packed combat. Plus it has an Elegant, easy-to-use interface and Excellent music and sound. Get ready to master World of Warcraft's most epic adventure ever and Get a view behind the scenes into the most anticipated game of the year! A gigantic tour of World of Warcraft with numerous experts showing nearly every area, hints and tips in the game. Expert tactical advice on techniques, how best to allocate your abilities, plus which skills to pick as you progress. Multiple tactics and tips, including exhaustive info on every single activity you can attempt, anywhere in the game. A must have for those who plan on playing World of Warcraft. In short, this guide is remarkable in every aspect. Its an incredibly detailed guide that is not only useful, but dare I say invaluable. The content itself is what truly makes this guide special. You can tell that the authors painstakingly played the game. Each chapter abound with useful information. The amount of detail that this guide provides cannot be understated - if you're looking for something related to the world of World of Warcraft, you're almost guaranteed to find it here. Grab yourself a copy today - you won't be disappointed! Very highly recommended.
Frostmourne. It was caught in a hovering, jagged chunk of ice, the runes that ran the length of its blade glowing a cool blue. Below it was a dais of some sort, standing on a large gently raised mound that was covered in a dusting of snow. A soft
light, coming from somewhere high above where the cavern was open to daylight, shone down on the runeblade. The icy prison hid some details of the sword's shape and form, exaggerated others. It was revealed and concealed at the same time, and all the more tempting, like a new lover imperfectly glimpsed through a gauzy curtain. Arthas knew the blade -- it was the selfsame sword he had seen in his dream when he first arrived. The sword that had not killed Invincible, but that had brought him back healed and healthy. He'd thought it a good omen then, but now he knew it was a true sign. This was what he had come to find. This sword would change everything. Arthas stared raptly at it, his hands almost physically aching to grasp it, his fingers to wrap themselves around the hilt, his arms to feel the weapon swinging smoothly in the blow that would end Mal'Ganis, end the torment he had visited upon the people of Lordaeron, end this lust for revenge. Drawn, he stepped forward. The uncanny elemental spirit drew its icy sword. "e;Turn away, before it is too late,"e; it intoned. * * * His evil is legend. Lord of the undead Scourge, wielder of the runeblade Frostmourne, and enemy of the free peoples of Azeroth. The Lich King is an entity of incalculable power and unparalleled malice -- his icy soul utterly consumed by his plans to destroy all life on the World of Warcraft. But it was not always so. Long before his soul was fused with that of the orc shaman Ner'zhul, the Lich King was Arthas Menethil, crown prince of Lordaeron and faithful paladin of the Silver Hand. When a plague of undeath threatened all that he loved, Arthas was driven to pursue an ill-fated quest for a runeblade powerful enough to save his homeland. Yet the object of his search would exact a heavy price from its new master, beginning a horrifying descent into damnation. Arthas's path would lead him through the arctic northern wastes toward the Frozen Throne, where he would face, at long last, the darkest of destinies.
THE AGE OF DRAGONS IS OVER. Uncertainty plagues Azeroths ancient guardians as they struggle to find a new purpose. This dilemma has hit Kalecgos, youngest of the former Dragon Aspects, especially hard. Having lost his great powers, how can heor any
of his kindstill make a difference in the world? The answer lies in the distant past, when savage beasts called proto-dragons ruled the skies. Through a mysterious artifact found near the heart of Northrend, Kalecgos witnesses this violent era and the shocking history of the original Aspects: Alexstrasza, Ysera, Malygos, Neltharion, and Nozdormu. In their most primitive forms, the future protectors of Azeroth must stand united against Galakrond, a bloodthirsty creature that threatens the existence of their race. But did these mere proto-dragons face such a horrific adversary alone, or did an outside force help them? Were they given the strength they would become legendary for...or did they earn it with blood? Kalecgoss discoveries will change everything he knows about the events that led to the...DAWN OF THE ASPECTS PART I The former Dragon Aspects are on the brink of going their separate ways to forge new destinies. As Kalecgos ponders the uncertain future awaiting his kind, he uncovers a mysterious artifact that allows him to see through the eyes of his late predecessor, Malygos. Intense visions bombard Kalecgos, transporting him to a time when the original Aspects were no more than primitive proto-dragons. Across ancient Kalimdors northern plains, they fought for survival against each other and a terrifying creature that dominated the era: the Father of Dragons, Galakrond. But many questions remain for Kalecgos. What are the origins of this strange artifact? Are its visions a gift, or a curse?
Second in an all-new WORLD OF WARCRAFT series from New York Times bestselling author Richard A. Knaak!THE AGE OF DRAGONS IS OVER. Uncertainty plagues Azeroths ancient guardians as they struggle to find a new purpose. This dilemma has hit Kalecgos,
youngest of the former Dragon Aspects, especially hard. Having lost his great powers, how can heor any of his kindstill make a difference in the world? The answer lies in the distant past, when savage beasts called proto-dragons ruled the skies. Through a mysterious artifact found near the heart of Northrend, Kalecgos witnesses this violent era and the shocking history of the original Aspects: Alexstrasza, Ysera, Malygos, Neltharion, and Nozdormu. In their most primitive forms, the future protectors of Azeroth must stand united against Galakrond, a bloodthirsty creature that threatens the existence of their race. But did these mere proto-dragons face such a horrific adversary alone, or did an outside force help them? Were they given the strength they would become legendary for or did they earn it with blood? Kalecgoss discoveries will change everything he knows about the events that led to the...DAWN OF THE ASPECTS
Third in an all-new WORLD OF WARCRAFT series from New York Times bestselling author Richard A. Knaak!THE AGE OF DRAGONS IS OVER. Uncertainty plagues Azeroths ancient guardians as they struggle to find a new purpose. This dilemma has hit Kalecgos,
youngest of the former Dragon Aspects, especially hard. Having lost his great powers, how can heor any of his kindstill make a difference in the world? The answer lies in the distant past, when savage beasts called proto-dragons ruled the skies. Through a mysterious artifact found near the heart of Northrend, Kalecgos witnesses this violent era and the shocking history of the original Aspects: Alexstrasza, Ysera, Malygos, Neltharion, and Nozdormu. In their most primitive forms, the future protectors of Azeroth must stand united against Galakrond, a bloodthirsty creature that threatens the existence of their race. But did these mere proto-dragons face such a horrific adversary alone, or did an outside force help them? Were they given the strength they would become legendary for or did they earn it with blood? Kalecgoss discoveries will change everything he knows about the events that led to the...DAWN OF THE ASPECTS
Fourth in an all-new WORLD OF WARCRAFT series from New York Times bestselling author Richard A. Knaak!THE AGE OF DRAGONS IS OVER. Uncertainty plagues Azeroths ancient guardians as they struggle to find a new purpose. This dilemma has hit Kalecgos,
youngest of the former Dragon Aspects, especially hard. Having lost his great powers, how can heor any of his kindstill make a difference in the world? The answer lies in the distant past, when savage beasts called proto-dragons ruled the skies. Through a mysterious artifact found near the heart of Northrend, Kalecgos witnesses this violent era and the shocking history of the original Aspects: Alexstrasza, Ysera, Malygos, Neltharion, and Nozdormu. In their most primitive forms, the future protectors of Azeroth must stand united against Galakrond, a bloodthirsty creature that threatens the existence of their race. But did these mere proto-dragons face such a horrific adversary alone, or did an outside force help them? Were they given the strength they would become legendary for or did they earn it with blood? Kalecgoss discoveries will change everything he knows about the events that led to the...DAWN OF THE ASPECTS
The final installment in an all-new World of Warcraft e-novella series from New York Times bestselling author Richard A. Knaak!The age of dragons is over. Uncertainty plagues Azeroths ancient guardians as they struggle to find a new purpose. This
dilemma has hit Kalecgos, youngest of the former Dragon Aspects, especially hard. Having lost his great powers, how can heor any of his kindstill make a difference in the world? The answer lies in the distant past, when savage beasts called proto-dragons ruled the skies. Through a mysterious artifact found near the heart of Northrend, Kalecgos witnesses this violent era and the shocking history of the original Aspects: Alexstrasza, Ysera, Malygos, Neltharion, and Nozdormu. In their most primitive forms, the future protectors of Azeroth must stand united against Galakrond, a bloodthirsty creature that threatens the existence of their race. But did these mere proto-dragons face such a horrific adversary alone, or did an outside force help them? Were they given the strength they would become legendary foror did they earn it with blood? Kalecgoss discoveries will change everything he knows about the events that lead to the...dawn of the Aspects. 2013 Blizzard Entertainment, Inc. All Rights Reserved. Blizzard Entertainment and World of Warcraft are trademarks or registered trademarks of Blizzard Entertainment, Inc., in the US and/or other countries.
Nothing is free, Goel, Jaina Proudmoore said. Your knowledge and skills were bought at a cost. The . . . orc you left behind in your place had done much harm in your absence. If I have heard about what is going on in Orgrimmar and Ashenvale, surely
you must have! Goels mien, which had been deeply peaceful, now looked troubled. I have heard, of course. And . . . you do nothing? I have another path, he said. You have seen the results of that path. A threat that Goel, I hear this, but now that task is over. Garrosh is stirring up trouble between the Alliance and the Hordetrouble that didnt exist until he started it. I can understand if you dont wish to undermine him publicly, butperhaps you and I can work together. Form a summit of sorts. Ask Baine to join us; I know he has no love for what Garrosh is striving for. I could speak with Varian. As of late, he seems to be more reachable. Everyone respects you, even in the Alliance, Goel. You have earned that respect because of your actions. Garrosh has earned nothing but mistrust and hatred because of his. She indicated her cloak, which had blown about with the wind he had sent to bear her to shore. You can control the winds as a shaman. But the winds of war are blowing, and if we do not stop Garrosh now, many innocents will pay the price for our hesitation. *** The ashes of the Cataclysm have settled across Azeroths disparate kingdoms. As the broken world recovers from the disaster, the renowned sorceress Lady Jaina Proudmoore continues her long struggle to mend relations between the Horde and the Alliance. Yet of late, escalating tensions have pushed the two factions closer to open war, threatening to destroy what little stability remains in the . . . Dark news arrives in Jainas beloved city, Theramore. One of the blue dragonflights most powerful artifactsthe Focusing Irishas been stolen. To unravel the items mysterious whereabouts, Jaina works with the former blue Dragon Aspect Kalecgos. The two brilliant heroes forge an unlikely bond during their investigation, but another disastrous turn of events looms on the horizon. . . . Garrosh Hellscream is mustering the Hordes armies for an all-out invasion of Theramore. Despite mounting dissent within his faction, the brazen warchief aims to usher in a new era of Horde domination. His thirst for conquest leads him to take brutal measures against anyone who dares question his leadership. Alliance forces converge on Theramore to repel the Horde onslaught, but the brave defenders are unprepared for the true scope of Garroshs cunning and deceptive strategy. His attack will irrevocably transform Jaina, engulfing the ardent peacekeeper in the chaotic and all-consuming . . . TIDES OF WAR
Grim Batol: its dark legacy stretches back into the mists of Azeroth's past. But most know it as the site of a terrible tragedy -- where the vile orcs corrupted the hatchlings of the noble Dragonqueen, Alexstrasza, and used them as weapons of war.
Though a band of heroes, led by the enigmatic mage, Krasus, defeated the orcs and freed the captive dragons, the cursed mountain stands as another ravaged landmark within the... WORLD OF WARCRAFT But now Krasus -- known to some as the red dragon Korialstrasz -- senses the malice of Grim Batol rising once more to threaten those he holds dear. Determined this time to confront this evil by himself, he is unaware of the quests that will draw others to Grim Batol and reveal the monstrous truth that could not only herald their deaths, but usher in a terrible new age of darkness and destruction.
Though their soldiers form a unified front on the battlefield, both the Alliance and the Horde include diverse races and nations within their ranks. Each of those nations has at its helm a leader of heroism and legend. Their actions and decisions
shape Azeroth and forge its destiny. They inspire loyalty and loathing, fervor and fear, sometimes all from their own people.What do these heroes do when faced with conflict and strife? How do they handle the tremendous responsibility of guiding their armies and citizens on the front line and at home? In this anthology of sixteen short stories, each champion finds his or her own answers to these questions. Read their tales and learn what makes them who they are todaylearn what makes them paragons. 2014 Blizzard Entertainment, Inc. All Rights Reserved. Blizzard Entertainment and World of Warcraft are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.
When the world of Azeroth was young, the god-like titans brought order to it by reshaping its lands and seas. Throughout their great work, they followed a magnificent design for what they envisioned Azeroth would become. Although the titans departed
Azeroth long ago, that design endures to this day. It is known as the Emerald Dream, a lush and savagely primal version of the... WORLD OF WARCRAFT Many are the mysteries surrounding the Emerald Dream and its reclusive guardians, the green dragonflight. In times past, druids have entered the Dream to monitor the ebb and flow of life on Azeroth in their never-ending quest to maintain the delicate balance of nature. However, not all dreams are pleasant ones. Recently the Emerald Nightmare, an area of corruption within the Emerald Dream, began growing in size, transforming the Dream into a realm of unimaginable horror. Green dragons have been unexpectedly caught up in the Nightmare, emerging from it with shattered minds and twisted bodies. Druids who have entered the darkening Dream lately have found it difficult -- sometimes even impossible -- to escape. Nor are these the Nightmare's only victims: more and more people are being affected. Even Malfurion Stormrage, first and foremost of the druids on Azeroth, may have fallen victim to this growing threat. As uncontrollable nightmares spread across the world, a desperate quest begins to find and free the archdruid. Soon nature's enemies will learn the true meaning of the name STORMRAGE
Thrall, wise shaman and the warchief of the Horde, has sensed a disturbing change Long ago, Azeroths destructive native elementals raged across the world until the benevolent titans imprisoned them within the Elemental Plane. Despite the titans
intervention, many elementals have ended up back on Azeroth. Over the ages, shaman like Thrall have communed with these spirits and, through patience and dedication, learned to soothe roaring infernos, bring rain to sun-scorched lands, and otherwise temper the elementals ruinous influence on the world of Azeroth. Now Thrall has discovered that the elementals no longer heed the shamans call. The link shared with these spirits has grown thin and frayed, as if Azeroth itself were under great duress. While Thrall seeks answers to what ails the confused elements, he also wrestles with the orcs precarious future as his people face dwindling supplies and growing hostility with their night elf neighbors. Meanwhile, King Varian Wrynn of Stormwind is considering violent action in response to mounting tensions between the Alliance and the Horde, a hard-line approach that threatens to alienate those closest to him, including his son, Anduin. The conflicted young prince has set out to find his own path, but in doing so, he risks becoming entangled in political instability that is setting the world on edge. The fate of Azeroths great races is shrouded in a fog of uncertainty, and the erratic behavior of the elemental spirits, troubling though it is, may only be the first ominous warning sign of the cataclysm to come.
The Hour of Twilight. Shed spoken of it at the meeting, tried to warn the others of it, but the warning had gotten lost; a little bright fragment of . . . something . . . had been briskly swept away like a broken bit of pottery beneath an
industrious broom. It was She gnawed her lower lip, thinking. It was the greatest challenge the dragonflights would face, but she did not know against whom they would be fighting. It might come soon . . . or aeons from now. Could it have something to do with the return of Deathwing? Surely it had to . . . did it not? This breaking of the world was one of the worst things that had ever happened to Azeroth. How could she persuade others of the direness of the situation when she herself could not articulate it? She uttered a little noise of annoyance and frustration. One thing she knew for certain. There were many pieces missing from this puzzle, but there was one core piece that was necessary before any of the others could fall into place. It was a very strange piece, an unlikely one at best, and she was uncertain as to how he would fit in. She only knew that he had to. Ysera had seen him, floating in and out of her dreaming. She had thought she understood his role in things, but now, peculiar as it seemed, somethingsome inner certainty that even she did not fully understandwas leading her to think she had not seen the full breadth of his contribution to Azeroth. He was not a dragon. But he had the interests of the dragonflights in his heartwhether he knew it or not. He straddled worldsbut did not seek to rule or command or destroy them. He was unique. She tilted her head, let the wind play with her long green hair. Perhaps that was why he fit in. Even the Aspects were not singular beings, although each had unique abilities. Not one but five there had been at the beginning, when the titans had come and shared their power for the good of Azeroth. Four there were now, but there would soon be five again, when the blues determined how to choose the one who would lead them. But there was only one like this being. There was only one Thrall.
In the wake of the Cataclysm, conflict has engulfed every corner of Azeroth. Hungering for more resources amid the turmoil, the Horde has pressed into Ashenvale to feed its burgeoning war machine. There, acting warchief Garrosh Hellscream has
employed a brutal new tactic to conquer the region and crush its night elf defenders, a move that will cripple the Alliances power throughout the World of Warcraft.Unaware of the disaster brewing in Ashenvale, the night elves legendary leaders, High Priestess Tyrande Whisperwind and Archdruid Malfurion Stormrage, conduct a summit near Darnassus in order to vote the proud worgen of Gilneas into the Alliance. However, resentment of Gilneas and its ruler, Genn Greymane, runs deep in Stormwinds King Varian Wrynn. His refusal to forgive Genn for closing his nation off from the rest of the world years ago endangers more than just the summit: it threatens to unravel the Alliance itself.Varians animosity is only one of many unsettling developments in Darnassus. An uneasiness creeps over the once-immortal night elves as the first of them fall victim to the infirmities of age. While they cope with their mortality, tensions flare over the reintroduction of the Highborne, formerly the highest caste of night elf nobility, into their society. Many night elves are unable to pardon the Highborne for the destruction unleashed on Azeroth millennia ago by their reckless use of magic.When a murdered Highborne is discovered on the outskirts of Darnassus, Malfurion and Tyrande move to stop further bloodshed and unrest by appointing one of the night elves most cunning and skilled agents to find the killer: the renowned warden Maiev Shadowsong. Yet with all that is transpiring in Darnassus, the Alliance might be powerless to stop the relentless new warchief Garrosh from seizing the whole of Ashenvale.