Book Description
BradyGames' World of Warcraft Dungeon Companion features masterful strategy compiled from a crew of some of the most experienced players in the game, where their tried and successful tactics are sure to guide players through even the darkest pits of Azeroth.
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Every Dungeon: Low-level instances and the toughest raid dungeons are all covered in this monstrous compendium. Light is shed on everything from Ragefire Chasm to Ahn' Qiraj.
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Outdoor World Boss Encounters: Learn exactly what you need to take down Azuregos, Lord Kazzak, and the Dragons of Nightmare.
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Much more: Monster Information, Quest Guidance, Rewards, and Secret Rooms.
Platform: PC CD-ROM
Genre: MMORPG
This product is available for sale worldwide.
Customer Reviews:
VERY helpful on the way to level 60.......2007-08-25
I had ordered this book along with World of Warcraft, it was very helpful.
Lets talk about what this book is not:
-covers all dungeons up to blackwing lair
-does not cover burning crusade dungeons, nor is there a dungeon companion for the burning crusade (yet) The burning crusade players guide only covers the first 2 hellfire citadel dungeons and the first 2 coilfang dungeons, I don't know why.
To WoW newbies doing dungeons, this book is very helpful, as it lists what level you should be, all the quests you can get, and a walkthrough of the dungeon.
If you were to get a quest for a certain dungeon, you could take a look in the book, get the rest of the quests for that dungeon, and finish the dungeon with confidence, knowing you won't have to come back for another quest if you hated that dungeon.
While great for anybody questing up to level 60, people over 60 will have little use for this book. It could be useful if you go to an old raid spot like Zul Gurub or molten core, but pretty much nobody runs lvl 60 dungeons anymore. Like scholomance and Stratholme.
The biggest problem is the maps of certain dungeons, mainly the large ones. If its your 1st time to blackrock depths or blackrock spire, and you consult the map on where to find a certain NPC or boss, its not going to be of very much use to you, because of the multiple levels of those dungeons make it hard to read a top view map of those places.
overall, A great book for the still-learing WoW player thats very useful when the others in your group don't have a clue of what to do
Dungeon Preview.......2007-07-23
When I bought this, I was hoping it was updated with the new dungeons. But when I received it, it was all the old dungeons of Azeroth and no Burning Crusade Dungeons. In its day this is an excellent guide...but that was 3 years ago.
Very Helpful.......2007-06-27
Especially if you like to study ahead or do things all the way, this Dungeon Companion will truly be your companion as you meet bigger and bigger dungeons in the game.
It lists:
- quests available in each dungeon
- what kind of mobs will be met in each dungeon
- what kind of drops can be found and where
- as well as a walk through of the instance
- it also includes good general information about raids
must have.......2007-04-18
awsome ! amust have , very useful
although I have to agree that it does fall apart easily .
but I still think it is Very useful
Nice addition to the game..........2007-04-11
Lots of info and I found it a good buy. It will guide you through all the instances and quests and many helpful tips to keep your team alive.
Book Description
"Over 900,000 words and 16 full color 22x17 in poster maps of adventure in the largest dungeon gaming has ever known!"
The dungeon adventure has been a staple of gaming since its earliest days. Now, AEG brings you the ultimate incarnation of this adventure classic: the World's Largest Dungeon! This colossal epic will take characters from neophyte dungeon crawling all the way to epic levels. Miles of passageways filling a map the size of your living room - hold enough danger and excitement for years of adventuring. Every monster in the monster manual is included within its confines, all gathered into logical ecologies and never before seen diabolical hierarchies and encounters. If your group is serious enough to fight its way to the top, the World's Largest Dungeon is a challenge you can't pass up!
* The largest d20 system book ever made.
* Every monster in the SRD is included.
* Over 1,600 rooms and encounters.
* Unique encounters with tactics and advice for keeping the PCs on their toes.
* More gaming than you'll ever need.
Customer Reviews:
WOW-WHEE! What a monstrosity!.......2007-05-23
This is a great tool for the "I wish I had the (choose one or more) [time/creativity/resource materials/ambition/support of my spouse/ create your own choice] to put together a dungeon for my campaign" crowd. Having over 30 years of experience in the pencil/paper FRPG world and about 20 different campaigns as player or DM, I can tell you - this is incredible.
At first blush, you'd think that going through the entire Monstrous Compendium and using at least one of everything would be a bit like the "random denizen roll" dungeons of the early Gygaxian era (remember the 1d100 monster generator charts from the early days?). On the contrary - this actually has a flow and reasonable explanations for what is where.
At $100, it's pricey - look for it used if you can find it. If you have $50 to plunk down on the newest WoTC rip-off plan, save it and buy this. You'll be amazed. Even if you don't run it, it's still one helluva story book.
worlds largest dungeon.......2007-05-08
Really good book at good price. Not available in UK.mY SON THINKS IT IS WONDERFUL
we've made it to D81.......2006-07-04
so far my group has been playing for about 15 sessions or so and love the WLD. yes, there are spelling errors (a lot of spelling errors) and yes you will need to modify stuff to suit what you want to run, but you have to do that with any game. if you can pick up a book adventure and run it from start to finish without having to modify something then you are either a heavy handed DM or your PC's don't have a lot of imagination. i'm lucky i found this book on clearance for $10 rather than the $100 that amazon is currently selling it for. as to the reviewer that was upset that his PC's couldn't get back to town to sell their loot, it states in the introduction that you can modify the maps to let your pc's out at any time they want. and it can be a huge pain to map it all out on graph paper so i used post-it and other papers to cover up the parts where they hadn't been.
And the party enters another empty room........2006-06-02
This book is certainly large, and with all of the maps, a value, but a GM will need to modify it heavily to suit his campaign in order to make it useful.
As other reviews have stated, there is not a lot of variety and it can get just plain after you have played a level or two.
World's Largest Spelling Mistakes.......2006-03-18
Does the World's Largest Dungeon have excellent maps? Absolutely
Does the World's Largest Dungeon have excellent material? Absolutely
My only complaint would have to be the grammer. Who spell checked this material? I understand it is a lot of material, but it makes for a sloppy product.
Book Description
One of the most magnificent books... putting it down is almost impossible. --Ocala Star-Banner
Customer Reviews:
WELL WRITEN WELL DONE. VERY INFORMATIVE.......2006-07-22
I enjoyed every page of this one. Not being an expert in this field, I certainly cannot vouch for each and every fact the author has given us, but the several facts I did take the time to further research proved the athor correct. The book is well written and in fact is quite a page turner. This is one of those I hated to stop reading and was rather sorry when I had finished it. It is important to understand this past era in order to understand where we are today. The consequences of the actions taken at that time are still being felt even to this day. Highly recommend this one.
Very Impressive.......2006-06-04
I am extremely impressed by the way Robinson conveyed the history of those tumultuous times in such a captivating manner. This work is rich in facts: both large and small, and all interesting. Aside from Templar history, I really appreciated Robinson's ability to clearly explain the major and minor players and the political machinery and machinations of all sides involved (Muslim factions, Hospitallers, Vanetians, the Popes, etc etc). Reading this work is a real learning experience, and Robinson's great writing is far from dry. After reading this book I will surely continue to read Robinson's other works.
Phenomenal - This is a must read .......2006-05-24
Where to start? This is a fantastic piece of work that takes you through the rise and fall of Templars. I would rate it better than Da-vinci code because this is no fiction. It is remarkable that a non-fiction work packs so much action and thrills. This is also the best account of Crusades that I have ever read. In addition, the author also touches upon the personal codes that governed the life of Templars (like the chastity belt, rules against bathing etc). All in all, I strongly recommend this book to anyone interested about Crusades or Templars
Good book, but there are better ones out there.......2006-03-05
John Robinson does a very good job in complining information about the Templar and presenting it in an interesting and readable fashion. I thoroughly enjoyed reading more about the Templar (and Robinson does include many details not found in the other Templar books I have read, contrary to those reviewers who claim it is all old material).
What I liked best about this book was its emphasis on context. Robinson does not just give an account of the Templar's doings; he provides an account of all the things which are happening around the Templars as well, which is essential for understanding the Templar.
I also liked Robinson's clear writing style. Some history book get you bogged down with dates and names, but Robinson does an excellent job of tying them together and helping you remember them so that events further into the book will make much more sense.
There are also two complaints I have about this book:
1. There are a number of small, careless mistakes which really should not have been there (i.e. slightly misquoting people, slightly incorrect dates, etc.) and which are rather annoying. As far as I can tell, none of his information is majorly wrong; he just does things like writing that events happened several weeks after another event when it was actually many months, so I guess it's not really a big deal.
2. He seemed rather biased against the Catholic Church. I myself am not Catholic, but even I do not think some of the things that they did were quite as bad as Robinson makes them out to be. For example, his comments to the effect that the charges of homosexuality against the Knights were very probably true because they had vows of chastity are simply underestimating the effect of religion upon people's lives and are just plain stupid. If the Templars couldn't take being chaste anymore, it is not very likely that they would choose to become homosexuals violating the ordinances of the Church rather than simply violating the laws of the Templar.
In conclusion, this was a very good book, but I think that there are better books on the subject out there. I would recommend Stephen Howarth's The Knights Templar. His book is slightly shorter (and thus has a little less detail), but it is also more accurate and is much more fun to read.
Overall grade: B+
Knights Templar 201 .......2005-04-28
Several readers have trashed this book, one saying 'Same old song in a new cover'. That reviewer then goes on to recommend two books written 10 years later.. That's probably why he thought that this was 'old'. While I can't compare this book to anything by Runciman or Tuchman, I will say that this is a pretty good book.
Before you buy this book, please pay attention to the title.. It is called 'Dungeon, Fire, & Sword The Knights Templar IN THE CRUSADES' In order to understand the impact of the KT in the crusades you have to understand the crusades themselves, and in order to understand the crusades, you need to understand the 'players', culture geography etc... The Crusades didn't revolve around the KT, they only played a part, albeit an integral one, in the crusades.
Yes this book is more than just the KT, and no it's not an in depth history of each of the crusades, but it's not supposed to be.. The reader should use this book as a building block about the KT, the crusades and even the Papal State.
What is interesting is that the more one reads about the KT the more you realize that there really is a lot of uncertainty and disagreement surrounding them. In his book, Howarth writes that the master of the Templars was never called the Grand Master, yet that is how Robinson refers to them. There were a few other descrepencies between the two books but nothing major.
The maps (all 3 of them) were ok. The tables of the 'players' in the back of the book were helpful.
I recommend this book.. Could you do better? Maybe, but with all of the junk that they are publishing about the KT these days you could do a heck of a lot worse.
Book Description
WANTED: Stalwart adventurers to help restore order in the World's Largest City!
Hear Ye! Hear Ye! The Wizard Council of Alderac is hereby looking for adventurers to travel to the World's Largest City and help restore order to it's many and varied streets! The Wizard Council of Alderac has had reports of tourists in the World's Largest City disappearing in the night, and it is believed that they may have fallen prey to the Thieves Guild...or maybe the undead running amok in the sewers...or rogue wizards and secret societies...the list goes on and on. Nothing but pure adventure and intrigue* awaits all those who venture to the World's Largest City! (*The Wizard Guild of Alderac makes no claims on possible treasures to be found, but does impose a 25% treasure finding tax on all those leaving the World's Largest City)
Following in the rather large footsteps of the World's Largest Dungeon, the World's Largest City presents a fully detailed fantasy city which covers 16 full-color maps and will keep your players occupied for a whole campaign's-worth of adventure!
Customer Reviews:
Chant the eulogy of all joy .......2007-05-20
The single most amazing aspect of this book is the incredible consistency with which it creates such tributes to shame on each and every page. Indeed the writing skill and style of this text is what we have come to expect from barely literate blue-green algae.
In this book you will not find any world information, overarching plot lines, maps of interior spaces, logic, or reason. Things you will find include special paper designed to absorb the blood and tears of the reader, shallow and stereotypical NPC descriptions with levels chosen to be more extreme than a Mountain Dew commercial, the explicit and sadistically detailed location of every single coin and magic item in the city at all times, and monotonous page art so bleak it would scare the cast of Orwell's 1984.
Editing and formatting problems serve to enhance the books profane aura. Lines of text are occasionally wrapped to the left and right of images for maximum seizure induction and grammatical errors can be found decorating the text with staggering frequency. While a few worthy pieces of art may be found by those adventurous enough to read the entire unholy tome they are on average exceedingly poor and placed in locations which I may only assume make sense in some non-euclidean alternate universe.
On the plus side the book functions as a fairly effective bludgeoning weapon. Also the feeling of joy and liberation one feels when putting down the book is akin to being freed from the Spanish inquisition.
Book Description
Where the Shadows Grow Long
We live our days completely ignorant of the true terrors lurking around us. Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies -- "There are no such things as monsters" -- or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.
Abandon Hope All Who Enter
The
World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character's experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows.
Customer Reviews:
This is INCREDIBLE.......2007-07-04
Just picked this up and Im so jazzed. It is probably the best rpg me and my group have played to date. This is the basic rule book for the other games, you need it in order to play vampire, werewolf or mage. Without thsi book you dont have the basic rules, like combat, characters merits and skills, so be sure to buy this book FIRST. In fact, its so good that you can just play mortals with this game without having any of the supernatural settings like vampire or mage. I researched this game alot before buying it and this game book has even won MAJOR game awards! Im a huge werewolf buff and my GM is running a great game for us.
This game ROCKS hands down!!!!
An excellent REBOOT to the World of Darkness.......2007-06-08
This book is essential in order to play one of the core setting books such as Vampire the Requiem, Werewolf the Forsaken and Mage the Awakening. This book provides all the core rules and mechanics for character creation, combat, actions and the World of Darkness setting, a fictional world much like ours where the supernatural exists. White Wolf has produced books for the World of Darkness, their core game setting for many years, but this version presents a new "reboot" or re-imagining of their game world. Many of the mechanics have been fixed, such as massive dice pools which resulted in having more chances for a botch. Additionally, the game makes use of the common everyday Joe mortal as the basic character. You begin as a mortal and then may acquire one of the supernatural templates such as vampire, werewolf or mage.
The introduction of virtures and vices adds an element of roleplaying that was missing in the previous version. To that add an extensive chapter on storytelling and setting building. One of the things I like most about this game is that you have so much development of the World of Darkness that you need never play a vampire or mage. Humans have as much devoted to them that it makes this a stand alone game if you decide not to purchase the vampire, werewolf or mage setting books.
I was a fan of the old World of Darkness, but with this version I have become an avid gamer like never before.
Gift.......2006-11-05
I got this as a gift for my son and he (13 years old) has really been enjoying it - says it is a great game book.
Nice Update.......2006-10-13
This is White Wolf's generic system book for its various product lines stuffed with system rules.
The system is much more solid then the previous storyteller system. Rolls are difficulty 8 with modifiers to the dice pool. Even when you shouldn't be able to go for something you can roll one die but risk dramatic failure. Borrowing from some systems there's also a 10-again re-roll rule.
Players familiar with DC Heroes will recognize the much more streamlined approach to abilities in the three catagories: power (attacking: intelligence, strength, presence), finese (agility: wits, dexterity, manipulation), and resistance (defense: resolve, stamina, composure). These are in mental, physical, and social columns, respectively. If you want a good looking character, (Previous Appearance ability) that's a Merit. Backgrounds are now called Merits too. A standard starting character begins with 7.
I like it. Alot. The only reason I gave it 4 stars is I feel it could have been thicker with what shows up in books such as Armory. Lowering the final cost-per-page for the buyer.
Why?.......2006-09-20
Why make this book? The "Old" WoD was too widely distributed, so they had to create a new version to sell. The last time White Wolf did this, at least they didn't nuke the setting and have a do-over. If you look at this book, with it's vampires' blood potency that makes them go into torpor and therefore become weaker only to awaken and repeat the process, why be afraid of elders? You might as well be afraid of someone reincarnated as a butterfly!
What I think is funny is that when I talk to bookstore people, they try to sell this book as a revision. What it really amounts to is creating a market for more books.
Like the book? You should check out the old ones. The bottom line is that if it was so important to "streamline" parts of Vampire, Werewolf, etc, that could have been a pamphlet sized companion to the 3rd edition.
Product Description
Immerse your self in the award winning fantasy setting of the Iron Kingdoms This guide further details life in western Immoren by exploring each of the the Iron Kingdoms, meeting their inhabitants, and studying their history. Immerse yourself in the exhaustively detailed world of grit, sorcery, and steam where the tides of progress push the kingdoms into a bloody war and adventurers weild sawtoothed blades and smoking magelock pistols.
As a follow up to the Iron Kingdoms Character Guide: Full Metal Fantasy Volume One, this book provides the unforgettable experience your characters crave.
Customer Reviews:
Great Book.......2007-03-27
I finished reading the World Guide this weekend, and felt like I had studied for an exam in European history...a very interesting exam that is.
This book is chock-full of history and information on Western Immoren. Everything is incredibly detailed and yet extremely interesting.
One thing that stood out to me was that it all "made sense". The history actually shapes itself into a logical sequence. I was always frustrated with regular genre fantasy...where nothing makes sense. This world does. It lays out why and how magic and technology has evolved, and how they are currently used...together and apart.
The only downsides to me were the maps and some of the fonts used. They push so much information onto a small map area that it is hard to read at times. Resources and towns become cluttered, and make it difficult to even tell what the geography is. The other problem is that on some of the images in the book, they use a...I guess a gothic type font. That particular font is very difficult to read.
If you are looking for a refreshing twist on standard high-fantasy, this book (and world) is for you. Check out the Iron Kingdoms: World Guide.
Great Sourcebook.......2006-03-21
The Iron Kingdoms World Guide: Full Metal Fantasy, Vol. 2 is packed with awesome information about the world of the Iron Kingdoms. Great detail and very well written, I would highly recommend this book to anyone running an Iron Kingdoms campaign and anyone who simply likes a well done game setting.
Speechless.......2005-11-27
What can I say abut this? This has to be the most comprehensive guide to an RPG world I have ever read. It reads like a history text and encyclopedia combined, but not as dry. The writers at Privateer Press have outdone themselves. Background info is given on the wonderful world of the Iron Kingdoms that they have shared with us. They go into such detail int he book. Each country's entry gives info that I wish other publishers put into their publications, such as the hierarchy of nobility and titles used. They even go as far to devote a section to ships used int he Iron Kingdoms and describe them.
There is so much information here, most GMs will find it daunting to know where to start with what they have before them. But between this and the IK World Guide Vol 1, these stand out as the best written RPG products to come along in a long time.
If you have any passing interest in the Iron Kingdoms, and even if you don't, this and the ocmpanion Vol. 1 book are highly recommended!
Customer Reviews:
Great intro to Dragonlance!.......1998-05-11
For someone who only read the novels, this was a good intro into the game. I borrowed my friends, and I think I'll by my own soon.
An excellent supplement to AD&D.......1997-07-16
Of all campaign settings I've ever played, I find the Dragon Lance setting the most intrigueing. If under the use of a good DM, it will, adventure after adventure help to produce some of the best roleplaying out there
Customer Reviews:
More Suited to the Very Experienced DM.......2000-11-27
I have some experience in the AD&D game. I started 6 years ago, but i am not a veteran.
This book is great for building really BIG, vibrant worlds. I do not think it is suited for building a world starting from stratch. There's just too much information that would not come into play until much later.
This book has you select a core theme or "hook" (idea that makes it different from any other world) for your campaign first (a VERY good idea). The book then flips you to the revelant "starting" chapter, such as Mythology or legend. In the chapters, there is a host of revelant information. I did not like the idea of die-tables; to me it's a subsitute for imagination. But that's my opinion. I think it would have been better if Rich started out with the theme and then added on it enough to get your campaign off the ground and THEN in later chapters it addressed the details that you can add later.
All in all, it's a good book, although it tries to make a too realistic world as opposed to a fantastic one. But at the same time, saying throw the rules out the window and do your own thing. My score, good but not spectacular.
The basics.......2000-05-03
The handbook presents a nice array of steps and approaches to creating a world, but in the end it is pretty much lacking. The handbook deals with a number of features rarely grappled with when creating a world, but almost any section can be summed up in a couple of sentences. Moreover, the material is dispersed with seemingly no logical scheme. Despite the fact that the consecutive chapters "zoom in" into the campaign world, I frequently had to hunt down specific useful portions of the chapters which were seemingly misplaced. Other parts are simply redundant, such as the random terrain tables, which are repeated in several sections. Another gripe of mine was that the material presented was hardly inspiring. The author on several occasions clearly endorses copying maps from boxed adventures or ripping off major works of fantasy literature. The random selection of cultures is even more questionable. The author simply lists various cultures and ages from the real world. This sort of thing seems to be the current trend for TSR. The only time actual use of creativity was encouraged was a statement that said approximately "What if firearms were invented in the Roman Empire?". The maps were unnecessary for the most part. They are also printed in blue and yellow which makes them rather hard to read. Overall, the book looks and feels amateurish. I rather liked the section on the creation of towns and villages, which details the game-relevant professions and the overall demographics of standard medieval settlements in reasonable detail. All in all it is pretty useless.
A great guide to building a world, in or out of AD&D.......1999-12-02
Believe it or not, I bought this book AFTER I stopped DMing. The reason is simple: I still write a lot of fantasy. AD&D comes with many well-thought-out worlds, but when writing, you have to make your own. This is a great guidebook for making any run-of-the-mill fantasy world really come to life.
A very useful *GUIDE* for world-building........1999-08-24
As a DM with 15+ years experience working on the 3rd incarnation of his world, I was unsure whether this guide book would be of any real value to me. I must now admit that I have been very pleasantly surprised.
This book, when used properly, is a SPECTACULAR aid in world design/creation. Note that I said "when used properly". This is important. Although you COULD create a completely random world, it is likely to be conflicting and disjointed if you do so. This guide works best as just that, a guide. Take a basic idea and refine it with the guidelines in this book. You WILL have to make decisions and draw upon your imagination at some point, my recommendation is to start drawing upon it immediately. Used in this fashion, the guide will help you avoid gaps and pitfalls that have befallen many first time world creators (myself included).
The best part of this book, in my opinion, were the tables and accompanying explanations. I didn't roll many random dice on them, but they gave me a number of new ideas. Ideas I had not considered before seeing them on a comprehensive list. Granted, I have done some things in my world that the book does not allow for, but that's where my ideas and originality add to the basic framework this guide presents. Customization is the secret. This guidebook, however, helps build a solid foundation.
I disagree with those experienced builders who label this book as less than useful. I think this guidebook has lots to offer to new and experienced DMs alike. Of course, if you don't want help, then you're not going to get much from the book. If you're open to new ideas, details you might not have considered before, and variations that might help stimulate your OWN imagination, then by all means give this book a look.
Use this book wisely by adding a generous dose of your own imagination and personality and you can only benefit from it.
Where you hit blocks this book helps clear them........1999-08-14
Let's face it. Building an adventuring world from scratch isn't easy. But not only does this book help you get past stumps in the road, but it also makes designing the world and its map FUN! I enjoy this book and have almost worn it into the ground.
Book Description
Illidan waits.
In his Black Temple, he conspires for revenge and control of Outland and Azeroth. You must take up the standard; the battle-plan waits within.
Comprehensive Coverage
Discover the secrets of the Burning Crusade World Dungeons, Caerns of Time, Outdoor Boss Encounters, Karazhan, the Lairs, Serpentshrine Caverns, the Eye, Black Temple, and last of the 40-person raids--Naxxramas.
Complete Instance Strategies
Every World Dungeon in Burning Crusade is revealed, with strategies for normal and Heroic modes. From Hellfire Ramparts to Tempest Keep, everything is laid bare: attunement, quest chains, boss statistics, and battle strategies.
Expert Raid Tactics
The biggest guilds in World of Warcraft have gathered comprehensive strategies for Outland’s most dangerous encounters. Tested and true, their tactics provide the advantage you need.
Group and Raid Basics
Wisdom supply wisdom from some of the most experienced and decorated players to help your groups and raids get off the ground. They offer solutions to simple problems, as well as guidelines to govern the mistakes and the malcontent.
And More
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Armor Sets
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Maps
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Monster Abilities
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Quests and Rewards
Platform: PC
Genre: Role-Playing Game
This product is available for sale worldwide.
Customer Reviews:
World of Warcraft.......2007-10-04
Doesn't list heroic instance drops. Loot isn't very organized with what drops. Other than that, fairly solid information. I just wanted a copy so I had something to read at work
Surprisingly Good Guide.......2007-09-19
Now, if you're frugal, you will always go to Bosskillers or atleast WoWWiki for boss info. Heck, I have dual monitors and I do it all the time. But I picked this up on a lark and was pleasantly surprised. I took it through Gruul's and Magtheridon's tonight and the recommendations were very insightful.
Highly recommended. And quite cheap right now at $16.50
Continuation of first dungeon guide.......2007-09-19
I just recieved this today. When i bought this I was not sure if it was a totally new guide, or a continuation of the other one. Well, it is a continuation of the first guide if anyone is wondering.
It contains: Hellfire Ramparts, Blood Furnace, The Shattered Halls, The Slave Pens, the Underbog, The Steamvault, Manatombs, Auchenal Crypts, Sethekk Halls, Shadow Labyrinth, Expace from Durnholde Keep, The Dark Portal, The Mechanar, The Botanica, and The Arcatraz.
It also contains: Gruul's Lair, Magtheridon's Lair, Serpentshrine Cavern, The Eye, Battle of Mount Hyjal, Black Temple, and Naxxramas.
Plus, it contains, Karazhan, and Doom Lord Kazakk, and Doomwalker.
In addition, it has the usual armory, and dungeon basics.
Anyway, hope that helps for anybody unsure of what this guide contains.
Customer Reviews:
This is how Oriental D&D books should be........2004-12-01
The only fault in this book is that it is written in archaic 1st Edition D&D rules, which is not that easily adapted to 3.5. But this book is worth a translation, because it is far superior to its modern counterpart.
The rules for new races & classes (including ninja and kensai) are much better presented. The martial arts system is a munchkin's dream (It's pathetically easy for anyone to start doing 3d10 punches), but unlike it's 3e successor, its rich in flavor and easy to advance in a far more logical manner. The Wu Jen have never been done as well since this edition, and they have many great spells in the book. As an added bonus, they used a new setting for OA, instead of retrofitting everything to Rokugan, which severely crippled the 3e book.
A must have for any RPG collection.
One of Gygax's last rulebooks.......2000-05-02
Here it is, the most coveted AD&D hardcover in existence - not only for its rarity, but for the excellence of its rules! Here, you get 128 pages of how to play ninjas, samurai, wu-jen, and more; the elaborate Honor system, oriental magic, and the unique monsters and treasures of Kara-Tur, all in one beautiful reference! The golden age of the 1st edition game, here in one volume.
The Best Forgotten Realms book ever........1999-12-26
This book is fantastic, and adds so much depth to the campaign. It has everything you need to run an Oriental Adventure, or make characters in an oriental setting. TSR has yet to duplicate in any other book the remarkebly well balanced rules of this book. For example, the Ninja in Oriental Adventures is more inetersting, better devolped, and more enjoyable to paly with only a few pages of coverage than anything in the 2nd edition complete book of Ninjas. IF you can find it, buy it, you will not regret it. The only drawbacks are that A) the book is out of print, and B) AD&D is moving to 3rd edition, and Oriental Adventures exists solely as a 1st edition book, so the rule converstaion may or may not proove difficult.
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