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Will there be a monthly fee to play the game?
Yes. After the end of the free month included with the game, you will need a subscription in order to continue playing the game. You have three options, as you will see when you create your account: a month-to-month package at $14.99 per month, a three-month plan at $13.99 per month, or a six-month plan at $12.99 per month. Please be aware that the subscription fees for three-month plan and the six-month plan must be paid in full.
Why isn't World of Warcraft free?
World of Warcraft will require a fee to play. This fee will be used to support the costs associated with the high-quality levels of service, support, and ongoing content creation that we are planning for World of Warcraft.
Will there be multiple methods of payment besides just credit cards?
Yes, we plan to support a range of payment methods. In the initial launch regions of North America, Australia, and New Zealand, customers will be able to pay their subscription fees by major credit card, PayPal, and pre-paid game cards. Payment methods in other regions will be announced at a later date.
Note: We are still working with PayPal to allow customers to subscribe using PayPal accounts. Please keep an eye on the main World of Warcraft website for any news on this option once it becomes available.
How will the game be distributed or sold?
Gamers will be able to purchase World of Warcraft at retail outlets, online sites, or directly from Blizzard Entertainment. However, in order to play you will need to sign up for a monthly account.
Hero Items Dust of Appereance - Purchased at player-built shops
Crystal Ball - Reveals a targeted area. Invisible units are also revealed by the Crystal Ball's effect.
Sentry Wards - Drop Sentry Wards to spy on an area, and reveal invisible units. Humans Flying Machines
Mortar Teams - Flare
Towers - Magical Sentry. This is an upgrade at the Arcane Sanctum to allow you to see invisible units using your Towers. The Humans have the easiest Invisibility detection.
Shapeshifting
The Druid can turn into a Bear or Cat, and transform into Aquatic Form or Traveling Form. The main penalty for this transformation is that the Druid is unable to cast spells, use items, or even talk to NPCs. You will need to learn proper management of these forms. You will likely have to switch to Druid form after combat to cast spells, heal, and use buffs, and then return to Bear or Cat form when you're ready to fight again. You will also need to learn which is the best form to fight in for each situation. Druids regenerate mana while in shape shift form. Shapeshifting now breaks roots, snares, and freeze effects. All Shapeshift forms now include an immunity to polymorph effects. Shapeshifting into an animal form will remove Polymorph effects. Shapeshifting will counteract the slowing effects of frost-based spells (Frostbolt, Frost Shock, Cone of Cold, etc.).
Druids in shapeshifted form can gather herbs and skin creatures.
When in Bear form, Dire Bear form, Cat form, Travel form or Aquatic form, the druid is considered a Beast.
Druids are able to shapeshift back into caster form while Feared.
Druid Form
This form is useful when soloing until your Cat abilities are built up. While in parties if you are acting as a healer, you will need to remain in this form so you're ready to heal.
Bear Form
While in Bear form you are similar to a Warrior. You might wish to read over the Warrior page for insights on how to play a Warrior. Bear form increases armor and hit points, and allows the use of various bear abilities. Bear form is useful in parties when you need someone to tank. The Bear has several useful abilities including taunt and a stun to interrupt spells. These abilities are only usable in Bear form. Swipe - Swipe X nearby enemies.
Growl - Adds a small amount of threat to the target. This is your taunt ability that you use to get the monster to attack you rather than a weak party member such as a spellcaster. You will need to use this ability a lot to train it up to useful levels. Rage cost reduced if Growl fails. Growl is useable against targets that are immune to physical attacks.
Demoralizing Roar - The Druid roars, decreasing nearby enemies' attack power by X.
Maul - Increases the Druid's next attack by X damage. Rage cost reduced if Maul fails.
Enrage - Generates X rage over X sec. but decreases armor by X%. The Druid is considered in combat for the duration.
Bash - Bashes the target, stunning for X seconds. This of course is especially useful against spellcasters. Rage cost reduced if Bash fails.
Challenging Roar - Taunts all nearby enemies for X sec. Challenging Roar is useable against targets that are immune to physical attacks.
Frenzied Regeneration - Converts up to X rage per second into health for Y sec. Each point of rage is converted into Z health.

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