Page 1 of 2
1
2
LastLast
  1. #1
    Bloodsail Admiral Enrif's Avatar
    10+ Year Old Account
    Join Date
    Apr 2012
    Location
    Germany
    Posts
    1,205

    Lightbulb Fake Leak Season: Show of your best fake Leaks for the next Expansion!

    Since so many fake leaks are popping up as of lately, why not make it something creative.

    Write down all your leaked information down here. doesn't matter if fake or "real" and keep the rest of the forum clean

    - - - Updated - - -

    Here some "real" leaked information

    during GamesCom Blizzard will NOT announce the next expansion. They will announce the release of 7.3 the time frame and extras for 7.3.5 hint some glimpses of the Argus Mythic fight with a little hint in it that will forShadow the next expansion. later this year during BlizzCon the actual expansion is announced, current estimated release will be late Q4 2017 or early Q1 2018


    The next Expansion will be

    World of Warcraft: Whispering Tides

    Features:
    Levelcap:
    111 (yes only one level but it will take roughly the same time as legions 100-110. But during the expansion the value will be lowered every month, for alts to quicker catch up)

    Zones:
    New "continent" Zandalar. contains 4 initial Zones plus 2 patch zones. Zandalari Empire, Kul'Tiras Kingdom, Ruins of Kezan and Tel'Abim are forming the new "continent". All Zones are (multiple)islands and separated by water.There are current plans to add more zones in patches. Currently Plunder Isle and Nazjatar are planned

    During the Cataclysm Kul'Tiras and Kezan were heavily shifted around now sitting next to Zandalar

    A lot of coastal Zones of Kalimdor(Thousand Needles, Dustwallow Marsh, Tanaris) Eastern Kingdoms(Wetlands, Hillsbrad Foothills, Westfall, Cape of Stranglethorn) Pandaria(Townlong Steps, Krasarang Wilds) and Northrend(Howling Fjord, Grizzly Hills) will be included in the leveling and endgame. No final of which zones will be available or be cut. But Systems are in place to expand to nearly all coastal zones

    Dungeons:
    5 brand new Dungeons (Trials of Zul, The Kul'tiran Stockades, Vault of the Trade Princes, Raid of/Mutiny on the Titania, Big Game Hunt) and 5 updated old dungeons (Utgard Keep, Temple of Atal'Hakkar, Blackfathom Deeps, Grim Batol, Razorfen Downs) + 5 patch dungeons (2 for Plunder Isle, 3 for Nazjatar, no names so far)

    Raids:
    2 Initial Raids, one small 3 boss Raid(Alliance vs. Horde themed) and one 7 Boss Raid(Troll themed), Patch Cycle will so far inlcude 3 more Raid Tiers with the first being a big one and the second a small one. The Third is so far planned to be split into two different raids, but counting as the same raid tier.

    Classes and Races
    No new Classes or Races, but more Combinations. Most of the New Class Combinations are either Shaman or Paladin. New Paladins are learning from the Army of the Light while Shamans learn from the Broken of Argus. Both Groups will be on Azeroth after 7.3.5

    Human: Shaman
    Dwarves: Druid
    Night Elves: Paladin
    Gnomes: Paladin
    Draenei: Rogue
    Worgen: Shaman
    Orcs: Paladin, Priest
    Undead: Shaman
    Tauren: Mage
    Trolls: Paladin
    Blood Elves: Druid
    Goblins: Monk
    Pandaren: Death Knight, Paladin

    Professions
    Big Profession overhaul. After learning from WoD and Legion gathering professions (mining, skinning, herbalism, fishing) will be baseline skills with a skill level corresponding to the character level instead of being separated. Example you need to be atleast lvl 58 before being able to gather anything from Outland. A Max level Character is also a max level Gatherer.
    Character can still have up to 2 Professions. Recipes learned are now learned by all account characters on that realm. Characters on another Realm don't benefit from it.
    Archeology, First Aid and Cooking Skill Level are now shared across all Characters on one realm.

    Crafting Professions rebalanced and simplyfied
    Blacksmithing:
    Plate Armor, Melee Weapons.
    New Skill: Upgrading Plate Armor and Melee Weapons. Similar to Obliterium but done by the actual Blacksmith and also working with non-crafted items.

    Leatherworking:
    Mail Armor, Leather Armor.
    New Skill: Upgrading Mail Armor and Leather Armor. Similar to Obliterium but done by the actual Leatherworker and also working with non-crafted items.

    Tailoring:
    Cloth Armor,Back Items, Bags.
    New Skill: Upgrading Cloth Armor and Back Items. Similar to Obliterium but done by the actual Tailor and also working with non-crafted items.

    Alchemy:
    Potions(1.5 Minute CD, only 3 types of potions. health, mana, rejuvenations. recharges in combat), Flasks(no CD, 30 Minutes buff, breaks on death), Elixirs(changed to 4 Minutes CDs, can be used while a Flask is active. Providing unique buffs, some old potions are now elixirs)

    Enchanting:
    Enchantments for all equipment types. disenchanting. Staffs and Wands .
    New Skill: Upgrading Staffs and Wands. Similar to Obliterium but done by the actual Enchanter and also working with non-crafted items.

    Engineering:
    Trinket Items, Toys, Ranged Weapons
    New Skill: Upgrading Trinkets and Ranged Weapons. Similar to Obliterium but done by the actual Engineer and also working with non-crafted items.

    Jewelcrafting:
    Ring Items, Neck Item, Gems. Gems are replacing relics in the new progression system.
    New Skill: Upgrading Ring and Neck Items. Similar to Obliterium but done by the actual Jewelcrafter and also working with non-crafted items.

    Inscription:
    Revamped Glyph System.
    Skill Glyphs provide new flavour skills to a class. Flavour Skills have no combat use but can be used for funny effects or for class fantasy, like Corpse Explosion for Death Knights and Perma Metamorphosis(only visual, doesn't work in PvP) for Demon hunters. Some of them will not work while PvP flagged.

    Visual Glyphs. Same as current Glyphs to change the visuals of skills. "Bloody Vengeance" turns Avenging Wrath red, "High Noon Moon" changes Moonfire to look like more solar. "Midnight Sun" changes Sunfire to look more lunar. etc.

    New Skill: Extracting Blueprint
    Similar to disenchant, destroying an item and creating a blueprint which contains the items transmogrification pattern. Can be traded, Can be used in other crafting professions to create unique tints of a pattern.

    "Garrison/Orderhall Replacement"
    While the team was happy that Orderhalls overall where more favoured by the community then garrisons, they still heard the complains about some of them.
    To match the next expansions maritime theme we will be able to this time board our very own warship!
    The Warship is similar to WoD Garrisons as it is phased out, but it allows a lot of customisation. But Blizz learned from WoD and won't pack too much convenience into the ship. But it will provide one feature for sure. Fast travel to Harbors.
    Harbors will be the second part of the new system and work similar to orderhalls. Here you can meet up with fellow captains recruit new members for your crew, upgrade your ship and plan activities. Instead of Class themed like Orderhalls, Harbors will be Race themed. The starting Harbor is determined by the players race, but after specific quests other harbors of the same faction (alliance/horde) can be used too, plus some neutral harbors.


    Progression System
    In Legion the Progression System was tightly connected to the Artifacts. But we will lose the Artifacts as they are used to imprison Sargeras at the End of 7.3.5
    Instead we will return to something older, that older players may recognise. Talent Trees make a return. Kind of.
    While the current system for Talents and Specs will be untouched there will be a new Progression System implemented that highly resembles the Talent Trees of old. Every class will get 3 Talent Trees representing the 3 core Specs of each Class (for Druids and Demon Hunters it's currently planned that they will also have 3 each, instead of the 4 and 2 respectiv). But those Tree's can be used independently of the actual used Spec. So you can play as a Shadow Priest but still progress in the Discipline or Holy Tree.
    A Key Difference of this new System compared to the Artifact that it is not intended that a player can max out everything. There will be a hard cap after accumulating enough points to fill out one tree 100% and a second one 50%.while the soft cap starts setting in after getting enough points to fill out 25% of one Tree. But the Devs aim for players to reach the hard cap at earliest during tier 2 of the patch raids.
    For how those Tree effect us. If spending points in the tree that's also your spec it will feel very similar to how artifacts upgraded the playstyle. But with the option to spread out to the other specs trees there might be some unique playstyles unlocked long forgotten and some very new ones.
    Examples: A Fire Mage spreading into the Frost Tree will get more access to slowing down enemies, maybe even freezing them solid. A Discipline Priest spreading into Shadow may vastly improve his damage capabilities, while spreading into holy becoming a far better healer. A Frost Death Knight spreading into blood may get some self healing and tankier, While a Protection Paladin spreading into Holy may also spread out some healing, active and passive.

    Itemisation
    Legendaries this time around will be again like Legendaries of the past instead of handing out multiple to everyone.
    But there will be a new Item Rarity "Paragon". They will be similar to Legion Legendaries in offering unique effects but will be on the same item level as other items.
    New items start at item level 1200 and will scale up to 1500 during the expansion. Main stats (Strength, Agility, Intelligence) are removed from all items. Main Stat increase are determined by item level. Secondary Stats will be re balanced so all classes will want all of them, but some specs might want to focus on specific ones (crit for fire mages, haste for outlaw rogue, versatility for most tank specs, mastery for most healing specs)
    Weapons will again be part of the loot table

    Transmogrification
    Some Transmogrification Rules will be changed
    Fist Weapons and Daggers can now be transmogged to other one handed weapons and vica verse
    Warriors, Paladins and Death Knights can now transmog mail as if it were plate
    Shamans and Hunters can now transmog leather as if it were mail
    Druids, Demon Hunter, Rogues and Monks can now transmog cloth as if it were leather
    Priest, Mage and Warlocks get no change

    Fury Warriors can now transmog two handed weapons into one handed weapons and vice versa
    Protection Warriors can now transmog their main hand weapon also into two handed weapons
    Holy Paladins can now transmog their main and off hand weapon into a single two handed weapon and vice versa
    Death Knights can now transmog their main and off hand weapon into a single two handed weapon and vice versa
    Survival Hunters can now transmog their main and off hand weapon into a single two handed weapon and vice versa
    Shamans can now transmog their main and off hand weapon into a single two handed weapon and vice versa
    Druids can now transmog their main and off hand weapon into a single two handed weapon and vice versa
    Monks can now transmog their main and off hand weapon into a single two handed weapon and vice versa
    Mages can can now transmog their main and off hand weapon into a single two handed weapon and vice versa
    Priests can now transmog their main and off hand weapon into a single two handed weapon and vice versa
    Warlocks can now transmog their main and off hand weapon into a single two handed weapon and vice versa


    Story & Narrative
    After 7.3.5 there will be a new cutscene shipped showing Azeroth from the view of Argus. The major event happening that will set up the next expansion will be the collapse of the Maelstrom. Without the maelstrom at the centre of azeroth the sea level begins to rise across the world. setting of the pre-event. Which are a lot of flooded areas. Which allows the Naga to hit hard and deep into areas they couldn't easily reach. the flood will last only for the event time. After the launch the first quest will be to get into contact with a racial leader experienced with seafaring. For the alliance this will be Jaina with Anduin and Genn as secondary characters heading along, for the Horde it will be Gallywix with Sylvanas and Lor'Themar. On the Alliance Site you will later reach Kul'Tiras with a bitter reunion of Jaina and her brother, who still hasn't forgiven Jaina for assisting in the death of their father. The Horde arrives in the Ruins of Kezan which still has some Goblins living there. The Horde under Gallywix with some help of Sylvanas will strong arm their position there.
    After this, some quest will deal with building trust with the Kul'Tiras Marine or the Kezan Lost ending with the character getting their ship and heading back to their racial harbor. After this the plot for the leveling is very exploration driven. There will be head budding between Sylvanas and Genn again. Kul'Tiras will actually support Genn against the horde. The first raid will deal with this theme. Later on in the story during the exploration secrets will be lifted why Rastakhan never headed Zuls Visions. Rastakhan got Visions from someone else. deep below the waters. Thats the reason why he never listend to Zul and would have let his people drown, for his new Mistress. As you can guess, Zandalar will be a Troll Empire thats currently sinking. And it's not only filled with Trolls but with Naga and some half Troll/half Naga mutants. This will lead up to the second raid where the final boss may be Rastakhan.
    Last edited by Enrif; 2017-08-12 at 11:51 AM.

  2. #2
    Gotta love how people push their wishful thinking agenda of releasing new expansion early 2018, even PTR takes months before patch is ready, not mentioning a whole expansion. Where beta etc.?

    Argus raid is "leaked" to be released mid-November and Blizzard already said a raid tier duration should be 5-6 months. No way you're getting your expansion earlier than May, and big chance they won't be ready and it will land after summer. Tbh summer is always a dead period in gaming, so the previous fall / winter releases were generally a smart business move.

    But anyway I bet the people who claim expansion will be in January (not OP first, tons of these in the "fake leaks" threads) are the same people who didn't even play through Argus yet and are already "bored of it" before it even begun. For them best release schedule would be expansion every 3 months. I must be the only one glad WOW is not World of DLC-craft scalping us 20$ or more every x months on top of sub...

  3. #3
    Reforged Gone Wrong The Stormbringer's Avatar
    10+ Year Old Account
    Premium
    Join Date
    Jul 2010
    Location
    ...location, location!
    Posts
    15,351
    I don't have a fake leak, but I did have a dream that Centaurs were announced as the next playable race. I'm pretty sure they were neutral, and had a capital city that was a lot like old Orgrimmar, but more cramped in a smaller chasm, and caves, with lots of wooden bridges everywhere.

  4. #4
    Scarab Lord Polybius's Avatar
    10+ Year Old Account
    Join Date
    Dec 2010
    Location
    Under Your Bed
    Posts
    4,405
    World of WarCraft: The End

    Azeroth explodes, and all accounts get wiped, leading to the greatest threat of all time: Real Life

    Fin.

  5. #5
    The Insane Aeula's Avatar
    10+ Year Old Account
    Join Date
    Nov 2011
    Location
    Nearby, preventing you from fast traveling.
    Posts
    17,415

  6. #6
    Scarab Lord Polybius's Avatar
    10+ Year Old Account
    Join Date
    Dec 2010
    Location
    Under Your Bed
    Posts
    4,405
    Quote Originally Posted by Aeula View Post
    Best leak I've seen in a while! Would buy.

  7. #7
    Next Expansion: Q3/Q4 2018

  8. #8
    Titan Orby's Avatar
    10+ Year Old Account
    Join Date
    Jul 2010
    Location
    Under the stars
    Posts
    12,976


    Best Leek 2017
    I love Warcraft, I dislike WoW

    Unsubbed since January 2021, now a Warcraft fan from a distance

  9. #9
    The Undying Lochton's Avatar
    10+ Year Old Account
    Join Date
    Apr 2010
    Location
    FEEL THE WRATH OF MY SPANNER!!
    Posts
    37,509
    Quote Originally Posted by Shadocat View Post
    Next Expansion: Q3/Q4 2018
    I think more, around summer. If the new raid is out before christmas, then I am guessing late Q2 to late Q3.
    FOMO: "Fear Of Missing Out", also commonly known as people with a mental issue of managing time and activities, many expecting others to fit into their schedule so they don't miss out on things to come. If FOMO becomes a problem for you, do seek help, it can be a very unhealthy lifestyle..

  10. #10
    Quote Originally Posted by orby View Post


    best leek 2017
    legit!!!!!

  11. #11
    Deleted


    Gotta love all these crochet leeks

  12. #12
    Quote Originally Posted by Fuuj View Post


    Gotta love all these crochet leeks
    Damn that looks really nice, did you make it?
    Quote Originally Posted by Tonus View Post
    Anyway stop being such an ass fucktard.
    Quote Originally Posted by oblivium666 View Post
    Would you kindly go fuck yourself?

  13. #13
    Herald of the Titans Detheavn's Avatar
    10+ Year Old Account
    Join Date
    May 2010
    Location
    The Nether .... lands
    Posts
    2,670


    I'd like a playable leek.

  14. #14
    Deleted
    Quote Originally Posted by Gehco View Post
    I think more, around summer. If the new raid is out before christmas, then I am guessing late Q2 to late Q3.
    No it cant be Q1 or 2 of 2018 cause then we had already a beta test going.

    - - - Updated - - -

    Quote Originally Posted by Enrif View Post
    current estimated release will be late Q4 2017 or early Q1 2018
    A realease without a beta? MUAHAHAHA. Got anymore of such jokes?

  15. #15
    WORLD OF WARCRAFT: RETURN OF DEATHWING

    The Alliance and Horde forces have been working dilligently on the Broken Isles, allowing Deathwing and his forces to stir trouble once more. Azeroth has been shattered and in this simulationcraft, players must work together, despite their faction affiliation and aid the reconstruction efforts.

    Features

    New Level Cap: 115

    Leveling will be approached in a new fashion. Players will no longer accrue experience points through the conventional ways. Instead, the team wanted to reinstate "Vanilla" nostalgia and make players grind out monsters throughout the world. Kill trackers will show progress and at increments of 10,000 players will gain a level. Happy Hunting!

    New Professions: Woodworking/Wood Gathering:

    The long awaited professions have finally arrived. We wanted to give players the option to finally fulfill their lumberjack fetishes, whilst putting a creative spin on Azeroth.

  16. #16
    Merely a Setback FelPlague's Avatar
    7+ Year Old Account
    Join Date
    Dec 2015
    Location
    Canada
    Posts
    27,327

    Op^
    Quote Originally Posted by Varodoc View Post
    My ideas are objectively good

  17. #17
    Bloodsail Admiral Enrif's Avatar
    10+ Year Old Account
    Join Date
    Apr 2012
    Location
    Germany
    Posts
    1,205
    Quote Originally Posted by Fummockelchen View Post
    No it cant be Q1 or 2 of 2018 cause then we had already a beta test going.

    - - - Updated - - -

    A realease without a beta? MUAHAHAHA. Got anymore of such jokes?
    well, Legion went so fast with patches, what if we get the next expansion sooner then we think? besides. this leak is for fun. i'm for sure no one who has any connections to some internal blizz dev

  18. #18
    Quote Originally Posted by Fummockelchen View Post
    No it cant be Q1 or 2 of 2018 cause then we had already a beta test going.
    End of Q2 is over 9 months away. That would be doable. But Q1? Not when we don't even have an announcement, nevermind any actual testing.

  19. #19
    I'll bite, just for fun.

    World of Warcraft: The Infinite War (or perhaps World of Warcraft: War of the Infinite)

    Wrathion watched, seething in rage, as the sky tore open, revealing the terror of Argus, the seat of the Burning Legion! Determined that the foolishness of these so called "Heroes" of the Alliance and Horde would lead to the doom of all of Azeroth, he listened to the whispers of the Titans, which he had heard since he devoured the Heart of the Thunder King, and determined that the only solution was for him to save the mortals from themselves.

    His time working with Kairozdormu on the Timeless Isle taught him much, so he gathered the remnants of the Twilight Hammer lead by the traitorous Millhouse Manastorm and his derange wife, Millificent, the surviving followers of Xavius lead by Thalas Vylethorn, the Lich, Talar Icechill and Undead Nerubian King, Nezar'Azret (both of which escaped Bolvar's grasp as he was distracted with the Knight of the Ebon Blade), and two rogue demons, the Doomlord Grolethax and the Dreadlord Zorathides, and together they assaulted the remnants of the Bronze Dragon Flight at the Caverns of Time.

    Their victory was quick and decisive. They captured and later corrupted Anachronos (turned him to the Infinite - to show that it can be done with void magic), captured Nozdormu and Soridormi, and secured the remnants of the Vision of Time. Using knowledge gained from Kairozdormu and the knowledge of the Titans, Wrathion mended the Vision of Time and opened pathways across all of the history and future of Azeroth, and using Nozdormu (the future leader of the Infinite Dragonflight, Murozond) as leverage, he called forth all of the Infinite Dragonflight and brought them under his control.

    With his great army of Satyrs, Dragons, Scourge, Demons, and Twilight Hammer Cultist, Wrathion then turned his attention to the largest gathering of dragon kind remaining on Azeroth, the Dragon Isles, and he attacked in full force, destroying nearly every remaining living dragon of the original five Aspects and claiming the Dragon Isles for his own.

    With most of the heroes of Azeroth on Argus, Wrathion then released the Infinite Dragonflight and his minions across all of the mortal cities of Azeroth - enslaving those that surrendered, destroying those that did not, and molding all of Azeroth to his vision. He has vowed to save Azeroth from us, no matter the cost! As far as people on Azeroth are concerned - no one knows who is leading this army, and they do not notice or remember the changes Wrathion has made in time - however, since we were on Argus at the time, we notice the changes and that something is wrong with time itself, but we do not know who is behind it.

    Azeroth Remade - New Leveling Experience.

    With Wrathion in complete control of time and his minions spread across Azeroth, he has taken it upon himself to reshape the world in his vision. All zones and zone quests have been redesigned - some things have been changed in time (but only minor - Wrathion understands the danger of completely rewriting the timelines), others have been destroyed or taken over by Wrathion's minions and the Infinite Dragonflight. All enemies across all of Azeroth will scale from 1-110, but each zone will have minimum levels before you can begin the quest lines for those zones. This is primarily so players will still have a "path" to follow through the zones, but will never outlevel a zone if they wish to stay for the story line.

    New Level Cap - 120


    New Skills - With our Artifact Weapons (and all their accumulated power) shattered in the fight with the Dread Titan, Argus, the Heroes of Azeroth have not forgotten the knowledge gained wielding their power. All classes and specs now have their former Artifact Power as a baseline ability, and many of the artifact "traits" have been built directly into the baseline spells.

    Relics Return

    Relics take the place of Legendary Items from Legion. Each player can equip one Relic at a time and that relic will change how a spec specific spell works similarly to how Legendary Items worked.


    New Zones (110-120)


    As the heroes of Azeroth return from Argus, they come back to find their entire world overrun, and both factions receive an urgent message upon their return. All zones will have portions taken over by the Infinite Dragonflight, but they will also feature Scourge, Naga, and Old God Minions. While the initial zone for each faction is chosen for them (Alliance will begin with the Kul'Tiras Campaign, Horde with the Zandalari), following it's completion they may choose which of the other 3 zones they go to next.

    Kul'Tiras

    As the Heroes of the Alliance return home, they receive an urgent request from Lady Jaina Proudmoore. When she left Dalaran following the foolish decision of the council, she intended to claim her rightful place as Queen of Kul'Tiras, and raise an army to take the fight to the Legion (and the Horde) on her own terms. However, when she arrived, she found Kul'Tiras embroiled in a war with the Naga. Her armies were able to hold the Naga at bay for very long time, however after the Heroes of Azeroth assaulted the Tomb and forever removed the Tidestone from the Azshara's grasp, Jaina and her people suddenly found themselves facing a new threat, the Faceless Ones and a new form of Naga, infused with the power of shadow, their bodies twisted and corrupt - tentacles sprouting from their limbs and torso. The armies of Kul'Tiras quickly fell to this threat, and Lady Jaina and her generals were captured.

    All hope was not lost, however, as an elf, veiled in shadow and with odd crests on her head and shoulders, offered to bring assistance to Jaina and her remaining army if they, in turn, would help her people. Jaina quickly agreed and wrote a message to King Anduin Wrynn, requesting aid.

    The heroes of the Alliance begin this zone with a scenario that leads to the rescue of Lady Jaina and the discovery of a new race of Naga (see below) and culminates with the Alliance and coming face to face with Azshara and her Lieutenant, a Naga Brute now infused with darkness. Azshara is amused and tells the Brute to take care of us, but we fight back and take control of city of Kul'Tiras, which becomes the Alliance "base of operation" for this expansion. The rest of the zone is available to both factions and involves finding the origin of these new, Dark Naga, and their leader. The horde will journey through it with Rexxar driving the story, since he has been there before. It will heavily involve Azshara herself and introduce us the N'Zoth for the first time in game (just his voice speaking to us), as well as some undead.

    Zandalar and the Darkspear Islands (in the wake of the cataclysm, these two islands have smashed into one another, becoming one zone

    Upon returning from Azeroth, the Horde receives an Urgent message from Baine, who has been instructed to bring us in on a terrible secret. We are told to meet him at Thunderbluff, but when we arrive, we are hit from behind and knocked unconscious. Players "awake" to find themselves on Darkspear Islands with Baine standing over us. Enraged at this betrayal, the player rises and begins a battle with Baine, only to be restrained by another figure - Rexxar, the Champion of the Horde. They quickly explain that they are the keepers of a great secret but that something has gone terribly wrong, and they need your help. There is a group of new allies attempt a ritual of great importance, but they, and the entire Darkspear Islands, have been overrun by the Zandalari Trolls, and a new Dark Loa.

    The Horde then begin a scenario where they, with Baine and Rexxar at their side, battle through the ancient home of the Darkspear Trolls, fighting Zandalari Trolls, some empowered by Loa, and with a shadowy figure hunting them the entire time, it's voice screaming out from the darkness. At one point they assault a temple and steal a large sealed box with Misha carrying the container until they reach the final place of the scenario. This culminates in Rexxar, Baine, and the Heroes fighting to a group of Ogre Magi and Warriors, which Rexxar calls the new Mok'Nathal, as he places the container on an altar in the center of the First Home, the lost city of the Darkspear Tribe. Master Gadrin begins to lead these Ogre in a ritual and the Horde must defend against wave upon wave of Zandali, Dark Loa, and Dinosaurs. As the ritual reaches it's pinnacle the sky goes dark and King Rastakhan and the shadowy shape of Hakkar the Soulflayer appear before us. Hakkar orders Rastakahan to take care of us and fades into shadow, and the fight begins. With Rastakhan injured, he lashes out, killing Master Gadrin to try and stop the ritual, but he is too late, and he retreats into shadow.

    We turn to find Vol'jin standing in the center of the circle, back from the great beyond and holding Master Gadrin as he dies in his arms. It turns out that the secret mission was to sneak Vol'jin's body to the Darkspear Islands with a group of trolls to bring him back to life. He informed Sylvanas of this plan before he passed, and told her that the horde is hers until such time as he returns. Unfortunately the trolls were attacked by Zandarali as soon as they arrived and Vol'jin's body was taken. Only Master Gadrin survived, and he contacted Baine (who also knew of the original plan) for aid. Rexxar just happened to be visiting Baine at the time and gathered the Ogre Magi and the Horde Champions, in an effort to take back Vol'jin's body and bring him back to this world.

    Vol'jin is something new, however. As a price to return to this world, he and Bwonsamdi, the Loa of Death, have joined into one body, and Vol'jin's blind, right eye perpetually radiates a dark glow and a feeling of death and decay, but with the Darkspear Islands now cleared of Zandalri Trolls, the Horde claim the First Home as their "base of operation" for this expansion.

    For both factions, the remainder of the Zandalar zone will consist of quests pushing back the Zandalari Tribe to find the source of their new, dark power, and prevent them from bringing Hakkar fully into this world.

    Plunder Isle and Tel'abim

    Like Zandalar and the Darkspear Islands, these two land masses shifted until they sat in close proximity of one another, and this lead to a war between the two islands denizens. The Horde will begin on Tel'abim, which is located on the Zandalar side, and Alliance begins on Plunder Isle, close to Kul'Tiras.

    For the Alliance the quests begin with running into an emissary of the Human Bloodsail Pirates, requesting mercenaries for a war against the shadowy assassin's of Tel'abim, but we quickly find that the war is not one of land, but because there are two legendary relics hidden away in an underwater temple between the two islands. The Twin Eyes of Hakkar.

    For the Horde the quests begin when they receive a piece of very odd parchment that smells of bananas, enlisting the aid of mercenaries in the battle against Pirates. When the horde arrive, they find that residents or Tel'abim, are in fact, a group of extremely intelligent cousin of the Hozen - they stand straight up, but have the fur and facial features of the hozen, and are masters of stealth and assassination (IE: Hyper Intelligent Ninja Monkies). They know what the temple contains, and they want to stop the pirates from getting their hands on it.

    Unfortunately for both - the servants of N'zoth, the Faceless Ones, also want to claim the Temple for their own.

    Two two quest lines basically turn into Pirates vs. Ninjas with the Tel'abim story having many Planet of the Apes references, the Bloodsail story having many Pirates of the Caribbean references. It will also be the home of the new "Hemit Nesignwary" quest line. The quests culminate in two distinct experiences inside the same temple. One a dungeon where the Faceless Ones have taken control of one eye and the other a new, unique pvp battleground, The Temple of Blood (see below).

    Kezan

    Following it's destruction by Deathwing, the Island of Kezan has become a dark and dangerous place. While most goblins that were unable to escape were destroyed when Mount Kajaro exploded, there are some whose bodies survived to become servants of a new master. This zone introduces a new form of undead, the Shadow Scourge. Scourge that were either ripped away or escaped from Bolvar's control during the events of the Death Knight Campaign in Legion, these new Scourge have been infused with power from the Void to create a new form threat for Azeroth. In this zone, you will come across the remnants of the goblin starting zone, but there will be fosilized ashen/stone forms of goblins and trolls melted directly into the rock. Here we will encounter the Ashen - Living stone and ash in the form of goblin and troll with a frozen core and shadowy blue light in their eyes, as well as elementals and more traditional scourge.

    The quest zone pits us alongside the Paladins and the Knights of the Ebon Blade - both of which are still at odds after the events of the Legion, as we try to discover the source of this new scourge. This zones story culminates in the 6 boss 'starter' raid, The Undermine.

    Level 120 Zone - Dragon Isles

    The Suramar of this expansion - this will consist of the fight against the Infinite Dragonflight and the rescue and in some cases the destruction (for those that have been corrupted) of the last of the dragons - including the remaining Aspects. This zone will feature Chromie as our main guide, following her survival of Wrathion's attack. It will delve deeply into the history of both Chromie and the Bronze flight and through it we will find that Khadgar's secret love has been Chromie all along. In the end, we liberate or "take" each of the sections of the zone dedicated to each dragon flight, and finally bring the war to the gates of Wrathion's stronghold, and in the battles that take place Alexstraza, the Life-Binder, is killed.

    New Dungeons

    Kul'Tiras Crypts

    Near the end of the questing on Kul'Tiras, Naga and members of the Kul'Tiras Marines begin to rise from the dead. Alliance and Horde members track this strange event to the Crypts just outside of the city of Kul'Tiras, only to find a hidden sect of scourge living beneath. This dungeon has some random scourge bosses, and both horde and alliance will journey through it with Jaina and Rexxar at their side. The events of Kul'Tiras, and the fact that both alliance and horde came to her aid, has helped Jaina begin a process of redemption, and despite her misgivings, she has agreed to let Rexxar join. The dungeon will, of course, end with the final boss being Lord Admiral Daelin Proudmoore, raised as a new kind of Death Knight - the Void Knight. Undead and empowered by the void, but with absolutely no will of his own. This fight will be a call back to the end of his life at Rexxar's hands in the third war. Upon his defeat, he will warn of a new threat in the deep dark of The Undermine on Kazan.

    The Secret of Mount Mugamba

    Members of the Horde will quest through the majority of Zandalar alongside Vol'jin, while Members of the Alliance will quest along side Falstad Wildhammer, who has dealins with these trolls in the past, but both stories will have two distinct parts. The first will lead them to Mount Mugamba, battling first Forest Trolls and then Ice Trolls and all their traps, as you fight your way to a hidden temple at the top of Mount Mugamba. There you will find the key to gaining access to Zuldazar, but it will not be what we think - and a terrible guardian guards the path. This fight culminates in a battle against an undead Frost King Malakk once slain by members of the Alliance and Horde deep within the Throne of Thunder , and like Daelin Proudmoore, warns you of the dangers in The Undermine. Upon his death, Vol'jin or Falstad Wildhammer will locate the relic that will act as the key to Zuldazar.

    The Siege of Zuldazar

    A followup to Mount Mugamba, this dungeon will be a new sandbox style dungeon in which members of the horde and the alliance race one another to breach the gates of Zuldazar, and put an end to the Zandalari Trolls and stop them from summoning Hakkar into the world, and lay claim to the rumored hidden relics of power. On the Alliance Side, the siege is lead by the Council of Three Hammers, and on the Horde, Vol'jin, Baine, and Saurfang. The beginning of the dungeon will feature both horde and alliance breaking into opposite gates, but able to hear the other faction. This will still only be a 5 man dungeon and the part of the 5 man team on the opposing faction will be played by classic stand in characters like Johnny Awesome, Leeroy Jenkins, etc. The first section will consist of each team protecting siege weapons from waves of trolls while also ensuring that the faction leaders are kept alive. Once the gate is broken, you will face the council of Zuldazar, 3 trolls empowered by loa. Both sides face the same bosses.

    As the one faction fights this boss, the NPC's of the other faction will successfully break in their side and pull ahead in the race. The second portion of the dungeon will be trying to fight off their reinforcements (IE: alliance fights random horde, horde fights random alliance) culminating in the 2nd boss, the 5 man team. Each of these will feature the same classes, and will in some ways be reminiscent of the Faction Champions Encounter in the ToC Raid - minus much of the CC that made that fight awful. You will still need to kill the healer first, and the tank will be able to use "taunt" to force 1 player to attack them for 6 seconds, etc. With that boss defeated, you will now face off against the faction leaders, but you only wound them. You then use the relic from the Mugamba to open the door and there stands Sen'Jin, resurected. Vol'Jin, using his accelerated regeneration, has managed to get himself upright once again, and the last battle of the dungeon leads to a fight between yourself with Vol'Jin as an ally vs. Sen'Jin. Upon his death, he will warn that we are too late, that Hakkar has already come. This leads into the a 3 boss raid, Halls of the Blood God, however, to get there, we need 2 relics to open the way, the Eyes of Hakkar.

    The Shrine of Souls

    Located on Plunder Isle, this temple is the home of the Eye of Souls, one of the two eyes of Hakkar. A homage to the Sunken Temple (Temple of Atal'Hakkar), this 5 man dungeon will feature a similar layout as well as feature some of the more prominent enemies of the original dungeon - so it will open with 3 wings, with each wing having a boss and a shrine to activate to power the central elevator to the vault. One wing will be Wind Serpents, One wing Zandalar Trolls wielding void magic, the last, however, will be filled with minions of N'Zoth - to show a continued hint that the Zandalari have allied themselves with him. Once the vault is unlocked a giant Troll Statue (similar to what is found in Gundrak) empowered with void magic will block the path to the elevator. Upon his death, we can descend below to find ourselves facing Zul, The Dark Prophet. Upon killing him, we gathering the Eye of Souls.

    The Dark Below

    After questing through Kezan, the Horde and Alliance forces, with champions from both the Silver Hand and Ebon Blade for both factions, we find out that the secret of this this Scourge is coming from The Undermine, so they will begin their journey into the Dark Below to put an end to the threat. This dungeon will actually begin just outside of the player characters "home" from the Goblin Starter Zone and lead into the Kaja mine. You will be fighting elementals, Ashen and Void Scourged Goblins and Trolls, with the first boss being Candy Cane and Chip Endale - Resurrected by a mysterious force on the Lost Isles, these two star crossed lovers make their way back to their home on Kezan. We then move deeper and deeper facing an Elemental boss, an Ashen Boss, A giant, Void like version of the Festergut model, and finally we come to the gate of the undermine and we find Anachronos, raised from death to guard the Undermine following his death at the hands of Heroes and Chromie at the Caverns of Time.

    Caverns of Time - The Last Stand of the Bronze Dragon Flight

    Upon saving Chromie's life from Wrathion's 8 simultaneous attacks once again (done as a part of the questing experience - think of it like the "Light's Hope" quests in Legion - you get it at 112) Chromie has enlisted our aid in retaking the Caverns of Time from Wrathion's forces. The fight begins where the Chromie scenario ends, with her saved at the top of Wyrmrest Temple, however things are different - the Aspects and Ambassadors are all missing and the temple has been taken by the infinite. With Chromie's aid, you fight your way down from the top of the temple until you face Aeonus who has been pulled out of time before he is destroyed in the Black Morass. You then fight across Northrend to the Shrine of the Bronze Dragonflight. There you see each of the 5 members of the team's "past self" helping each of the 5 member's of the teams "past past self" protect the sands of time (call back to the 2 quests back in Wrath) You aid them in the fight, having to keep all members alive while fighting off waves of infinite dragons until Nozdormu appears. The past and past past self fades (making a stupid joke about gear once again), but this time, Nozdormu tells you of the assault on the Caverns before he is suddenly ripped away. Chromie takes you to the center of the caverns, where you find Anachronus, corrupted into an Infinite Dragon. You fight and kill him, but Chromie now requests that you travel back in time to see what happened, and for the last phase of the dungeon you will travel in time and take on the guise of a member of the Twilight's Hammer. You will then assault the Caverns of Time along side Wrathion, killing all of the bronze dragons, turning some to Infinite and while Wrathion takes on Nozdormu above you, you once again face off against Anachronus - this time as a Bronze Dragon. This fight will feature similar abilities to the Infinite version of Anachronus, but it they will work opposite of one another. For example he may pull you in in Infinite form with an ability, but in Bronze form, he will push you out. By the end of the dungeon, Anachronus is turned Infinite, Nozdormu and Soridormi are captured, and Chromie and your character now know, lore wise that Wrathion is behind it all.

    Caverns of Time - The Siege of Lordaeron

    Following the events of the Last Stand of the Bronze Dragonflight, Chromie will contact you again around level 106, because she has discovered that Wrathion has been making changes to the timelines. This begins as a single player scenario and takes you through multiple past locations from the dungeons in the caverns of time. You first see how Wrathion saved Aeonus, you go forward in time to find the entirety of Azeroth covered in water and void and find a shattered piece of the Demon Soul. Chromie then has you go back along the timelines of the Demon Soul, revisiting (very briefly and with an infinite twist) when the Aspects and Thrall stood atop Wyrmrest in preparation of using the Demon Soul against Deathwing, only to find that the Demon Soul is not there. Back further to the Enslavement of Alexstraza, where it was also missing, and finally back to the War of the Ancients to find that it was still there as it should be. Finally she traces thing forward again to locate that the Demon Soul had been taken right before Rhonin could destroy it at the Siege of Lordaeron.

    This leads to the Dungeon, where Chromie and us will begin inside the walls of Lordaeron, fighting the Horde. The opening of the dungeon involves defending the gates against waves of horde until finally we have Cho'gall before us as the first boss. We fight him until he reaches 20% health, and then we are stunned by magic from Gul'dan's warlocks. Cho'gall and Gul'dan then turn their troops away and leave the battle, and Ogrim Doomhammer follows. We then speak to Khurdan and with Rhonin, we take gryphons to break the siege of Lordaeron from the air before heading to Grim Batol to take the Demon Soul. We fight the Orc Warlock, Nekros Skullcrusher and Alexstraza, but before Rhonin can destroy the Demon Soul, a female Infinite Dragon shows up, uses the Soul on Alexstraza, freeing her, but then takes the Demon Soul for herself. We quickly hop back on our Gryphons and give chance to the mysterious Dragon as Alexstraza begins to slaughter all of the orcs, and we end up at Blackrock Mountain, where the mysterious Infinite Dragon flies. Unfortunately we are knocked out of the air by the forces of Orgrim Doomhammer and we end up inside the battle along with Lord Lothar and Turalyon. This battle ends with us facing Doomhammer as a boss, but we only take him to about 80% before Lothar steps in beginning their famous duel, where Lothar falls. We witness Turalyon pick up the sword and as the alliance forces rally and begin clearing the horde back to the Dark Portal, we push into Blackrock Mountain, where we find the Mysterious Infinite Dragon and Wrathion standing on the central platform of blackrock mountian. Chromie confronts Wrathion and he makes snide comments about not being stupid and giving away his plans, at which point he takes the Demon Soul and leaves, but not before revealing that the Infinite Dragon is Soridormi, prime consort to Nozdormu, whom he orders to take us out. She is the last boss of the istance and at it's end, Chromie tells you she will contact us again when she figures out where Wrathion has gone.

    Updated Dungeons

    The Sunken Temple

    The minions of Hakkar have returned to the Temple of Atal'Hakkar to claim the shards of the Egg of Hakkar, but the Sunken Temple was not left unattended. The layout will be similar, but instead of the Eranikus wing being the end, the Avatar wing will be the end, and it will be blocked off until you complete the other wings. There will no longer be green dragons here - instead that wing will be filled with Infinite Dragonflight Members.

    The former troll wing will have Naga, who have taken up residence after it was cleared of others.

    The final wing will be filled with trolls and will lead to a boss fight against a resurrected High Priestess Mar'li and Kazra'jin, who are trying to use the egg shards to bring Hakkar back into the world.

    Zul'Farrak

    The last member of the former Troll Alliance, Sul the Sandcrawler, has been resurrected as well, and he has taken back Zul'Farrak from the goblins. Here, Sul is working for Wrathion and the Infinite Flight to create new, living weapons for their army - the Sandstone Drakes. The Infinite Flight gave Sul the secrets of the Vial of Sands, and now the remnants of the Farraki Tribe, bolstered by Zandalari and Infinite Dragons, are kidnapping anyone they can get their hands on from Gadgetzan to turn them into Sandstone Drakes against their will. We go to put an end to their heinous experiments and save Tanaris.

    The dungeon will be much smaller than it currently is, reworked to make it a more linear path - with previously accessible halls, rooms, and caves blocked off with fallen rocks and walls. The ritual to turn people into Sandstone Drakes is being conducted at the top of the temple where the Executioner was previously, and we now fight our way up against waves, instead of down.

    New Battlegrounds


    The Temple of Blood

    Having stolen the Eye of Souls away from the Infinite Dragonflight, heroes of the Alliance and Horde now fight their way to center of the Temple of Blood to claim the second Eye of Hakkar, the Eye of Blood. The temple will be shaped like an "A" with two hallways that cross between the two opposing factions main hallway. The alliance begins on the Plunder Isle side and the Horde begin on the Tel'abim side. As either side approaches the first gate they will be confronted by a PVE gate guardian "boss". There will be a passageway, however, that leads to opposing faction's side, but the hallways is long at the first gate. This will leave open two primary methods to achieve victory - zerg the gate keeper as the opposing side does the same, or send out flanking forces down the hallway to try and wipe the opposing team as they fight the gate boss. The gate boss that the horde faces will be friendly to alliance and vice versa. After the first gate, the two opposing hallways get closer together and again face a gate keeper and flanking hallway - however the distance between the two opposing factions hallways is now much closer, so flanking can take place much faster without loosing as much uptime on the gate keeper. Each gate also contains a graveyard that can be captured by flankers of the opposing faction to increase runback time. Finally the two halls come together, to face the final guardian, and it's an all out brawl for who can kill the boss and collect the Eye of Blood. Both factions fight the same last boss, and whomever clicks the eye first wins - in the last bosses room, facing out toward the halls (and graveyards) there are defensive turrets that can be used to defend against the opposing faction. This makes the last fight about 1st clearing out your opponent and then hold them off from returning while your allies take on the boss. The turrets cannot be destroyed, however the user of the turret can be injured and killed while on the turret. The turrets only face outwards and cannot be used to kill players engaging the last guardian.

    New Raids

    The Undermine

    After defeating the scourged Anachronus, brave heroes of the Alliance and Horde travel into the depths of the Undermine with Lord Maxwell Tyronus, Lady Liadrin, Darion Mograine, and Nazgrim in search of whomever is responsible for the Dark Scourge...

    After his defeat in Naxxramas, Kel'thuzad retreated to his hidden chamber, deep inside the Magical Floating City of Dalaran. What fools these mortals were to not see what was so obvious - what better place to keep his Phylactery than in the heart of the Kirin Tor City he once called home. He stayed there, hidden, for years - gathering his powers and slowly rebuilding his body until he noted a familiar stench of Fel Magic on the air. Terrified of retribution for his failure at Naxxramas, Kel'thuzad took his phylactery and left Dalarn as the Legion began it's great invasion of Azeroth, but he did not know where he could go. In his desperation, he heard a feint voice call out to him, much like the voice of the Ner'zhul, the Lich King, so long ago, and he followed it to a land devastated by fire and ash. The voice called him underground and he followed, never realizing that the jaws of the great shadow had already closed behind him - there, in the deep dark of the Undermine, his phylactery at his side, the Lich Kel'thuzad, was devoured by the mind of N'Zoth.

    As he awoke, he found that his powers had been vastly increased - that he could feel legions of scourge around the world as if they were a part of his own body. He could also feel the heat - the fire - of something even more powerful than he, asserting pressure upon all the scourge - controlling him. "The Lich King" he thought - but quickly realized that this was not Arthas, nor Ner'zhul - but something else entirely. In some ways, something far worse. So he watched, and waited and in the meantime, he began to experiment with the ashen goblins and trolls, and the bodies of those slain below ground and above, and finally it happened, he felt the "other" look away, and in that moment he struck, pulling as many scourge to him as possible, taking control, and bringing them to heel as the voice had demanded.

    It was in this time that he had a visitor, another servant of his new master, and they explained where to begin his new scourge once again. Raising members of the Zandalari Trolls, The Council of Elders, Sen'jin, Daelin Proudmoore, and more - he began to assert himself as something more than the Lich he once was. He was now a Lord - a King in his own right, and all would fear him.

    Inside the Undermine we will face the horrors of Kel'thuzad, including a Risen Alexstraza and the Dread Lich, Kel'thuzad for a final time.

    Zuldazar Palace

    Brave heroes of the Alliance and Horde have gathered the Eye's of Hakkar and can no open the way to Zuldazar Palace. Inside they will face their worse fears, as Hakkar the Soulflayer has returned to Azeroth. 3 Boss raid, designed to compliment The Undermine. Two of the three bosses will be Rastakhan and Hakkar the Soulflayer.

    The Hall of the Aspects

    Although Wyrmrest Temple was a place of diplomacy for all dragonkind to meet and discuss the direction that Azeroth would take, there was another, secret location known only to the Aspects. It is here the Chromie has tracked Wrathoin and the Demon Soul and it is here that we must now go to stop him. This will be Tier 22 of World of Warcraft and will contain 10 bosses. Inside we will find that Wrathion has been fully corrupted by N'Zoth and with the aid of Azshara and her most talented spell casters, they have found a way to not only control all the other dragons, but to turn them into the Infinite Dragonflight we have seen throughout the history of the World of Warcraft. It was here and now where Nozdormu was turned to Murozond, and it is here that The Hour of Twilight begins.

    Inside we will face the army Wrathion has gathered as he and Azshara work side by side to free N'Zoth from his Dark prison. Chromie scans the timelines and finds that only one dragon, thus far, has been able to withstand the Demon Soul - Kalecgos, who never gave up a portion of his power, as the other aspects had, still resisted. Our first goal is to rescue him from the tortures of the Twilight Hammer. This is not the cult we once faced long ago.

    Empowered by the Demon Soul, the new Twilight Hammer lashes out with the power of shadow and void, elemental and machine and destroy anything in their way. We first face off against Highlord Demitrian. Once enslaved by Thunderaan, Demitrian has grown from the wretch he once was into a powerful warlock.

    Next we find ourselves facing the Ashen Golem, Kajaro, The Smoldering. When Deathwing attacked Mount Kajaro, he twisted the soul of the Fire Lord at the heart of the mountain, forcing it to explode, destroying the goblin cities on Kezan and turning the Elemental into a great being of Ash and smoldering flame. When Wrathion sent the Lich, Kel'Thuzad to do begin his work in the heart of the Undermine, he enthralled the Ashen Golem and brought him to his seat of power.

    Finally, we face off against the Leaders of the Twilight's Hammer, the traitorous Millhouse Manastorm and his devious wife, Millificent. No longer is this the Millhouse we scorned and giggle at - with the powers of the Demon Soul he has become DOOOOOOM itself. Using the powers of the void and machines or torture the husband and wife duo have been working together to break Kalecgos, so Wrathion can turn him to the Infinite, but the brave heroes of the Horde and Alliance have come to his aid.

    After rescuing Kalecgos, he informs us that the servants of Azshara have sealed the chamber where Wrathion and Azshara work to break N'Zoth's prison, and the only way through is to gain access to the key, so we head to the Naga Wing, where we will face off with a member of the C'thraxxi, Emperor Mgrlglgrlgl, Lord of Murlocs, and Lestharia Vashj - The mother of Lady Vashj, Lestharia was once throught to have been deceased prior to the Sundering. However, she was the one of the first Highborne to fall into shadow and has been a servant of N'Zoth for thousands of years. She holds the key, a sphere of glowing energy, which we bring back to the central chamber.

    It is here that we realize our mistake and Wrathion stands before us, declares that we have caused him enough trouble. He uses the Demon Soul on Chromie, and she flashes into her full dragon form, Chronormu. Wrathion bids us good luck and steps back into his chamber to continue the ritual. Kalecgos, weakend by the torture, knows he cannot be of help, so he does the one thing he can - asks us to hold on until he bring Khadgar to aid them.

    We battle Chronormu as she wields the power of time itself against us, but we persevere, and as she reaches 10%, Khadgar shows up, screams for us to stop, and quickly casts a spell to remove the control that the Demon Soul had on Chromie. She slowly changed back to her normal, Gnomish form, and we finally see who those rainbow coins were meant for - Khadgar and Chromie, were very much in love.

    With her safe, but injured, we must continue on alone to face the last bastion of Wrathion's forces, the Infinite Dragonflight itself. First we face the Infinite Council, a group of 4 great dragons of the past, one from each sect of Dragon kind. For the Dragons, Tyrygosa, former intended mate of Kalecgos, turned infinite, Chrono-Lord Epoch, saved by Wrathion before he could be destroyed in Stratholme, he now represent the Drakonids on the council, General Umbriss, pulled out of Time from Grim Batol before he was destroyed, he represents the Dragonspawn on the Infinite Council, and Valeyar, a Proto-Drake, once lost in time and space in the Storm Peaks.

    With the Council defeated, we come to our final challenge, Murozond. Nozdormu, the former aspect of time, has fallen to the power of the Demon Soul, and we must put him to rest one final time. This battle will take us across all aspects of time and space, including dropping us into the middle of the original fight against him in one phase.

    With Murozond defeated, we slide the key into place only to find that we are too late. A form writhing tentacles and shadows hovers, incorporeal, but with glowing blue chains wrapped around it. As we enter the room the chains shatter, and we can feel the hatred, the darkness, and the sick and disgusting joy from this creature as it reaches it assaults our mind. "You are too late!" It fades away as Wrathion and Azshara turn toward us. "I will take my leave - deal with these insects," Azshara orders Wrathion, and he snarls at her, but obeys.

    Thus the final battle begins, and we face our sometime ally, Wrathion in human form, black dragon form, and finally in Infinite Form, where we end his life and forever put to rest the Infinite Dragonflight.

    We recover the Demon Soul and Chromie and Kalecgos, two of the last remaining dragons on Azeroth, return it to the appropriate time, so that it may follow the path it must. They then set about correcting all the disasters Wrathion had created, but they both knew things could never be what they once were again.

    Bonus Zones (patch content)

    Nazjatar - 120 only

    After the events in the Temple of the Aspects, Azshara, with N'Zoth freed of his chains, could feel her power expand far beyond what it ever was. She no longer had need of the Tidestone to do as she wished. With a wave of her hand, she raised the Nazjatar from the bottom of the sea, and her Naga poured forth to conquer the world. In this zone we face the might of Azshara and her Naga, culminating in a raid of Zin'Azshari, and a fight against Azshara herself.

    Ny'alotha

    While the forces of the horde and alliance were barely able to contain the naga threat, The Drowned God continued his work. Azshara, injured but not beaten, laughed at our efforts to stop the inevitable and tore open a portal, escaping justice and telling us that the hour of twilight had come. As she did, we looked out the window of her great Palace to see a great darkness appearing off the coast of Nazjatar. The sleeping city of Ny'alotha had risen from the depths and the world soul of Azeroth screamed in pain. The scream reverberated through all things - members of the horde and alliance, the trees, the mountains, the seas - the very air vibrated, and then all was silent. The denizens of Azeroth - every single one, fell sleep where they stood, and the darkness of the nightmare took them.

    This brings us to a new questing experience. All of Azeroth is now a nightmare - not the Emerald nightmare we once visited, but a dark forest filled with terrors. The Druids of the Horde and Alliance quickly realized what had happened, and gathered what heroes they could to fight teach them how to resist the corruption. This is not just one new zone - but the azeroth herself - anywhere you go you will be assaulted by creatures of darkness.

    Nightmares will appear over zones like invasions and the bravest of heroes can go there to take on the minions of N'Zoth and claim their powerful weapons, armor and trinkets.

    This will culminate in a raid on the sleeping city itself, where we will face nightmare versions of the great heroes of the past, as well as Xal'atath, Il'gynoth, Xal'atoh, the head of the aqir and n'raqi, legions of the Qiraj, Cthraxxi, Nerubians and Mantid, and in the end we will face off against N'Zorth itself, and lastly, Azshara, fully empowered following the defeat/destruction of N'Zoth, where she will fall - but not before opening up a path for the Void Lords to invade.

    New Races

    The Myr - Alliance - Once Highborne of Azshara's Court, they fell into darkness with the destruction of the Well of Eternity. Corrupted by the Old God N'Zoth, they became the naga that we have seen in WoW for since Warcraft 3. However, during the event of Legion, one faction came to the realization that what Azshara was doing would not only destroy the Nage, but destroy life on all of Azeroth. The leader of this group, once a Naz'jar Battlemaiden, and named Champion of Azshara for her deeds in the battle of the Crucible, Nar'jira not only followed Azshara with all her being, but she outright loved her.

    Until she saw the callus and way Azshara regarded the fall the Lady Vashj, Lady Naz'jar, and the Fathom-Lords under her control. It was fine to feel disdain against the weak and pitiful fools of the surface world, but to show so little emotion for her own people - this though began to break the spell that Azshara had on the Myr, and when the Legion came, and all Azshara could worry about was the Tidestone while the world burned, Nar'jira decided enough was enough.

    This is where you begin as a Myr. You are one of the Myr and you begin your exodus from Nazjatar with the Battlemaiden Nar'jira. You face many challenges as you go through the opening zone, but as they leave behind the ways of N'Zoth and Azshara, they find that their cursed forms had begun to change - eventually leaving them with two legs, and bodies shaped like they were once, long ago, before the War of the Ancients. The scales, crests, fins and tentacles, did not vanish, however, and Nar'jira and her people found that they retained the ability to breath under water, could swim faster than most, but they could brave the land as much as the sea. They dubbed themselves the Myr, after a fanciful book Nar'jira had once read as a child, and began to search for a home.

    Thus Nar'jira found herself in Kul'Tiras, witness to an invasion of Azshara and what she had done with their former sisters and brothers - seeing the corruption and darkness around them, they were reviled, and Nar'jira and the Myr vowed to put these poor beings out of their misery, and end Azshara forever. Soon, Nar'jira discovered that the leader of this place, Lady Jaina Proudmoore, had been captured, so Nar'jira snuck into the dungeons and made a deal that would free both Jaina and the Myr, while making an ally against Azshara for both.

    Ogres - Horde

    Under the guidance of Rexxar, many outcasts of the Ogre clans that served themselves, the dragons, the Twilight's Hammer or the legion, found a new life with the Mok'Nathal. Rexxar, in his adventures with the Huntsmaster, had realized that despite his comfort in living on the land alone with his faithful animal companions, there is much that can be accomplished when a group of like minded individuals get together and join the fight.

    The Huntsmaster impressed him so much, that when Kil'Jaeden fell, Rexxar began searching for his own band of heroes to join the fight on Argus, and thus the Mok'Nathal was reborn - not just a race of Half-Ogre, Half-Orc, but a people joined together with one ideal - defense of the Azeroth, no matter the cost.

    During his journey into the dark places of Azeroth, he gained many allies and it was on one of these "adventures" that he stumbled into a plot to assassinate Baine Bloodhoor of Thunderbluff by none other than Magatha Grimtotem.

    This is where the Ogre's begin their journey. As the newest member of the Mak'Nathol, you come upon the Twilight Hammer ritual while on a hunt with Rexxar. This leads to an adventurous chase that finally spells the end of Magatha and the rest of the Grimtotem clan, and culminates in the Cheif's Tent of Thunderbluff, as you save Baine Bloodhoofs life.

    Following these events, Baine petitions Sylvanas to allow the Mak'Nathol Ogres to join the Horde, and the petition is granted.

    New Transportation/Housing - Flagships

    With the Skies above the South Seas owned by the Infinite Dragonflight, and the depths of the sea owned by the Naga, the Heroes of Azeroth require a new way to get around the lands they have come to. Thus the Shipyard is put back into production. As the former Commanders of the Horde and the Alliance, and the Former Leaders of their Respective Orders, these brave Heroes now take on the mantle of Admiral and construct their Flagship.

    Flagships will be something in between the Garrison and the Order Hall. While the Garrison offered too much strength with what you could do - eliminating gather professions, gold farming, and in many cases anything but Raids, the Order Hall left no room for customization for the player and overpopulated halls took away from the feeling that you were in charge (there can only be so many Netherlords).

    So the flagship ends up as a bit of both. If you board your Flagship, it will immediately begin to use oil. Your ship has a maximum amount of oil it can carry and oil can only be refilled at your faction capital in the South Seas. This is designed to limit how much time you can spend on your ship and to keep players out in the world.

    Now, outside of oil, the Flagship will also have Naval Resources to manage. These can be used to hire crew (Champions), outfit your ship with cargo holds and weapons, or outfit your Crew with weapons and armor - even build new ships for your crew to man as you create your ever growing fleet.

    Once you are on your ship, you have complete control and can sail anywhere in the South Seas. Use the crane to salvage goods from sunken ships, use cannons to fight off Krakens and Sharks, Hunt Whale Sharks for food and resources, trade goods from one port to another, or just sit and fish for a while with Nat Pagle.

    Professions Update

    Building upon Legions wonderful changes to profession - profession quest lines are back, and we're even bringing in some new ones!

    Gathering Professions

    With the addition of new Gathering and Crafting skills, and a new interdependence that will be created as a result, each character can now have 2 gathering professions and 1 crafting profession at any given time. All gathering skill now have 4 tiers for each type of product as well. When crafting the higher the tier of material you use, the better the result. They are listed below in order of white, green, blue, and purple

    Skinning - Scrap, Strip, Sheet, Fold
    Mining - Pebble, Rock, Chunk, Boulder
    Herbalism - Seed, Sap, Leaf, Sapling
    Woodcutting - Splinter, Twig, Branch, Trunk
    Disenchanting - Dust, Essence, Shard, Crystal
    Weaving - Scrap, Strip, Sheet, Fold
    Prospecting - Chip, Shard, Gem, Jewel
    Milling - Dust, Pigment, Ink, Paint
    Tinkering - Nail, Screw, Tube, Gizmo

    Each of these level up independently of on another and a character may choose 2. Each gathering profession has also been reworked to have fewer Types.

    Skinning - level 1-20 - Light Leather, 21-40 - Medium Leather, 41-60 - Heavy Leather, 61-80 - Thick Leather, 81-100 - Rugged Leather, 100-110 Fel Leather, 110-120 - Shadow Leather

    Mining and Tinkering - level 1-20 - Stone, level 21-40 - Copper, level 41-60 - Iron, level 61-80 - Mithril, level 81-100 - Thorium, level 100-110 - Fel Iron, 110-120 - Saronite

    Herbalism - level 1-20 - Peacebloom, level 21-40 - Mageroyal, level 41-60 - Goldthorn, level 81-100 - Khadgar's Whisker, level 100-110 - Felweed, level 110-120, Seaweed.

    Woodcutting - level 1-20 - Pine, level 21-40 - Spruce, level 41-60 - Mahogany, level 61-80 - Maple, level 81-100 - Birch, level 100-110 - Cherry, level 110-120 - Ash

    Disenchanting - level 1-20 - Strange, level 21-40 - Magic, level 41-60 - Soul, level 61-80 - Vision, level 81-100 - Dream, level 100-110 - Nightmare, level 110-120 - Abyss

    Weaving - 1-20 - Linen, 21-40 - Wool, 41-60 Silk, 61-80 - Mageweave, 81-100 - Runecloth, 100-110 - Embersilk, 110-120 - Netherweave.

    Prospecting - 1-20 - Quartz, 21-40 - Azurite, 41-60 - Citrine, 61-80 - Opal, 81-100 - Ruby, 100-110 - Emerald, 110-120 - Topaz

    Milling - 1-20 - Moonglow, 21-40 - Midnight, 41-60 - Burnt, 61-80 - Dawnstar, 81-100 - Indigo, 100-110 - Jadefire, 110-120 - Ethereal


    Crafting Professions


    Crafting Profession have received a few, key updates. First and foremost - crafted gear now scales based on what level you are when you equip the gear - within certain ranges. So, for example, in skinning an enemy that is level 44, I can get Heavy Leather Scrap (white), Heavy Leather Strip (green), Heavy Leather Sheet (blue), or Heavy Leather Fold (purple). Leatherworking patterns will only call for 10 Heavy Leather to make a pair of Heavy Leather Gloves. When you craft that Heavy Leather Gloves it can be equipped by anyone level 41-60 and it will be the appropriate level gear based on when it is equipped. Each piece of gear can also receive a bonus based on the quality of material used. White give base ilvl, each green material you include give 0.50 bonus ilvl, each blue gives 1.00 ilvl, and each purple gives 2.00 ilvl. So, if you were to use all Heavy Leather Folds to craft the Heavy Leather Gloves, it you get a bonus of 20 ilvl. You can choose which material to use when crafting.

    Here's the list of crafting professions:

    Jewelcrafting
    Inscription
    Enchanting
    Balcksmithing
    Leatherworking
    Tailoring
    Alchemy
    Carpentry
    Engineer

    Like the Gathering Professions, each crafting profession has been simplified. Jewelcrafting will use one type of gem per level bracket, and which stat the gem becomes will be based solely on the cut. Jewelcrafting will craft rings and neclaces

    Inscription Glpyhs will be spread out through the levels, and they will now have primary stat scrolls they can now craft slightly weaker version of the runes that drop in LFR. Inscription will craft trinkets

    Enchanting will use only one material and only have 1 version of each enchant at each level for each piece of enchantable armor. Enchanting will craft Wands and Staves

    Blacksmithing, Tailoring, and Leatherworking will all work as described at the beginning of this section. Blacksmithing will craft swords, maces, axes, and daggers

    Alchemy will now only use 1 herb for each level range, and like jewelcrafting, will choose how to prepare that herb to make different potions. Alchemy will craft Relics.

    Engineer will only use metal and 1 type of tinkered object for all crafted parts - it will still use crafted parts inside crafting recipes, however (IE: you may need to make a piece of sheet metal with 4 copper nails and a 4 pieces of copper, and then use 4 sheet metal and 4 copper nails to create something else. Engineers will craft guns and crossbows

    Carpentry will craft furniture, ship parts, and some basic weapons like bows and spears

  20. #20
    Healing spec for Mages.

    That is all.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •