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Our Campaign Begins
05/11/2012 08:28 AM by Ashesil

The time to begin our attacks on the horde is coming, I need volunteers to join our first Invasion battalion, Exabier, the Sword of Pain, the mission of this new battalion is to produce attack runs every day to gather attention and therefore recruits to bolster our numbers. Our numbers are our strength, with every loss our numbers will grow and we will become more powerful, that's the plan.

I will lead Exabier myself, but through this site. Volunteers will find Invasion Battalions not so easy going, initiates will receive vigorous training and will also be required to be able to recruit when necessary. You must understand that this is a system of exponential growth, and Invasion Battalions must retain and increase their numbers during and before attacks for our successful invasion.

The goal of Exabier is to expand and attack constantly. Exabier, our first Invasion battalion, will have a maximum capacity of 14,400 members on a single realm. this number is based on full invasions every hour, wave after wave against the horde's ten major towns and cities, Exabier can have a maximum of 24 subdivisions, each containing a maximum 600 people, attacking the 10 horde towns and cities in raid groups of 60, each subdivision will have a reserved hour. Exabier will also need a council of a maximum of 100 members who do not attack, but together manage the issues of the Sword of Pain.

We will enter the new players realm on June 15, take a foothold, gather captains and battlemasters and attack for the first time. Of course this first attack will fail.

This machine of war, is meant to stand as a representation of the art of war, every force of nature is an act of war against another, in a perpetual dance to achieve equilibrium, but energy can never be created or destroyed, so war will always rage, the pain, never ceasing to exist.

To join, Comment your character's name and realm under this. I will soon open a public forum for Exabier, the Sword of Pain.

0 comments

The Invasion Plan (V10)
01/25/2012 08:12 AM by Ashesil

This next invasion plan is the one I've decided to act on, and is slightly more realistic, whilst producing the same result of battle.

However, it will require time and loyalty of you.

The first thing we will do is, all recruiters must meet up 2 hours before the attack, or any time in between is also acceptable. We will then eclipse recruit in separate areas, the less experienced recruiters will assist the better recruiters if we run out of recruiting areas. I'd take anyone I can get, no matter how low level, they should know what they are signing up for, and what we are going up against, whether you are level 20 or level 1, doesn't even matter. You are lucky if you get 2 hit.

The whole point is to cause a decent attention grabber. So use your flashiest spells, and listen well to your commanding officer. And know, that using the trial account recruits means that they will probably not obey orders, and instead run ahead of everyone swinging their axes. Let them die, let them know that we do this daily. give them the time and place we will agree upon in the future.

Our first, and likely the most difficult mission, is to pass through the Orcish gates. We will have to corpse jump through, and in theory, most of our recruits will be lost here. Once we are through the gates, we will resurrect on the other side of the gate, at the graveyard. We will gather at the graveyard. My hope is that if we be sure to do this daily, some of our raw recruits will develop into hardened soldiers who know what to do. That way our forces on the other side of the gate will increase as well.

Once we are gathered, it's a full on charge to Orgrimmar, rather than the outlying Orc village, Orgrimmar will produce even more attention, so despite our massive and immediate failure, we should be able to corpse jump throughout the city and perhaps kill a few low level horde players. Once we are inside the city, it is a total free for all.

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The Invasion Plan V8
01/17/2012 08:00 AM by Ashesil

Step One: I target a new player realm with enough New players to provide the firepower we need to make a strong supporting force. I post this realm as the Target Invasion Realm and also put on the time and date that the invasion will begin. Such a realm would need to be as new as possible.

Step Two: Level up our characters as fast as we can to meet the invasion deadline, our setup supports the Xelerated leveling guide, though past level 20, which is what most of us need to achieve, costs money. It seems like a cheaper option than getting The Wrath of the Lich King so that you can create a level 55 death knight in any realm on the server, which you then need to spend about 3 hours getting out of the starting zone and leveling to 58-60.

Step Three: When the target date and time arrives, we gather like a standard meeting, waiting no longer than 10 minutes before we begin. We form two raid groups and sort out who goes where to recruit militia (Trial Account Player field recruits) for the next hour and a half. The Invasion Commander does not have their own raid group, instead whispers orders to the two Raid group leaders.

Step Four: Once everything is sorted out, we split up and move to our target areas to begin accumulating a force. Everyone, including the raid leader is required to participate in recruiting militia. Militia themselves however, are the exception. Militia recruits are to be given "Immediate Combat Training" or ICT. Those who you recruit you command as your personal body gaurd, for that is the only way militia can be successful in the open field.

ICT involves informing TAPs that they will die often and that their sole mission is to heal a friendly ally if they are dreanei, stunning the enemy if they can, or just being a distractive diversion. It also involves having militia duel eachother while they wait.

An ICT macro for you is:
1st
Ok listen up! The war has begun, and this is what you need to do to contribute to victory: Dreanei use "The Gift of the Naaru" to heal me in combat. Anyone who has a stun, use it on the enemy as often as you can, but be careful not to double stun somone because that is a waste. Everyone is to distract the enemy from friendly elite forces.
2nd
Out of direct combat you can scout to see enemy forces if you are at least level 10 and willing. This is The Empire of the Poor, this is where Trial Account Players can make a stand against the horde! The legions of the Empire will grow with our victory or defeat today, with every loss we become more powerful! To Battle!
A recruiting macro for you is:

It is time for Trial Redemption! Join the Empire of the Poor's militia force, and experience open field combat like never before! Every single player in the World of Warcraft can join. Anyone. No questions asked. Just do what I say and you are in.

In order to recruit someone you whisper the name to your raid leader and they add them to the raid group. If the raid group is filled early then you return.

Step Five: An hour and a half later, Each of us is commanding a small (or large) personal bodygaurd, because of this we may be slower when we move out. Make sure that you have everyone and not to lose anyone, and anyone you run into on the road you whisper the militia recruiting macro. The raid group leader gives the order to return, and you come back to the docks of stormwind. Based on the agreement at the beginning of the recruiting process. Force One gathers at the south side at the Night elf Docks, Force 2 gathers at the Northernmost side docks. Use your map to find it, North up south down.

Step Six: When the Invasion Commander gets the green light from both raid group leaders, He gives the order for Force 2 to move out first, and then Force 1 after. Moving out, means that you lead your force off the docks and into the water, and swim north informing the force to stay close to the land, very close. By swimming as close to the land as you can we can avoid fatigue and therefore launch coastal attacks. But we cannot stop for those who fall behind or die on the voyage because the groups must remain spanned out. If you die on the voyage you just revive yourself like normal through the soul run and continue as normal to your Raid Group's target.

Step Seven: The weakest horde target capital would be the blood elf Quel-thalas, which is what we should start with. It is very daring and will require much corpse jumping. Group One takes the land route up the Dead Scar, while group two continues around to attack from the north. While Group one acts as the distraction, while group one is the frontal assault, the enemy would likely believe that this is the only attacking force, but it is a mere diversion for group two to attack from behind.

Step Eight: When both groups are in place, we do not charge into the city unless we have a clear advatage, to be determined by the Invasion Commander. Instead we hold our positions as horde clash with our forces.

Step Nine, evacuation falls to the skill of the commanders, and is entirely based on the situation. Keeping the groups seperate is essential to continued invasions.

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The Auction House
01/09/2012 08:08 AM by Ashesil

Today I'm going to talk about the auction house, the key to your "digital" fortune. The Auction house is only available to full account players, however most trial account players upgrade their accounts after reaching level 20. So that makes this relevant.
The most basic description of success in the auction house is to "Buy low, sell high," but that doesn't tell you what sells, and what you should buy. A level 15 could create an auction house fortune by accumulating one gold, (and being a full account player) then by buying out a good selling item such as copper ore, cloth, or leather, and selling it for just enough to undercut (selling it for less) the next guy, and with the money that you make you buy out the people who try to undercut you, and sell the item you bought for your own price, which should be more if you bought it out.
People sell higher level items as bids, and make tons of money, but I find this to be unpredictable, having you make a lot of money, or possibly losing much more. Raw materials always sell to crafters, and even something as simple as light leather or strange dust is bought by high level players to give their professions a small boost, there are some, who can afford to buy everything that would help their profession on the auction house and applying all of it to their profession. This gives those gatherers the chance to kick up the price of their items, and as people constantly undercut eachother, the price of popular items falls to prices as pathetic as 10 silver.
In Korialstrasz, I built a fortune in light leather, by buying all light leather under 1 gold, and selling what I bought for one gold per unit. I also pushed my hold on the auction house by farming my own light leather. However, I always kept a small stock of light leather in my bank. For a long time, whenever I got on I would do nothing but hunt significantly lower level animals, I was level 18 and the animals were levels 5-10 that I skinned.
I sold my leather in stacks of 20 units for 20 gold, and also in 4 for 4 and 1 for 1, anything lower I bought out, and I left the bids alone, anything higher, people just dont buy. Eventually other people wound up selling their leather for one gold each too, but it was the price that I had set, and by then I had a little over 70 gold, so I bought out all those and sold my leather for 1.5 gold for each unit, and when they started selling for 1.5, I went back down to 1 gold, undercutting them at the same price I had sold for a while, when people came back down to follow me, I'd buy them out and sell for 1.5, when they came up to me, I'd fall back to one, and so on.
I only focused on light leather, as I didn't want to get in the way of other auctions creating auction rivals, possibly very powerful ones, who could buy out all my stuff and do the same thing to me. Even then, I still would have made money.
Auction rivalry can be very profitable, for both parties. If someone were to buy out one price of my light leather, and sell it for more, I would have waited, and sold my spare stock in the bank as a huge undercut, and it would sell for sure, undercutting my rival, she would have to either buy out the rest of my price, or save her leather until after other people finished buying it through, and selling it again at my price after the wave of stock settled, in which case I would need to buy her out and sell for 1.5 and we'd both profit from the price of 1.5 for a little while, and then one of us would fall back to one, whoever does it first, gets the wave of profit, in the end the real profit comes from not eachother, but thosewho throw in their gold and buying the leather for themselves, increasing our power over the auction house with every buy.
Another way you could profit, if you notice someone is owning the auction house, is to undercut them by just one or two silver, making the auction house deposit cost addition cost more than the buyout, creating a slow, slow death as the auctioner either buys out your leather, or doesn't make any money. If this happens to you, then if you have much more than enough money to buy out your rival, then do it as they reap the benefits, and the price returns to your normal, and you own once again, paying for what you lost with just one or two sales. If you cannot afford to buy them out, then you can either do the same thing to them, or you can move on to a differant item, holding on to your stock until the end of their reign.
Unfortunately I never had a rival, maybe because no one wanted to bother taking me on when they could just dominate their own small corner of the auction house, not to mention the fact that Korialstrasz is generally an overlooked realm, and you wouldn't have much competition. I left my fortune at 6000 gold to begin the Empire, but I could have moved on from small Items into the bigger leagues, by doing the same thing to higher level and rarer items. I just didn't have the patience or the will to keep going on any longer, as the money didn't satisfy me because it wasn't real. It can however, pay for a guild of mercenaries to assist us in invasions.

2 comments [show]

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The Basics

The basic idea is to gather many players in a place, put them in a group, and send them off to battle every day,

either you are just in a militia group with little organization besides the leader in the case of trial account player run leaders, or you need to be at least level 10 in order to join a raid group, otherwise the battalion will need to be divided into multiple groups, each group headed by a party leader, and the run leader may yell orders for the entire battalion to hear her or him,

at 8:00 pm REALM time, or another identified time, realm time found at the top right corner of your screen under the little map, unless you change that yourself, this is the standard run time,

at the night elf docks of Stormwind, or another identified location, the docks of stormwind will either have you in the dragon run or blood elf run, the standard runs, "run" meaning the cross country adventure that we usually use as recruiting tools.

If you are a new recruit then all you have to do, is be there, and participate in what we do. Hopefully you will soon find yourself in a larger scale battle than a trial account could experience otherwise.

To recruit you just get friends to come with you, to come with you and have fun with some kinda cool thing we think up.

Besides the standard runs there may be other runs going on with completely different times and places. These runs are likely the result of Trial Account Players, (TAPs) who are high ranking and seek to lead their own runs,

or they may be a result of secret runs reserved only for higher ranking and therefore better trained TAPs, seeking new adventures.

yes, you can rank higher as a TAP and even lead admittedly smaller militia against the horde based on your own run as a recruiting tool, however it is likely you will have less fortune than the standard runs or Battlemaster hosted battles should you choose to do this. It may be wise to use the Blood Elf run at simply a seperate time, and be sure to "scout out" your future runs first to make sure it doesn't conflict with other Run Leaders.

Eclipse Recruiting

I have discovered a new way of recruiting, definitely the most effective tactic I've ever accomplished, and I did it using my Starter Edition account. It is based on recruiting beforehand.

Many people find that recruiting is often more difficult than they had imagined, this way, I was able to get 26 people who said they'd join and 21 militia who joined the run on start, we recruited a couple on the road to Gnarlpine hold, and some people had to leave first second, so the number stayed about the same. The trick is pushing the time of your meeting to later, which any Battlemasters or Captains may do by commenting in the chatbox in the support column.

Eclipse recruiting takes 4 steps per recruit: Attention, Information, Friending, More Information
Besides the recruiting of people, you also have to have your eye on the clock, giving them the exact amount of time until your run begins, and giving all your recruits 15, 10, and 5 minutes notices before you begin your run.

So on to the steps:

Step One: Attention
The First thing you do is grab their attention, which any experienced recruiter knows, is
"Excuse me <Theirname>",
though many of our recruiters tend to ask the whole crowd at once, this depends on how fast you can type. And dont forget high level players, that you can not use normal chat, Enter (words) enter, you cannot understand what they say back. They understand you, you dont understand them, so you should invite them to a raid group or party as a high level player, most TAPs accept party invites.

Step Two: Information
Once you have their attention, then give them the question and information at the same time. This is what I used, you can use it as a template for your own run:
"want to join the trial account militia Shockwave and fight a demon army with us later?"
if you are a high level player, use it in party chat for every new person, and uninvite those you are done recruiting at the end of these steps per recruit. If they say something like "No im still getting used to the game" tell them it's more like noob training anyways.
If they say something like "Yes" then go to the next step.

Step Three: Friend
"Click me, Press O, and click Add Friend"
give them that and add them as a friend, then whisper them to test it, if you can't whisper them, they haven't added you and you have to give them that Macro again.

Step Four: Closure
"All right, we meet in <# of minutes left before you move out> at <place where you launch your run> I'll give you 15 minutes notice."
Because the number of minutes is everchanging, you can't put this one in a macro (Escape to game menu, Macros) so you have to type it out, but by now you should have their attention so they'll probably wait.

The whole ordeal should take about 30 seconds when you get used to it, and you can get a new person in on it about every 1-4 minutes with practice. This should fill your friends list, that way if they dont show, you can still invite them to the next day's run by whispering the next day. You want your friends list as large as possible, so you can broadcast invite to your runs to many people.

When it comes to 15 minutes before your run, dish out the 15 minutes notice spam, something like, "We're at <place where you meet> and are moving out in 15 minutes, if you are in please come." Do it again at 10 minutes and 5 minutes before your run. I hope this detailed recruiting guide helped people, and dont forget to mention the site at the start of your run! www.empireofthepoor.guildomatic.com

Terms of Membership

To become a member of the Empire of the Poor World of Warcraft organization, you adhere to these terms:

-I will adhere to the World of Warcraft's Terms of Use
-I will not reveal the positions of raid groups to members of the opposite faction
-I will obey the commands of officers, guild masters, and Founders and co Founders in battle and during missions that I sign up for, so long as those commands adhere to World of Warcraft's Terms of Use.
-As a full member I will create raid groups for my fellow TAP captains when needed.
(All you have to do is make the group and just convert it to raid and leave it making the TAP the party leader, takes about 5 seconds to do)

Failure to comply to these rules will result in banning from the site.

Run Leader Policy

-All run leaders must be able to complete their run, 100%
-All run leaders must file the rank report to me at my mailbox to boost ranks, the report format is in the Ranks and recruiting section, after completing a run that gives Empire rank.
-All run leaders must have read the entire middle column, and will be subject to an interview quiz in reply to their application.

The reason for these requirements is to produce a successful and organized Empire, anything less would likely be to weak to survive. Even if you choose to begin your own version, you need run leaders capable of delivering every aspect of the target run and a rudimentary understanding of your system or TAP systems in general.

Ranks and Recruiting

Due to a Meeting of Captains, the Ranks and Recruiting section was required to be rewritten to be more realistic. Modified from the original version, which was lost purposely with no back-up on 3/26/2012.

The new Ranks and Recruiting section was redesigned to be simpler and more effective in explaining the system, moving it up to second priority (Second section to the top). The rank of members begins at the bottom and works it's way up to the top, bottom being the earliest and least powerful, and the top most experienced in TAP (Trial Account Player) system management and recruiting techniques. It is based off the medival fuedal system, I thought that appropriate for the game.

Founder- The founder of the Empire of the Poor is Ashesil, the founder is the most experienced in TAP system management and recruiting techniques as of now. As more and more people join, more efficient system management will result in the inevitable loss of my power and I will then step down to make way for my creation to blossom. I will parent it to it's adulthood, in other words.
^
Co-founder- The very earliest and purest leaders who assisted me in building my creation, this includes Taelart, and the early captains who provided us with successful runs, Varoosh, Praster, Galyethronis, Jadeah. I and my cofounders recieved identification codes so our names will mean nothing except to eachother. We are the top of command for now, and will step down when a better system of management is proven to be more efficient, based on a complex series of tests and trials, and miniature testing on reserved realms.
^
Guild Master- A master of a guild called The Empire of the Poor, also recieves identification codes, false guilds and players are posted in the description. Guild masters are responsible for keeping watch over battles hosted by battlemasters in their realm. Guild master oversees the battles hosted by Battlesmasters, and offers assistance and support to battles. Required to have been an officer before, assists the founders in creating and managing new systems, in the search for this system's better. Negociates with creators of false guilds and characters of high ranking members without identification codes. This position likely has the highest ammount of responsibility besides the current job of the Founder.
^
Guild Officer- Works for the Guild Master offering assistance in overseeing battles hosted by battlemasters. Does not have any authority to control the battlemaster's battle in any way, only offer assistance. In order to become a guild master and assist in new system creations, must serve as an officer to a guild master for 5 months. They must assist Battlemasters in 25 battles. It is the guild master's responsibility to keep track of this in what way he/she deems necessary. In order to become a guild officer you must be approved by any guild master for whatever reasons she/he deems necessary. A guild officer may represent a guild master during meetings.
^
Battlemaster- Receives Identification codes, required to pay a tax of at least 20 gold(If the guild master assists) or 10 gold(If at least 2 officers and no guild master assists) into the guild bank for each battle hosted (If none or only one officer assists, no payment is required) in order to pay for the Guild master's and/or Officer's assistance in battle. Commands several Captain's miltia in a battalion. Must be a member in an Empire guild in order to recieve assistance by the guild's support team. Battlemasters required to be above level 40, and host a variety large scale battles that low level Captains are unable to accomplish. Captains that upgrade to a full account would become this inevitably at level 40, and can then apply for a section in the support column for their battalion. Battlemasters do not have the authority to control a Captain's unit out of battle, however during a battle they command the Captains themselves, in other words during a battle, it is the captain's responsibility to keep their unit together and not all over the place, and the Battlemaster's responsibility to ensure that the battalion does not completely disintegrate due to high deaths, thus resulting in the meltdown of the battle. Guild officers who assist in these battalion hosted battles are under the command of the Battlemaster. Battalions cannot copy eachother because an official battalion applies to me through a forum, and recive a section in the support column. I go to the support columns to refer to any similiar run, if the run is too similiar, the new battalion is rejected. Please note that the Dragon Run and the Blood elf run are offically the property of the Empire itself, and are only to be hosted by Founder, Co-Founders, and Guild Masters. All battlemasters must be present during the Battlemaster meeting in the capital realm, which happens every day. Any of a Battlemaster's Journeymen may represent the battlemaster in the battlemaster's meeting if he is unable to show.
The Standard Battlemaster's meeting is at the Visitor's center of Stormwind at 7 pm realm time.
^
Journeyman- A lowish level captain who acts as a battlemaster's apprentice and can represent the battlemaster in meetings, however they become a battlemaster at level 40, so the battlemaster's attention is not needed to promote them. This is the farthest TAP players are able to reach, besides Co-Founder TAPs, but there will be no new Co-Founders unless promoted by me personally. So they can influence battles and invasion plans a bit, but only when the battlemaster allows it. Must, however, remain loyal to one battlemaster, so maintaining recruits of the Journeyman's militia may be more difficult. Also unlike Apprentice, a Battlemaster may have as many Journeymen as he likes. Also note that going through Journeyman can result in favors and alliances between battalions if you plan on becoming a battlemaster. Only must attend the Captain's meeting before migrating to a new realm (more info in the captain rank description)
^
Captain- Captains host a run in order to recruit for the Empire and are considered run leaders. They make this run up based on what they are capable of hosting, and they may do as run run whatever they can do, so long as it doesn't infringe on other runs and cause problems that the Captain's meeting must solve. The people a captain recruit and therefore command firsthand form a militia. The Captain governs his/her militia in what way she/he deems necessary with the sole purpose of maintaining order during battle, and recruiting enough people for a battle. A Captain can choose which battalion to put her/his militia into, and may also leave a battalion to seek another battalion if they choose, this is why the run of a Battlemaster is to be as fun as possible, so that their battalion thrives. A captain's recruiting method may be shared with another captain, forming an alliance between militia. This way two militia can share a recruiting area such as Goldshire, and simply meet in different places, such as the inn and shop of goldshire, or another place entirely. At the standard 8 pm realm time, or another time based on the first captain meeting in a new realm, Captains must attend the captain's meeting of a realm every day possible, or an apprentice may represent the Captain in a meeting if they are unable to show. The Captain's meeting goes over disputes in recruiting areas, over recruiting runs, and introduces each captain's apprentice, who serve for one month before they become a captain. The purpose of the captain's meeting is to resolve disputes among captains and their militia.
(Another note, Captains and Journeymen are often the first lines of new realms, Journeyman represent their battlemaster's battalion in the new realm. when migrating to a new realm, the captain's meeting must organize who gets what runs beforehand, and any late or new captains cannot have these previously organized runs on the realm.)
^
Apprentice- Apprentice serve Captains unquestionably in the unit for one month, and come with the captain to the Captain's meeting for one month, after one month, the Apprentice may become a captain, or convert to a loyal soldier, loyal soldiers may represent Captains at the captain's meeting, but still must obey their captain's orders, and may choose at any time to become a captain. Loyal soldiers do not count towards the "One Apprentice at a time policy". A Captain cannot have more than one apprentice at one time, and it is the responsibility of a captain to keep track of how much time an apprentice has, should they choose to take one. All apprentice have the right to speak out during captains meetings that they have completed their time, it then falls to the captains of the captain's meeting to resolve this dispute. Apprentice may take a captain's place during a meeting in his/her absence. An Apprentice may also be needed to help a captain recruit for the Empire.
^
Soldier- Soldiers have completed a Captain's run or a Battlemaster's battle, and are offically members of the Empire. Soldiers and ranks above soldier may register into the Empire's site and vote on the News articles that ask for votes. Also all registered characters may comment on whatever they like. Soldiers may choose to leave their initial Captain in exchange for another, however doing this frequently may result in the inability to become a captain for yourself, as every captain has the right to deny you apprenticeship.
^
Militia- Recruits who have showed at the run and fought in the run instantly become militia. As soon as they swing their sword in a group of the Empire they become a member of the miltia or battalion that recruited them.

The Capital Realm

Our Capital realm is the realm:

The Capital realm is a main realm for The Empire of the Poor, a realm where much more entertaining things happen, such as larger scale dragon runs for trials, and eventually invasions. For full account players, it should operate as a normal guild would, except that in situations where it is possible, TAP rogues or dreanei paladins would be able to help with stuns or percent heals, if trained properly.

The Capital realm is too large a project for us at the moment, in order to increase our numbers, migration will need to be to an active expansion. See the Expansions section in the upper portion of the Support Column.

Migration

Eventually new players and trial account players will stop coming to a realm and there will be few people to recruit. Our various recruiting outposts are created on new player realms, and they are mostly temporary, unless you stay to recruit full players. The idea is to migrate the members to a capital realm when they disintegrate.

Migrations normally occur when searching for new recruits, in which case we would create a new character in the target realm of the news post, level it to 20, and continue with our campaign.

To numb the pain of creating new characters, I have searched for and tested various free leveling guides, and there is one I recommend and it has been very useful to me. It is a free trial, just as free as the starter edition itself, once you have it installed, it will stay on your World of Warcraft game, even if you create a new email account, which you don't have to do anymore now that blizzard put in the starter edition patch, making your trial account last forever, not just 10-14 days.

A simple description is an arrow over your character, which you can move around like a window, telling you the general location of where the best quests are. Sometimes when the quest calls for finding items or slaying enemies, the exact location is not always precise, but it can be helpful in that terrible Banethil quest, though that quest is rewarding and you feel good when it is finally over and you claim your reward. It points through mountains as well, so you'll need to go around those, and trees, and other such blockage, go around.

It only works until you are level 20 though, at which point it just goes away from your character, unless you create a new character and activate it on that one. So it is very useful if you can't afford the game. I leveled my character, while coming across several annoying blockages, in just about 2 hours of gameplay, but a little more realistic for newer players it'd be more like 4-5 total hours. It still helps.

The Xelerated guides add on is provided to ease the tension of having to create a new character in a new realm, a realm that you don't know much about. This is what recruiters will be doing to recruit new people, building a sort of outpost in new player realms. I've also decided to build a capital realm in the realm of Darrowmere, so that us fulls can keep our characters high level, and be an effective Elite force, but it is a PvE realm and so in 6-8 months we will switch to a Player vs Player realm in low population to launch our first attacks.

And if, dare I say, blizzard decides to put the trial day limit back on, this add on will greatly numb the pain by shortening the required leveling time to just a few hours, leaving whatever is left to battle.

www.Xeleratedwarcraftguides.com/Free_Trial.html

Invasion

Invasions are the foundation of the Empire, the constant thunder of the waves of Empire battalions, and the elite forces of the Empire reducing our foes to rubble.

That is the overall goal of The Empire of the Poor. To actually include Starter Edition accounts, to achieve recognition of full account players, to hold ranks that are open and free to anyone. Blizzard has given me this opportunity, and I will work to see that happen.

An Invasion is made up of full raid groups (Or a single raid group of thirty for a single target) filled with both trials and full account players, all attacking a horde captial and multiple towns or cities at the same time, in order to spread out the warfare for server stability. Each invasion will be carefully thought out before we carry them out.

Invasions taking place at many differant times of the day, depending on how many members we have, may eventually grow to constant attacks, with breaks of about half an hour in between the turns of battalions.

Or an invasion might be one of exploration, going where no trial account has gone before, to lands unknown to those poor, such as outland. Slaying dragons, taking down the fortresses of our enemies, raiding normally deadly enemy camps, exploring everywhere we can in a set conquest.

The campaign of the Empire, a crusade, to do what has never been done before.

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Support Column

Below is the support column for those who choose to build Battalions and become Battlemasters, and for TAPs and other players who were recruited by the level 55+ battlemaster this is a column of benefits for being a member of the Empire.

All battalions' runs are found in the lower portion of this column, if the time and place you were given doesn't match the standard, look through the runs below the support tools for your battalion's section.

Trial Account players can become Captains, by leading lower level runs daily. Captains become leaders of Militia, Empire Militia are also listed at the bottom of this section.

Expansions

Khaz Modan
Status: Active
Report: The current run leader Zxbrutusxz is unable to attend the regular meeting time each day to lead his run, and requests assistance.

Drak'Thul
-Target Migration Realm-
Status: Active
Report: The Deadly Alliance: Battlemaster Ferestorm has regular runs here from Dolanaar inn at 7 pm realm time.

Gnomeregan
Status: Active
Report: Converted to regular realm All battalions migrated.

Darrowmere
Status: Barely Active
Report: Collapsed under lack of recruits.

Korialstrasz
Status: Not Active
Report: Unsuccessful system of leadership.

Gorgonnash
Status: Not Active
Report: Unsuccessful recruiting methods.

Messages

  • Ashesil Taelartnine told me he is coming to Khaz Modan, so add him to your friends list and hunt him down for high level help.
    Details
    05/03/2012 05:43 AM
  • Ashesil check out the recruiting guide to the left if you are having trouble with that
    Details
    05/03/2012 05:42 AM
  • Nethaniel oh ash I am moving my run to the frostmane front in dun morogh
    Details
    04/05/2012 09:55 PM
  • Ashesil Browse hundreds of free untested by us addons at http://www.wowmatrix.com/addons/
    Details
    02/03/2012 07:28 AM
  • Ashesil This is one of the most visited addon sites on the web so I assume addons supported by these people to be safe. Of course, I can't test them all, because there are literally hundreds if not thousands of free addons.
    Details
    02/03/2012 07:28 AM
  • Ashesil For a safe and well tested leveling add on up to level 20, and free, visit www.Xeleratedwarcraftguides.com/Free_Trial.html
    Details
    02/03/2012 07:17 AM
  • Ashesil More information in the Migration article.
    Details
    02/03/2012 07:17 AM

05/16/2012 07:01 PM

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Registration

By registering your character you agree to join the Empire of the Poor's community, and as a registered member you are free to post comments on any news article, post forums, and use the links to addon sites, note that we are not responsible for harmful content found in the addon sites we support. I personally do however recommend the Xelerated guides free leveling addon, as I use it and it seems to be safe to use.

To register your character is free, and absolutely any World of Warcraft member can register and join, unless they've been banned from the site. By registering you confirm that you are a member, to unregister send me a "forum" that says your registered character name and that you want to unregister.

As a member you agree to the terms of membership found at the top of the middle column, and you are able to participate in events. If you are banned from the site you are no longer a member. You also may complain as a member, and leave or ask to be banned from the site. Though eventually this may grow so large that you may need to wait a while before I get your message.

Empire Battalions
Spirit Walkers

Battlemaster: Avalyne

Captains: Draenoff
Plentinite
Kateniss

Runs: No battalion reserved runs

The Deadly Alliance

Battlemaster: Ferestorm

Runs: Drak'thul Demon run at 7 pm realm time).

Empire Militia
Shockwave

Captains: ZxbrutusxZ
Vinor

Special Forces: Noobkings
Aqulemore

Runs: reserved Demon run on Khaz Modan at 5:30 pm realm time.

Chase the World

Captain: Sacdeez
Realm: Khaz Modan
Run: Spy missions (Explore horde lands in preperation for our invasion), Darkshore inn at 10 pm realm time

Invasion Battalions
Exabier, Sword of Pain

A collective group for any and all members of the Empire of the Poor, for which any captain or battlemaster may volunteer their force for. Designed to expand and launch attacks against the horde constantly, see the Our Campaign Begins article at the top left to volunteer and see info.

To join, you agree to train in combat and recruiting to make our forces more flexible when it comes to problems.

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