Part III : The Cenarion Circle's knowledge In this part I will talk about some of the powers accessible for players in the Dream. 1. Entering the Dream at will - Only available to druids - Obtainable early in the progression, probably in the Eye of Ysera This is an ability that will allow druids to shift into the Emerald Dream at any given time -- with a catch though. Their physical bodies will stay behind, being vulnerable to attacks. If the druid's body is killed, the druid's spirit will die in the Dream and get teleport to the nearest graveyard to his body. 2. Dimension distortion - Gets upgraded as you progress - Some points available to druids only, others to all classes - One hour cooldown on each individual distortion - Mages can create distortions without limitations by using Teleportation Runes Think of it as an upgrade to the hearthstone. It should reduce travel time considerably if used right. The distortions function as normal teleportation spells -- not as portals! Mages will recieve a portal spell to the Eye of Ysera, but _nowhere_ else. 3. Greater influence to the Dream - Available to all classes This includes some abilities that can be used in the emerald dream only. The purpose of them is modifying the environment -- to a small extent. A boulder blocking a cave ? No problem - remove it. Want some privacy? Create a huge thorn wall around you. The use of these abilities will weaken the caster for some time. Cooldowns and the exact extent of the exhaustion vary from ability to ability. 4. Levitation - Available to all classes - Obtainable midway through the progression This ability will allow the user to fly around freely and increase his flying speed by 100% . Only usable inside the Emerald Dream, of course, and it does come with limitations. You cannot attack or use any abilities while flying, otherwise it will break the levitation, and you can't reactivate it for 10 whole seconds. Also, any form of stun or incapacitation will break the levitation too. The levitation is an instant-cast ability. And for the grand finale ... 5. Advanced Levitation - Unique for every class - Obtainable at the end of the progression - Requires initial levitation - Expen$ive This form of levitation will have a few general advantages over the first one: it increaces the flying speed by a whooping 300% , can be recasted instantly after being broken, and, allows you to use spells an abilities in mid-air with 50% penalty to melee, ranged and spell haste. There are also unique bonuses for every class: - Mage -> Allows you to do quick bursts of speed once every 10 seconds, increasing flying speed by an additinal 200% for 2 seconds. Has a moderate manacost. - Warlock -> Demonic wings slow your fall after levitation is broken - Warrior -> Charge and Intercept knock the target up in the air, preventing it from reactivating levitation for 3 seconds - Druid -> Allows you to create a massive cyclone, knocking away targets around you. Also, entagling roots can be cast in the air and will slowly draw the target to the ground. Feral charge won't cause enemies to fall. Summoned treants recieve the levitate bonus as well. - Hunter -> Your pet and traps will also be able to levitate. Your pet gains 300% speed bonus as well, and the traps will snap on anyone up to 20 yards above and below them. Aspect of the Cheetah/Pack will interrupt your levitation and prevent it from being cast for 2 seconds. The daze effect is ignored in the air. - Paladin -> Players that fall on the ground due to repentance or Hammer of Justice won't take fall damage. Avenging Wrath will also increase your speed by 50%. Blessing of protection will make levitate unbreakable. Consecration will be a sphere-like effect. Judgement of Justice will limit the players' air speed to 290%. Blessing of Freedom makes your levitation uninterruptable. - Rogue -> Players that fall on the ground because of your stun or incapacitate effects will not take fall damage. Shadowstep's range is increased by 20 yards. Abilities that require you to be behind the target will also work above and below it. You will remain permannetly stealthed in the air as long as you don't enter combat or stop moving. If that happens, stealth is broken. Vanish allows you to remain in stealth without moving for its duration. Stealth does not have any movement speed penalty in the air. - Shaman -> Your totems will levitate in the air as well. Allows you to get electocuted - at the cost of 2000 life you gain 100% speed bonus and 100% damage bonus to the next spell for 5 seconds. Can only be done once per 20 seconds. Also allows you to summon a storm clowd around you, dealing 500 damage per second to enemies in it for 10 seconds. Can only be done once per minute. - Death Knight -> ??? -> Profit Note that while some enemies will have levitate as well, those who can't will simply evade and ignore you. Your summoned creatures will generally be fly around with you as well.