WoW Patterns- Making Gold with the Icy Cloak Pattern

One thing I’ve learned about World of Warcraft is there are plenty of different ways to make gold. One of them is by finding and selling wow patterns. Granted, some are a waste of time, but the Icy Cloak pattern is definitely a good choice.
So Why do You Need it?

Well, normally only tailors believe this is a great piece to their Tailoring repertoire, but in all actuality any gamer can take advantage of the Icy Cloak pattern. If you know what vendor to purchase it from you can make 18-30 gold on average. Keep in mind this is just selling it.

If you’re a tailor you can actually make it and really boost your gold making. Most of the time it sells for around 75-100 gold. This is monumental if you are trying to level your Tailoring profession quicker or you want a weapon or enchantment of some sort.

Where to Go

I have found that the easiest place to go get one is over in Southshore. It only costs 12 silver and 75 copper, which means a huge return on your investment either way. Plus, if you look around you will find other wow patterns that are available besides the Icy Cloak pattern.

In fact, once you reach the flight path (FP), just head towards the town and you will see a wooden fence almost straight ahead. Go into this house and walk straight ahead. Micha Yance will be there with several wow patterns. The others sell for around 1-8 gold depending on the demand, but the Icy Cloak is still the best.

Limited Options

Unfortunately you can only purchase one of these at a time. Then again, there is a trick that will work every once in awhile. Just exit the game and then log back in and check his supplies again. You will either see another Icy Cloak pattern available, or there will be different wow patterns that surface (e.g. Thick Murloc Armor) in its place.

There are other times when you keep going back for an entire day and it’s never there. Sometimes it seems as if they lock it down for 24 hours, but there doesn’t seem to be a constant routine. Test it out for yourself, but the main goal is to grab at least one and list it.

Learning to Make Gold from the Beginning

It doesn’t matter if you’re just starting your World of Warcraft adventure or you’ve been an avid player for years, because everyone needs in-game gold. There are several tips you can take advantage of outside of selling wow patterns, even if you’re a Level 1.

If you’re looking to add to your gold totals with the Icy Cloak, other wow patterns, or another strategy, get all the help you need right from the start at MaknGold.

RuneScape Positioned to Conquer the Online Game Industry

RuneScape is what gamers and programmers within the gaming community call an MMOG, a massively-multiplayer online game.
MMOGs origins are based on the 1979 creation of Roy Trubshaw and Rich Bartle called the MUD (multi-user dungeons). In a MUD, gamers would log into a “MUD Server” using an IBM dumb terminal at a library or college campus, and then players would develop their characters skills by fighting monsters and completing quests – all within a virtual networked world of real-time text descriptions flying across the screen.

Today, the evolution of this gaming world finds itself on the brink of a major breakthrough, and advertisers who take notice now are sure to start bringing in some unbelievable revenue. Games like RuneScape, in particular, are set to capture a huge portion of the online population – represented a demographic of people who have money, and are not afraid to spend it online.

What’s The Big Deal about Online Gaming?

According to a July 10th, 2007 press release by the internet monitoring company Comscore reported that one in four internet users visit a gaming site, indicating that online gaming is extremely popular.

The report states, “The fact that these websites are pulling in over a quarter of the total worldwide Internet population shows what a global phenomenon gaming has become.”

However, digging deeper into this global phenomenon reveals not everything is as they appear. For decades, the world of online gaming was dominated by younger males aged 16 through 25. In fact this was an accurate statistic during the pre-internet years when PC games dominated the market. However, an entirely new phenomenon is now taking over the gaming world, and women are dominating.

In a 2005 issue of IGDA Online Games Quarterly, writer Wade Tinney interviewed several CEOs from the top online gaming companies such as MSN Games and FreshGames. In this interview, the executives revealed that online games that do not require any sort of software installation (known as “casual gaming”) has a significantly higher number of female users. MSN games alone reported that 60% of its online players are women. Even more surprisingly, FreshGames CEO reported that 65% of its users are women, and over 90% of its paying customers are over the age of 30.

The flip side of the coin is MMOGs. In the case of these massive online networked games, usually involving fighting mystical creatures and going on “quests” with fellow magicians and swordsmen, a 2005 Nielsen study indicates that 76% of men play these games.

Second Life vs. World of Warcraft

Second Life and World of Warcraft are two of the most popular worldwide online games. These games individually appeal to different segments of the online population. Second Life is almost entirely a social networking site embedded into a 3-dimensional virtual world where people can actually see the other player’s avatar and hold conversations with them or even do business with them. In the case of Warcraft, the goal of the game is action and adventure – to conquer creatures and succeed on adventures and quests.

Second Life appeals to the online user who enjoys social networking. Warcraft appeals to the adventurous and goal-oriented. The split between male and female demographics also clearly indicates this.

Online casual gaming sites such as MSN games come close to introducing a hybrid environment that attracts both segments of the gaming population – the ease of use and lack of installation as well as the social networking features attract casual gamers, and the game itself attracts gamers – though not many. For the most part, “core gamers”, as they are called, are not flocking to these online casual gaming sites.

How is RuneScape Different?

RuneScape introduces the perfect hybrid solution that could potentially appeal to both types of online gamer. RuneScape has entered into a unique niche within the online gaming market, and its market advantage is that it can be defined as both a Casual Game and a MMOG.

No Installation – Casual Gamers Love It

Almost a quarter of the gaming market is made of up casual gamers, and this segment of the gaming market is growing exponentially without any end in sight. While Google search terms for every other aspect of online gaming is either flat, or on a very gradual climb, since 2006, the popularity of the term “casual games” has increased by 50% by 2008.

The beauty of online games such as Pogo or MSN Games is that they require no software installation. You can log in from any internet browser and play the game. Jagex Ltd, the developer of RuneScape, established the browser-based game in 1999. The programming is centered on Java technology, where the browser-based Java runtime environment.

RuneScape offers this casual gaming advantage to online users. Players are able to log into the game from any internet browser and continue playing from wherever they left off. Of course, RuneScape also appeals to casual gamers in another way – you can play for free.

Socialize and Kill Dragons at the Same Time

On May 3rd, 2007, RuneScape hit a historic milestone of one million subscribers. This success came only two years after the phenomenon of “casual gaming” begins to take hold over the online internet gaming marketplace.

As more and more internet users who were previously “non-gamers” begin to discover the popular world of online browser-based gaming, RuneScape is set to break even more records within the next few years. In January of this year (2008), Jagex Ltd launched “RuneScape High Detail” . By July 2008, RuneScape became the leading MMOG in terms of internet searches.

As more and more people seek out convenient and simple forms of entertainment on the internet, websites like Runescape are already positioned to attract both the demographic seeking a virtual 3D community for social networking, as well as the demographic looking for the action and adventure of a virtual reality world filled with other players from around the world.

This is the future, and RuneScape is poised solidly within a niche that is ready to explode in the coming years. In fact, it is in the process of exploding right now.

Should I Play?

One warning to anyone who has never played a massively multiplayer online game before: Play with caution. These games are highly addictive. Set a timer nearby the computer, because these large virtual worlds have a strange ability to warp the time dimension and cause five hours to flash past in the blink of an eye.

An even more pressing concern than considering whether or not to play the game, is whether or not to invest in Jagex stock. In October of 2007, Jagex appointed Geoff Iddison, the former European CEO of Paypal, as company CEO with the hope that he would help to drive the growth of RuneScape. It appears from all indications that the growth of RuneScape has no end in sight.

Book Review: Hero’s Guide – a Star Wars D20 RPG Supplement

The Hero’s Guide is an accessory book for the Star Wars d20 role playing game from Wizards of the Coast. It was written by JD Wiker and Rodney Thompson, and designed for use with the Revised Core Rulebook. This book is now out of print and considered hard to find, though I was able to find a copy at my local bookstore. It sells online for almost double the sticker price.
As the title of the book suggest, this sourcebook is designed to help you get the most out of your heroic characters. It makes a great addition to the Core Rulebook because it offers so many new enhancements, including new feats, prestige classes, rules for joining different factions, and even new equipment. There’s something for everyone in this book, and that’s why it is in such high demand now that it is no longer in print.

The first chapter is on Character Creation and basically gives you advice on how to assign ability scores and ways to make your character more than just a sheet full of statistics. This very short chapter helps give the gamer an idea behind the essence of role playing in that it is more than just rolling dice and adding up numbers.

The second chapter is on Character Archetypes, and it describes ways to multiclass your characters using unique character types that enhance certain abilities. This is a fascinating chapter if you can put it to practical use, and the idea is that it allows you to get the most out of the flexibility of the wonderful d20-based gaming system.

The third chapter, which is also the second largest in the book, is on Skills and Feats. It doesn’t have any new skills, but gives a lot of specific ways to use the ones previously described in the Revised Core Rulebook. I thought these sections were great because it gives you ways to handle some of the unique situations that arise when using Skills.

The Feats section of chapter three contains many new feats to use with your characters. There’s something for everyone here, though a large part of them are combat-oriented. One of the really useful ones is called Guardian’s Guidance, and it allows you to help another player while in combat by giving that player an added bonus when you both attack the same enemy. Another good one is the Ranged Disarm, which allows you to disarm an opponent from up to 10 meters away. There are also quite a few new Force feats, including one called Up The Walls that allows you to briefly walk up walls. Jedi characters will particularly like the new Jedi Lightsaber Form feats described at the end of this chapter.

Chapter four deals with Prestige Classes, which are extra classes that a character can take on. This idea is also widely used in Dungeons amp; Dragons, and it allows the character to take on a more specific direction with the way they use their skills and abilities. Most of these prestige classes require that your character have already gained a few levels in order to meet the prerequisites for the class. One of the really good prestige classes defined here is called the Infiltrator, which comes with a lot of added features for being stealthy and sneaking around, as well as doing sneak attack damage. Every party needs one of these ninja types.

Chapter five deals with Factions, and I must admit that none of my gaming group have yet delved into this aspect. The idea behind character getting involved in factions is to more clearly define who their friends and enemies are. If a GM (game master) works factions into the gameplay, it would be very useful for the players to at least be familiar with these different groups. These factions also include new prestige classes and other features that players might find enticing.

The sixth chapter of this book deals with Equipment, and it gives a lot of information on communications devices as well as weapons and armor. There’s some really good stuff in here, including a somewhat creepy section on prosthetic limbs that enhance certain abilities, but also come with side effects. Hopefully, my character won’t be needing anything like that.

I think chapter seven is the main reason why anyone would want to by this book, because this chapter deals with Combat. It details some very specific combat-oriented functions, and also clarifies some of the rules that might have been a little foggy in the Core Rulebook, such as the concept of flanking. I was very pleased to see that it also covered the rules behind throwing lightsabers.

Chapter eight deals with the Force and includes even more prestige classes as well as some new feats. Chapter nine briefly details some information on using Droids in the game and how to keep up with their statistics when playing them like characters. Doesn’t everyone want a droid sidekick?

If you go to the publisher’s website, you will find some ‘web enhancements’ that are meant to go along with this book. They can be downloaded for free and I recommend that you do so to get the full and complete book.

This book is only 160 pages long, and for some odd reason it doesn’t include an index. Not having the index is a real problem for this type of book because its pages are so packed full of information that is broken into segments. I have no idea why the publisher didn’t bother to include an index when most RPG books have one. In my opinion, the lack of an index automatically brings this review from five stars to four.

If you happen to find a copy of this book at your local book seller, by all means pick it up. The sticker price is $29.95, but these books sell on eBay for $40-50 and at this time Amazon sellers have it posted starting at $75. I sold my copy and turned and made a nice little profit off it. I never realized how much these books were in demand until I saw the prices they were fetching on eBay. The main reason I sold this book was to have the money to buy a copy of the Saga Edition rulebook for the Star Wars RPG, which was released in June 2007.

Besides being a good investment opportunity, the Hero’s Guide is also a great resource for players of the Star Wars d20 Role Playing Game. It features lots of new ways to spruce up your characters along with the game, and I think it’d make a worthy addition to any campaign if you can find it at a reasonable cost.

Top Five Strategy Games of the Last 10 Years

RPGs are not the most common genre of video games, but to those die hard gamers it is the only thing they truly enjoy. RPGs can take hours of continuous play to beat, and even then it takes a huge amount of strategy to accomplish. Over the last decade many RPGs have been released that top the charts of video games, and here I will cover the top five most challenging ones.

To begin is Kingdom Hearts, released in 2002. This Disney based game is a very complex and difficult game. This game is very difficult because, like any RPG you must level up to gain strength, and sometimes the game will throw enemies at you that are a much higher level than you. I did finish this game and it made me a better game because I learned to rely more on the AI.

The second RPG is Final Fantasy XIII, released in 2010. This game, like all other Final Fantasy games, is a very long and complex game. You are introduced to progressively harder and harder enemies and bosses. I did finish this game and it made me a better gamer through the way it made me look at puzzles and how I assessed the battlefield.

The third RPG is Star Wars: Knights of the Old Republic, released in 2003. This game is honestly one of my favorites but it is a very hard game in the constant puzzles and obstacles that are presented to you through the game. It took me a very long time to finish the game but I did it, and it made me a better gamer in the way that I outfit my characters. This game is very hard and what you fit to your character can make the difference between life and death.

The last and best RPG is Elder Scrolls V: Skyrim, released in 2011. This is a very spectacular and glorious game. The aspect of this game that constantly keeps you on your toes and makes it all that more difficult is the constant changing of the game. You never know exactly what monster will jump out and attack you as you continue through the game, and every experience is different for every person. I did complete this game and it made me a better gamer by always keeping my guard up and constantly saving my game every few minutes.