
World of Warcraft: Wrath of the Lich King, is scheduled to be released in the second half of 2008.
• Master the necromantic powers of the Death Knight - World of Warcraft's first Hero class.
• Quest to level 80, gaining potent new abilities and talents along the way.
• Learn the craft of spell augmentation with the new Inscription profession.
• Brave the harsh new continent of Northrend, the icy domain of the Lich King.
• Engage in epic siege warfare, deploying mighty siege engines to lay waste to destructible buildings in your path.
• Transform your hero's look with new character-customization options, including new hairstyles and dances.
• Explore perilous new dungeons filled with some of the deadliest creatures -- and greatest treasures -- on Azeroth.
• And much, much more...
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Previeuw
Trailer - High Definition
To enter Northrend, visit one of four transportation masters in either Orgrimmar, Undercity, Theramore,or Menethil Harbor.
*Raids & Dungeons
•All raid dungeons in Wrath of the Lich King will have both 10-person and 25-person versions. So at level 80, every major encounter and every big boss fight can be experienced with a group of 10.
•25-person raiding progression is not dependent on 10-person raiding progression.
•There will be no attunements or keys to obtain, and you won't be locked out of a 25-person instance if you decide to attempt the 10-person version, and vice-versa.
•25-person raids will earn more, higher-level rewards, in what should be the equivalent of one "tier" of loot quality.
•A new instance focused on the different dragonflights "The Chamber of Aspects" might be added to the game, but this isn't confirmed yet.
•Zero raid bosses have been designed at this point.
•In Wyrmrest Temple there's a raid instance similar to Onyxia's Lair where it's a small raid instance with a single encounter in the Chamber of Aspects. We plan to put a raid encounter in there and let you take part in that and initially we plan to go with one raid encounter, but if we want to expand the space and introduce other dragon flights we can do that through the Chamber of Aspects.
•A raid encounter in the Nexus will let players free drakes and then fight on their back, allowing them to use their abilities. Bronze, Green, and Red drakes will be available and each one of them will have his own set of abilities. The boss fight is tuned around the abilities of the drakes and players will be able to pick any combination (e.g. 3 Green, 1 Bronze, and 4 Red). There's a boss fight that has lots of adds in it, and one of [the drakes] can apply this buff to a bunch of adds while another one can basically consume the buff and get health back from all of it and also assume a tanking role. So your tank is then healing himself based off of this debuff that another one is applying to everyone.
•Developpers think they didn't reward PvE enough in the Burning Crusade, and will try to change that in WotLK.
•Heroic dungeons weren't rewarding enough in BC, Wrath of the Lich King will change that and make player feel that Heroic instances have their own tier of loot instead of a few additions to the normal loot table. Expanding the Heroic Badge system will be a major step to achieve this.
•The Arthas storyline will play out through the patches as well. So Arthas doesn't die in shipping Wrath of the Lich King. Arthas will die in a content patch.
•PvE ladders on the official armory are possible in the future
*Classes
Death Knight
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•All players with a level 55 character will be able to create one Death Knight per realm, per account.
•Blizzard's designers decided to start the class with a full complement of abilities right off the bat, figuring that any player that has advanced a character to level 55 would be able to learn to handle the new class with minimal difficulty.
•Death Knights will have a summonable Skeletal Deatcharger Mount.
•Death Knights aren't using Mana or Energy, the runes are their primary source of power and are slotted into their "blade," which lies underneath their health bar as a visual indicator of what resources are available to the player at any given moment.
•Spent runes automatically refresh after a set period of time, much like a Rogue's energy bar.
•There are six slots in the blade, and the player is free to fill those slots with any given number of Blood, Unholy or Frost runes.
•Death Knights also have a secondary resource called Runic Power generated by using your rune abilities. It will use the same mechanics as rage and increase when you deal damage, or slowly decrease if you're not using it.
•Death Knights will have a lot of abilities that cost all available Runic Power with varying levels of effectiveness based on total Runic Power spent. (Same mechanics as Execute for warriors, or finishing moves for Rogues)
•Death Knights will have spells equivalent to auras called "Presence", providing them with powerful self-buffs depending on their role in the group. (One for tanking, one for damage dealing, etc ...)
•An instant lifedrain spell (described as death coil without the fear component) will be available.
•Death Knights will be the first class to use diseases as a source of damage, with abilities that become strong depending on how many diseases are already applied to the target.
"•Army of the Dead" will spawn numerous undead minions to attack nearby hostiles targets.
•Death Knights will also revive an enemy (or ally) as a ghoul to use it as a pet with its own special abilities like a disease-inflicting strike and a stun.
•When an ally is risen as a ghoul, a pop-up will appear and this ally will have the choice to control the ghoul if he wants to.
•The Death Knight's particular niche will be in tanking magic-damage-dealing bosses. They will have an ability much like a banshee's anti-magic shell, greatly diminishing the amount of incoming magic damage they'll receive in combat
•Changing runes won't be as prohibitive as talent speccing or anything like that, but at the same time, it won't be so fluid so that you're doing it between fights. We're going to hit some sweet spot between those two.
•Death Knights aren't restricted to swords, they can also uses maces and axes and dual-wield their 1-hand version. Obviously, they can't use a shield.
•Using a 2-hand weapon or dual-wielding won't change anything to the amount of runes (6) you can use.
•Death Knights will start off in a floating necropolis in the Eastern Plaguelands, much like Naxxramas in its current location. They will then go on to level in a dedicated area East of Tyr's Hand and the Noxious Glade, where they will learn more about the background of Death Knights.
Death Knight Skills
•Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target.
•Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy!
•Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out.
•Death Pact -- Sacrifices the raised ghouls to heal the Death Knight.
•Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared.
•Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time.
•Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence.
•Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power.
•Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds.
•Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts.
•Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities.
The ghoul has the ability to do the following:
Leap to the target
Rend for decent damage-over-time
Stun target, and of course more
•Blood Presence - DPS. Increases DPS and heals the DK slightly when attacked.
•Blood Strike - Does an amount of damage based on how many diseases are on the target.
•Blade Strike - Applies disease to the target in addition to doing damage.
•Mind Freeze - Interrupts spell casting
Death Knight animated character creation
http://fr.youtube.com/watch?v=3WGUvbIiBAo
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Druid
* Entangling Roots can now be used indoors as well.
* Base damage of Maul, Rake and Ravage has been increased.
* Demoralizing Roar now removes more attack power than before.
* Soothe Animal is now instant cast.
* Tiger's Fury no longer costs energy, but now has a 30 second cooldown.
* Hurricane cooldown has been removed.
* Frenzied Regeneration now only has one rank. Frenzied Regeneration will now restore 0.1% of your max health per rage instead.
* Ferocious Bite's damage for extra energy now scales with attack power.
* Nature's Grasp can now be used indoors as well.
* Nature's Reach now reduces threat generated by your Balance spells by 15/30% in addition to it's old effect.
* Brambles now gives your Thorns and Treants a 5/10/15% chance to daze the target for 3 seconds when dealing damage in addition to it's old effect.
* Omen of Clarity is now a passive effect instead of a self-cast buff.
* Feral Charge is now available in Cat Form as well.
* Improved Mark of the Wild has been reduced to a 2 point talent, increasing the effect of Mark of the Wild by 20/40%.
* Nature's Focus has been reduced to a 3 point talent, now reducing chance to be interrupted by 23/46/70%.
* Subtlety has been reduced to a three point talent, now reducing threat and reducing the chance your spells will be dispelled by 10/20/30%
* Improved Tranquility now reduces the cooldown of your Tranquility spell by 25/50% in addition to it's old effect.
* Improved Faerie Fire works for spells too now.
* Survival of the Fittest's effect has been doubled.
* Tree of Life can cast the new Flourish spell. Old extra healing aura has been removed and replaced with Bark's Blessing, which increases healing done on target's of your healing spells by 25% of your spirit for 8 seconds.
* Mangle (Bear) now increases the damage of your Maul ability instead of the Shred ability.
Hunter
* Scare Beast's tooltip now shows the correct cast time.
* Damage caused by the pet ability Bite has been reduced, it's Focus cost has been reduced as well, and it's cooldown has been removed.
* Screech renamed Demoralizing Screech.
* Furious Howl's buff range increased to 20 yards.
* Shell Shield no longer reduces your turtle's attack speed.
* Steady Shot's bonus damage slightly reduced. Scaling unchanged.
Mage
In Wrath of the Lich King, Mages can expect new spells called:
Move Spell: Moves a harmful spell (curse or magic) effect from the caster to the targeted enemy unit. This effect lasts a maximum of 2 min.
(This spell gives a Mage the option of moving a Warlock curse (or affliction) back onto the Warlock or an ally of the Warlock, rather than removing it through Remove Curse or Iceblocking. This spell cannot be used if there are no enemy targets to move the spell to, or if there are no spells afflicting the Mage. It also makes sense because if a Mage is able to transfer beneficial magic from an enemy to him/herself, then it also makes sense for a Mage to be able to transfer harmful magic from him/herself to an enemy.)
Control Magic: Take control of an enemy summoned unit.
(This spell will allow a Mage to take temporary control of a Warlock Pet (or a Mage elemental pet) by using magic.)
These spells are consistent with the move toward Mages being more like Spell Breakers, as suggested by a Blizzard post a few months ago, informing the community that "Mages are getting some defense against Warlocks in WoTLK".
* Invisibility's fade time changed to four seconds from five seconds
* Polymorph now has a percentage of base mana cost instead of fixed cost.
* Slow Fall now has a percentage of base mana cost instead of fixed cost.
* All Teleport: <destination> and Portal: <destination> spells now have a percentage of base mana cost instead of fixed cost.
* Mana Gem spells are now simply called "Conjure Mana Gem (Rank #)".
* Arcane Focus now only gives 1% Arcane spell hit chance per point, but will now reduce mana cost of Arcane spell by 1% per point as well.
* Magic Attunement now increases your Arcane spells ranges by 3/6 yards, in addition to it's old effect.
* Prismatic Cloak now reduces the fade time on your Invisibility spell by 1/2 seconds in addition to it's old effect.
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Paladin
* Cooldown on Turn Undead and Turn Evil removed.
Priest
The Priest spell Mind Soothe has a PvP application in Wrath of the Lich King, in addition to another use in PvE against enemy units that use rage, instead of mana. Targets affected by Mind Soothe and use Rage, generate Rage at a much slower rate than those not affected by Mind Soothe. In addition, Rage depletes more rapidly when the Warrior, Feral Druid, or other Rage-using unit is not generating any Rage at all, through damage-taken or damage-dealt. An example of this situation is where a Rage-using unit is disabled by crowd control, and Mind Soothe is able to decay Rage at a high rate because no (or only very small amounts of) Rage is being generated.* Mind Soothe now only has one rank and works on targets of all levels.
Mind Soothe and crowd control demonstrate the new types of synergy in the new expansion, where there are greater rewards for those player teams who combine their abilities intelligently.
In addition, the Priest spell Holy Fire now increases Holy damage taken by the target, while the damage-over-time component of Holy Fire remains active.This new change makes Holy Fire more viable in spell rotations for Smite-build priests, and those priests partnering with Retribution Paladins, for example.
Lastly, there is a nice change for Discipline Priests, in that their Power Word: Shield's are able to be charged through healing. This means that a Disciple Priest's Power Word: Shield is able to take advantage of overhealing, and when used correctly, provide a means to have (and grant other casters) long-lasting defense against spell pushback. Clearly, not a good thing to be using on Warrior tanks, but very viable for those classes who benefit from Power Word: Shields.
* Mind Soothe now has a percentage of base mana cost instead of fixed cost.
* Mind Control now only has one rank and works on targets of all levels.
* Mind Control now has a percentage of base mana cost instead of fixed cost.
* Mind Vision now has a percentage of base mana cost instead of fixed cost.
* Psychic Scream now has a percentage of base mana cost instead of fixed cost.
* Shackle Undead now has a percentage of base mana cost instead of fixed cost.
* Holy Fire now deals more of it's damage on the initial cast, but it's damage over time duration and damage have been reduced. It should still result in a net increase in damage dealt.
* Lightwell cast time reduced to 0.5 seconds.
* Lightwell cooldown reduced to 5 minutes.
* Power Infusion cooldown reduced to 2 minutes.
* The amount of charges on Lightwell has been increased to 10.
* Inspiration can now proc from the Penance spell, in addition to all the old spells that could proc Inspiration.
* Searing Light now also increases the damage of Holy Nova and Penance.
* Shadow Resilience now reduces physical damage taken instead of it's old effect.
* Shadow Focus reduced to give 1% Shadow spell hit per point, but will now additionally reduce Shadow spell costs by 2% per point. Talent now has 3 points total to spend on it, down from 5.
* Spirit Tap now gives a 33/66/100% chance to proc, total talent points that can be put into the talent reduced to 3.
* Improved Spirit Tap added, this new talent gives your Mind Blast and Shadow Word: Death spells a 50/100% chance to give 50% extra spirit and 25% mana regeneration while casting for 8 seconds.
* Improved Shadow Word: Pain now increases the damage dealt by 5/10% instead of it's old effect.
* Mind Flay's range has been increased to 30 yards.
* Shadow Form now reduces threat generated by 30% in additional to it's old effects.
* Mental Strength now increases your Intellect by 3/6/9/12/15% instead if it's old effect.
* Pain Suppresion cooldown increased to 3 minutes.
* Focused Mind now also affects Mind Sear.
* Shadow Power's extra crit chance reduced to 2/4/6/8/10%, but Shadow Power now increases the critical damage bonus of the affected spells by 10/20/30/40/50%.
* Circle of Healing now has a 8 second cooldown.
* Enlightenment now increases spell damage and healing by 1/2/3/4/5% in addition to it's old effects.
* Vampiric Touch now gives mana to your party members for 2% of your shadow damage dealt, down from 5%.
Rogue
* The stun from Mace Specialization now has a 6 second cooldown.
Warlock
We definitely feel the need for warlocks to gain some sort of active defense so we don't have to try to balance them around the assumption that they're "tanking" melee classes. For example, an idea we're running with internally is the concept of a warlock being able to cast a spell that places a circle of demonic power on the ground. The warlock would be able to teleport to this location from within a relatively short range (ie: 40 yards), and would also be able to summon demons more quickly if they're standing within the circle.
* Demon Skin/Armor now increase healing on the Warlock by 20% instead of giving health regeneration.
* Demon Armor no longer increases Shadow Resistance.
* Fel Armor now allows 30% of your mana regeneration to continue while casting, but no longer increasing the effects of healing you receive.
* Howl of Terror now has a percentage of base mana cost instead of fixed cost.
* Cataclysm now increases the chance to hit of your destruction spells by 1/2/3/4/5%.
* Improved Shadow Bolt's damage increase reduced to 3/6/9/12/15%.
* Soul Siphon now affects Drain Soul as well.
* Pyroclasm now also works with Conflagrate.
* Aftermath now has two ranks, giving a 5/10% chance to daze.
* Improved Fire Bolt and Improved Lash of Pain have been combined into the new talent Demonic Power. This talent takes the place of Improved Fire Bolt.
* Fel Intellect and Fel Stamina have been combined into the new talent Fel Vitality. This talent takes the place of Fel Intellect.
* Improved Curse of Weakness, Dark Pact and Mana Feed have had their tooltips clarified.
* Improved Succubus now reduces the chance your Succubus will have her Seduction spell interrupted by 25/50/75%, but will no longer increase the effects of Soothing Kiss and Lash of Pain.
* Soul Link now only shares 15% of the damage taken, and no longer increased damage dealt by the demon or it's master. Soul Link moved to tier 3 of the Demonology tree.
* Master Demonologist: Imps now provide 1/2/3/4/5% fire damage and fire crit, Voidwalker provides 2/4/6/8/10% damage reduction, Succubi now provide 1/2/3/4/5% shadow damage and shadow crit, Felhunter now provides 0.2 resistance per level and rank, Felguards will now provide 1/2/3/4/5% extra damage and damage reduction.
* Unstable Affliction's Silence effect reduced to 3 second duration.
* Shadowfury's Stun effect now lasts 3 seconds.
Demon form
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Warrior
* Shield bash now deals damage equal to 20% of Attack Power
* Thunder Clap's damage increases as you get more Attack Power.
* Rend's Scaling with weapon damage has been improved.
* Sunder Armor's threat now scales with attack power.
* Rend has had it's duration reduced. Total damage dealt is unchanged.
* Challenging Shout cooldown reduced to 3 minutes.
* Revenge's tooltip has been clarified.
* The bonus damage dealt by Cleave and Heroic Strike has been increased.
* There is now only one rank of the Overpower ability. Bonus damage removed.
* Spell Reflection now costs 15 rage
* The stun from Mace Specialization now has a 6 second cooldown.
* Improved Rend's name changed to Bloodletting, it now also affects the Bloodbath skill.
* Death Wish no longer grants fear immunity.
* Anticipation now increases your chance to dodge by 1% per point, instead of increasing your defense skill.
* Iron Will now reduces the duration of Stun and Charm effects on you by 10/20/30% instead of giving you a chance to resist these effects.
* Improved Bloodrage now increases rage generated by 25/50%.
* Improved Shield Bash now also increases your Shield Slam damage by 5/10%.
* Improved Disarm now reduces the cooldown on your Disarm and Shield Break abilities by 5/10/15 seconds, and additionally will cause any targets you've disarmed to take 5/10/15% extra damage.
* The amount of charges on Sweeping Strikes has been reduced to 3.
* Poleaxe Specialization now also increases the damage your critical strikes with Polearms and Axes do by 1% per point in addition to it's old effect.
* Improved Revenge now increases the damage dealt by your Revenge ability by 8/16/25% in addition to it's old effect.
* Concussion Blow now causes damage equal to 25% of your attack power and has had it's cooldown reduced to 30 seconds. In addition the damage caused by Concusion Blow generates high threat.
* Last Stand's cooldown reduced to 2 minutes.
* Blood Craze now regenerates 2/4/6% of your health after being the victim of a critical strike.
* Bloodthirst now recoverd 1.5% of your max health per hit. Bloodthirst now has only one rank.
* Improved Disciplines (Rank 1) now reduces your cooldowns on Retaliation, Reckless and Shield by 5 minutes and increases their duration by 3 seconds.
Shaman
New talent Lighting Lash
*Professions
All professions will give players something powerful specific to them, similar to the Epic weapons that weaponsmiths can make just for themselves.
Inscription
•Inscribers will create glyphs that allow players to modify their spells and abilities.
•Going by the first recipe, which requires Peacebloom, they'll rely on the herbalist gathering profession.
•Every player will get a new spell book page to which they can add six glyphs - currently, four major and two minor.
•Major glyphs will be effective in combat - adding damage over time or stun to a physical attack, for example - while minor glyphs will give convenient or cosmetic improvements, removing the need for some spell reagents.
•Glyphs can be sold at the Auction House.
•The way inscription is going to work is you'll have a series of mats that you need to do and then you'll create a scroll that will actually do the buff of the spell in question. Each scroll will have a specific use, so you won't create a generic scroll, it'll be a special scroll that will upgrade this fireball to do this type of thing. Right now we're still trying to make sure we've got that kind of mechanic down. That's actually most of the work. Most of the work is figuring out how that all works, what the materials are, how that comes together, and once we have that, then figuring out what the individual spells are and what the individual spells are and what the effects are going to be is going to be relatively easy.

Enchanting
• Allowing enchanters sell their enchantments at the Auction House is still planned.
Blacksmithing
•Blacksmithing may be able to put Gem slots on items that didn't have them before.
*Socket One-Handed Weapon - Permanently adds a socket to a one-handed weapon
Mining
•A new metal ore found in Northrend is Cobalt.Tailoring
•The new cloth in Northrend is called Frostweave.
*PVP
•Lake Wintergrasp will have daily quests, and there will probably be a buff that effects the entire continent, as well as rewards from all dungeons similar to the Spirit Shards players can currently get from the Auchindoun instances when their faction controls the area.
•There will probably be two new Arenas in Wrath, one set in Dalaran, one in Orgrimmar Arena.
*Others
•Players will unlock their flying mount at level 77.
•You can use your Outland flying mount, and new flying mounts will be available.
Vehicles
•The new vehicle technology, which introduces physics and handling characteristics - including inertia, turning circle, grip and suspension bounce - to land and airborne vehicles and special mounts.
•It also allows for up to eight passengers per vehicle, and brings up bespoke action bars and skills for vehicle and turret operators.
•It was intended to be used solely for PVP siege weapons - Dwarven steam tanks, Forsaken plague spreaders and Orc demolishers.
World
•Even if you'll be able to meet him as soon as you reach Dragonblight (LVL 71-75), the final encounter against Arthas won't be until the last patch of the Lich King cycle. The Icecrown Citadel, will appear after launch.
•Dragonblight will also let you reunite (violently) with the Scarlet Crusade.
•Players will meet a lot of monsters from Classic WoW in the Grizzly Hills, including Furbolgs, Kobolds, the Venture Company, and Worgen Werewolves.
•Arugal has been resurrected and now leads the Worgen Werewolves in Grizzly Hills.
•In Grizzly Hills, you will also find an evil sister city to the Alliance capital, Ironforge.
•The Argent Dawn faction returns in Zul'Drak.
•In Sholazar Basin, you'll take part in a faction-reputation war between the Wolvar (sentient wolves) and Oracles ("the next evolution of the Murlocs" - a worrying thought). A much lighter take on reputation gaming is promised here, with players actively encouraged to defect to the other side at will.
•The expansion will contain a lot of "vehicle quests" as an evolution of BC's bombing runs - throwing flaming oil at Worgen from horseback, airlifting supplies in a gyrocoptor, and yes, mammoth wrangling.
•Northrend is Huge. It is larger than Outland by a couple of zones, and some of the zones in Northrend are bigger than the largest zone in Outland.
•The mounts available to buy in Wrath will probably be able to take passengers. These mounts will also work in the old world (Provided they are land mounts), so players can give low-level characters a ride! The new mounts will also be slightly faster, around the speed of the Armored Netherdrakes.
•We're not sure if that will be available from the start but one of the ideas is to give the players new mounts they can buy and allow these new mounts to be available for passengers.
•Trainers and Auction houses will remain in the "Old World".
•Dalaran wil be in Nothern/Central Northrend, near the final zones.
•The Ashbringer lore will feature heavily in Wrath.
Alpha Model preview
http://fr.youtube.com/watch?v=S9hPsPTpLXM
- Barber shop models
- Siege weapons
- New cloak models that look much better then now.
*Gear
Tiers
Hunter - http://img528.imageshack.us/img528/3940/huntert7ig6.jpg
Mage - http://img139.imageshack.us/img139/4172/maget7si3.jpg
Priest - http://img90.imageshack.us/img90/5279/priestt7rl3.jpg
Rogue - http://img139.imageshack.us/img139/627/roguet7ti1.jpg
Warlock - http://img291.imageshack.us/img291/5467/lockt7qg5.jpg
Warrior - http://img398.imageshack.us/img398/8018/platesetuy5.jpg
Paladin - http://img299.imageshack.us/img299/1404/titansetrn3.jpg
Random armor
Gasmask - http://img230.imageshack.us/img230/8364/gasmaskol0.jpg
Mexican style - http://img398.imageshack.us/img398/6618/mexicanss2.jpg