The Scarlet Monastery in Tirisfal Glades is heavily inhabited by Scarlet Crusade Priests, Myrmidons and Paladins, formerly members of the Silver Hand. Others were recruited and joined into the ranks of the Organization in the past few years after the Fall of Lordaeron. South is the tomb of the founder of the Silver Hand, Archbishop Alonsus Faol—at Faol’s Rest. Little would Faol know the fate of his Order and of his most loved disciple Uther Lightbringer.
The Fall of Lordaeron led to the formation of the Scarlet Crusade by High Inquisitor Isillien and High General Abbendis. The result of the unending war between the Scarlet Crusade and the Undead Scourge brought the passing of many high ranking members. A statue and a plate is what remains of these fallen heroes of the Scarlet Crusade. While some are missing, they are thought deceased.
||Admiral Barean Westwind
Grand Admiral of the Scarlet Fleet
Citizen of Kul’Tiras
Lost off the Frozen Coast of Northrend
Lord Paladin of the Scarlet Crusade
Citizen of Azeroth – Knight of the Silver Hand
Last seen entering the cursed city of Stratholme
Warrior of the Scarlet Crusade
Citizen of Alterac
Last seen deep in the Eastern Plaguelands
Warrior of the Scarlet Crusade
Lord of the Red Caverns
Last seen in the Mountains of Alterac
Ranger Captain of the Scarlet Crusade
Citizen of Quel’Thalas
Lost in the Forests of Silverpine
||Orman of Stromgarde
The First Captain General of the Scarlet Crusade
Citizen of Stromgarde
Lost at the Mouth of Icecrown Glacier
The second Chief Assassin of the Scarlet Crusade
Citizen of Dalaran
Lost in the Tirisfal Glades
High Abbot of the Scarlet Monastery
Citizen of Stratholme
Killed defending the Scarlet Monastery at the First Summertide Assault
Defender of the Scarlet Crusade
Killed while slaying the Dreadlord Beltheris
High Wizard of the Scarlet Crusade
Citizen of Quel’Thalas
Locked in eternal combat with the Necromancer Diesalven
The First Chief Assassin of the Scarlet Crusade
Citizen of Dalaran
Last seen on the shores of Northrend
Hey there, Angler! The purpose of this thread is to explain the Fishing Tournament so that we can nab some of the nifty prizes.
I’ll keep this first post up to date. Please post additional information that you may have.
The 5 W’s
What: The Stranglethorn Vale Fishing Tournament
When: Every Sunday at 14:00 (2:00 PM) local server time
Where: Stranglethorn Vale
Why: For kicks, some decent prizes, and because it’s something other than grinding.
Fishing Skill & Bait:
All you need to get started is a fishing pole and a decent level of fishing skill. I started doing this at skill 260, and I did not receive a single “Your fish got away” message in over 1.5 hours of participation (without bait). So, you probably want to have one of …
A. 250 Fishing Skill
B. 200 Fishing Skill and a bunch of Nightcrawlers (+50 for 10 minutes)
C. 175 Fishing Skill and a bunch of Shiny Baubles (+75 for 10 minutes)
Note that there is a vendor in Booty Bay (all the way on the bottom platform near the plank leading into the water) that will sell you (limited quantity item) a Strong Fishing Pole (+5 Fishing Skill). Every little bit helps, so you should always be using this instead of the regular fishing pole (Also, you can get the Big Iron Fishing Pole, with a whopping +20 to fishing, instead… it’s a rare drop from Shellfish Crates that are part of a Horde quest line in Desolace – thanks to Emmert for this info).
While you can theoretically win the contest as a level 1 character, the reality of it is that you’ll probably want to be at least level 40 before you attempt this, for two reasons: First, you’ll want a mount for the speed increase (see below); second, the area you’ll be running around in is quite full of mobs between levels 35 and 45. If you are in combat, you aren’t fishing – so you’ll need to avoid constantly getting aggro’d by everything around you.
You’ll also want to have something to drastically increase your speed, as you’ll need to travel at a few hundred meters every 2-3 minutes. The faster the better. In order of preference:
A. Epic mount (+100% speed increase)
B. Regular mount (+60% speed increase)
C. Sprint/Dash/Aspect of the Cheetah/etc (+~40-50% speed increase)
Make certain that you bind yourself in Booty Bay, and that you do not use your Hearthstone after about 1:15 PM local server time. You’ll most likely need to hearth back to Booty Bay as soon as you’re done if you want to win.
Last but not least, you will want at least 16 slots of inventory free. Make sure you bring at least one fully-empty 16-slot container or its equivalent. You may want to have a little extra space just in case. Most fish (including the Tastyfish) stack in lots of 20, just so you’re aware…
At approximately 30 seconds after the server clock hits 14:00 (2:00 PM), a /yell will be sent to all of Stranglethorn Vale indicating that the Fishing Tournament has begun. Another yell will be sent when the contest has ended.
Goal #1: The main goal of the tournament is to be the first to catch 40 Tastyfish and to return them to the goblin contest master Riggle Bassbait in Booty Bay. Riggle stands on the dock just outside of the Inn. Along with the man in charge of the contest, there is Fishbot 5000 and another goblin who give out consolation prizes…
Goal #2: (Consolation Prize) Bring 5 Tastyfish to the goblins to receive 23 silver (repeatable as many times as you want).
Goal #3: (Consolation Prize) Bring a rare fish to the Fishbot 5000 to receive “Rare Nat Pagle fishing accessories” (Haven’t gotten any myself). There are three types of rare fish to be found, and yes, rare means rare – in an hour and a half of fishing, I did not catch a single one.
The Internet is surprisingly devoid of information on the rewards for this tournament. I did manage to find out some details, though:
First Prize: Hook of the Master Angler: A trinket that turns you into a fish and grants ~100% speed increase in water. You are unable to fight while in fish form.
Rare Fish #1 (Dezian Queenfish): High Test Eternium Fishing Line: Consume to permanently add +5 to a Fishing Pole.
Rare Fish #2 (Keefer’s Angelfish): Reward unknown.
Rare Fish #3 (Brownell’s Blue Striped Racer): Nat Pagle’s Extreme Anglin’ Boots: Boots enchanted with +5 to Fishing Skill.
Let the Tournament Begin!
School of Tastyfish:
As soon as the tournament begins, “School of Tastyfish” nodes will spawn all along the coast of Stranglethorn Vale. Yes, the entire coast is in-play. The nodes look like small whirlpools, 2-3 meters in diameter, complete with silvery fish flickering in and out. They are visible from a good distance as a shimmering spot in the water.
The locations of the nodes are fixed. That is, a node is either there or not there, but the locations do not change. You’ll find that there is a spawn location approximately every 100-200 meters along the coast, so there are many pools forming constantly. Along the southeastern coast alone there are about 10 spawn points. The best way to learn them is to participate in the tournament – you’ll be in trouble the first time, but you’ll learn them for the next time.
How to Catch the Elusive Tastyfish:
In order to catch Tastyfish, you must cast your bobber inside one of the fishing nodes. To be on the safe side, ensure that your bobber is at least partially touching the edge of the swirling waters. Ideally, cast it right into the center so you don’t have to worry. If you miss, re-cast again. There is no way to guarantee that your bobber will land in the right place. Learn how far back to stand so that the average-distance cast will at least have a chance to intersect the pool itself (stand too close and you’ll always overcast; stand too far and your bobber will never make it out to the pool).
Once your bobber lands in a good position, just wait and fish as normal. You’ll reel in either some Stranglekelp, a Tastyfish, a rare fish or (rarely) something else (anything you could normally catch in these waters goes here).
It seems that the nodes are partially timer based and partially quantity based. Nodes seem to last a minimum of about 1.5 minutes and a maximum of about 3. If you are the only person fishing a node, it will not despawn while your bobber is in it (this is odd).
It would appear that, for whatever reason (fixed quantity, random luck, whatever), the node has a chance to despawn upon anyone reeling in a catch regardless of what is caught (Tastyfish, Oily Blackmouth, rusty boot, etceteras).
Multiple people can and will fish in a single node. Note that (as stated before) there appears to be a minimum time that a node will stay active, so don’t necessarily get all riled up just because people zerg your lucrative fishing spot. It can get annoying, however, when more than about 3 people are fishing as the number of bobbers begins to be a problem.
As soon as a node despawns, immediately mount (or hit your speed boost) and proceed to the next most probable location for a spawn. This is something you will learn from experience. If you know a nearby pool despawned about 6 minutes ago, head there now, as this seems to be the approximate time between respawns.
The best way to do this by far is to stay just in the water, out of aggro range of most mobs but still able to walk/run/mount (don’t swim!). Run along the coast until you see the next node, and hit it.
Things to Watch Out for:
There are quite a few nasties along the STV coast. On the southwest side are the highest level mobs in the area, namely varieties of Naga. These are particularly annoying because they wander far (even into the ocean) and have a large aggro radius, are social, and like to net you.
The rest of the west coast is (for the most part) inhabited by Crocolisks and Raptors, of which the Crocolisks are by far the worst since they (like the Naga) will sometimes enter the water where you are.
The east coast of Stranglethorn, by comparison, is great. The ruins full of undead can be a problem if you are below level 40; levels 40 and up will generally be able to walk past without a problem. The one thing you must watch out for, regardless of your level, is the unique level 47+ Elite Giant Gorlash. He roams the shore slowly and is easily avoided, but there are always a disturbing number of skeletons near him when you pass by.
And last but not least, if you are on a PvP server, watch out for the enemy. you will hate your life as this event is commonly referred to on PvP servers as the “Stranglethorn Vale Fishing Gankfest”.
The Tournament Completed
How Long This Takes:
The tournament on Sunday 18 December 2005 was won in exactly 38 minutes. This means you should be catching, on average, about 1 tastyfish every 55 seconds if you hope to win.
I haven’t won. That said, keep a close eye on the number of Tastyfish you’ve caught. The second you hit 40, hearth back to Booty Bay, hti your speed boost if you’ve got it, and talk to Riggle Bassbait to win the tournament. A /yell will be sent to all of STV informing them that you are the victor. W00t for j00!
Most likely you will not win. If this is the case, you can just quit when you get the /yell, or you can continue to fish the nodes. The mechanics stay the same if you keep going. You can continue to catch Tastyfish and even rare fish for as long as the tournament continues. Once the contest is over and the node despawn for the week, you should return to Booty Bay and turn in what you’ve got for what prizes you can.
Sorry, No Cheating:
Blizzard has it covered when it comes to the various shady tactics that we all, of course, immediately think of and wish we could explot:
1. Tastyfish are eternally Soulbound, so you cannot trade them.
2. They are limited duration items, and will disappear 4 hours after catching.
3. Stack in lots of 20.
4. Cannot be eaten, cooked, disenchanted, sold, fed to pet, or used in any other way.
So you are all set to go win the tournament. By far the hardest parts are memorizing where the nodes spawn and learning where to stand so that your bobber has the best chance to land in the swirling Tastyfish whirlpool. Watch out for aggro, run swiftly, fish deeply, and remember the credo of the Simpsons’ Fugu Chef:
“Hmmm…. poison, poison, poison… ah! Tastyfish!
Level 38 Night Elf Druid
Guild: Brethren of Light
Realm: Argent Dawn
Strom continued to act as the central hub of Arathor, but as with Dalaran many new city-states arose across the continent of Lordaeron. Gilneas, Alterac, and Kul’Tiras were the first city-states to arise, and although they each had their own customs and commercial workings, they all held to the unifying authority of Strom.
Under the vigilant watch of the Order of Tirisfal, Dalaran became the chief center of learning for magicians throughout the land. The Magocrats who ruled Dalaran founded the Kirin Tor, a specialized sect that was charged with cataloguing and researching every spell, artifact and magic item known to mankind at the time.
Gilneas and Alterac became strong supporters of Strom and developed mighty armies that explored the mountainous southern lands of Khaz Modan. It was during the period that humans first met the ancient race of Dwarves and traveled to their cavernous subterranean city of Ironforge. The Humans and Dwarves shared many secrets of metal-smithing and engineering and discovered a common love for battle and storytelling.
The city-state of Kul’Tiras founded upon a large island south of Lordaeron, developed a prosperous economy based on fishing and shipping. Over time, Kul’Tiras built up a mighty fleet of merchant vessels that sailed throughout the known lands in search of exotic goods to trade and sell. Yet even as the economy of Arathor flourished its strongest elements began to disintegrate.
In time, the Lords of Strom sought to move their estates to the lush Northlands of Lordaeron and leave the arid lands of the south. The heirs of King Thoradin, the last descendants of the Arathi Bloodline, argued that Strom should not be abandoned and thus incurred the displeasure of the greater citizenry, who were likewise eager to leave.
The Lords of Strom, seeking to find purity and enlightenment in the untamed north, decided to leave their ancient city behind. Far to the north of Dalaran, the lords of Strom built a new city-state which they named Lordaeron. The entire continent would take its name from this city state. Lordaeron became a mecca for religious travelers and all those who sought inner peace and security.
The descendents of the Arathi, left within the crumbling walls of ancient Strom, decided to travel south, past the rocky mountains of Khaz Modan. Their journey finally ended after many long seasons. And they settled in the northern region of the continent they would name Azeroth. In a fertile valley they founded the Kingdom of Stormwind, which quickly became a self-sufficient power in its own right.
The few warriors still left in Strom decided to remain and guard the ancient walls of their city. Strom was no longer the center of the empire. But it developed into a new nation known as Stromgarde. Though each of the city-states became prosperous in its own right, the empire of Arathor had effectively disintegrated. As each nation developed its own customs and beliefs, they became increasingly segregated from one another. King Thoradin’s vision of a unified humanity had faded at last.
—Book found at Scholomance, Caer Darrow
Thanks to Freeman
There are few NPCs in World of Warcraft that directly or indirectly refer to Ashbringer or its creator, assumingly to be Archmage Timolain.
The Bulwark, Tirisfal Glades
Hello. I’ve set up camp here at the Bulwark to make my preparations for my journey into the Plaguelands. I’ve heard rumor that a great human wizard took up residency in Hearthglen not terribly long ago. He was commissioned by the Scarlet Crusade to fashion their warriors and hunters new bows and guns. It’s said that he completed a remarkable weapon before the Crusade killed him.
I guess their mistrust of the arcane has grown.
Caretaker AlenLight’s Hope, Eastern Plaguelands. The what-bringer? Oh, ASHbringer? Never heard of it … What? Stop bothering me!I come from the land down under … where women plague and men sunder.
Dire Maul Library
The Master holds great interest in the Lair of Nefarian. If only someone would defeat the dragon and his minions and retell the tale to the Prince. I bet that would loosen the Prince’s lips. The Ashbringer could be found!
Dire Maul Library
Has the Prince recanted the tale of the Ashbringer? It is our most favorite of his stories. His favorite is the follow up to the Ashbringer. Of course, nobody has ever been able to get that story out of him.
Chillwind Camp, Western Plaguelands
Greetings. Don’t have too much time to talk—I’m just using Chillwind as a camp to get some rest before heading to Hearthglen. I’ve heard word that before they went crazy, the Scarlet Crusade had a mage working for them who was trying to create powerful bows and guns for their soldiers. I’m not sure if he succeeded or not … the Crusade killed him before any of his finished product made it out. Maybe they killed him to keep it a secret … or maybe they distrust the arcane that much.
Steamwheedle Port, Tanaris
Don’t tell me! Shhh! You are here about the Ashbringer?!? Yes … Yes … No! My bad.
What can I help you with, (race)?
Nat Pagle’s Guide to Extreme Angling
… and so that’s where you’ll find the legendary sword of the Scarlet Highlord, Ashbringer.
Ain’t it amazing, what you run into in an ordinary day of fishin’?
For the Origin of the Ashbringer, visit the Burning Crusade Story Arcs section where you may find a transcript of what Mograine tells his friends in South Shore within Caverns of Time: Old Hillsbrad. Go here
The Burning Crusade expansion introduced the Caverns of Time: Old Hillsbrad where an expanded lore of the origin of the Ashbringer is revealed. Watch the dialogue video.
Greetings, traveler. It was here nearly 1,000 years past, that the Qiraji began their march of destruction across Kalimdor.
Thousands of lives were lost during the war, most in this cursed desert during the initial invasion.
I am one of only a few that remain, chained to both the past and the present. I know not why I am to remain stationed here but I know that I must.
> How do you know?
I have been slain a hundred times. I always wake here, alive. Some say I am cursed and others …
> What do they say?
They say that I am blessed: A herald to harken in a new age.
> And what do you say?
Ancient forces stir – forces that have not been seen or felt for thousands of years. The world weeps. Perhaps a new sundering comes. A sickness born from within.
The foulness has begun to seep into our lands. From the Dream come nightmares. Nightmares to befoul us in our waking hours …
Ralo’shan can be found at the top of a tower by the mountain north of Staghelm Point, Silithus.
Return to Wow Story Arcs
A raid of 20 players try Ossirian for first time in Public Test Servers. Not knowing what to expect, we engage to explore the abilities of this Egyptian-god-like boss. The experience makes everyone scream for their mommy =(
Download (13.3 MB – 720×480 – DSL)
Download (2.58MB – 320×240 – 56kbps)
PC Widows XP: Windows Media Player 10
PC Windows 98/SE/ME/2000: Windows Media Player 9
Mac OS X: Requires the latest Windows Media Player 9 or you can install VLC player here
Blizzard Entertainment has exponentially evolved their way to make instances and special boss fights. We have seen that with the bosses of Zul’Gurub, which require 20-players raid groups. The instance is surgically designed to be a tough experience, and each boss has its own special attacks and tricks to beat him. Ahn’Qiraj—in Public Test Servers—is showing to be among the most exciting and fun instances.
The Ancient city of the Qiraji is difficult and requires a good organization. Every class is needed: Druids entangling roots is needed for crowd control hand-to-hand with Mages’ sheeping. All healers need to watch the tank at all times—which can drop in a blink against Kurinnaxx’s stackable-debuffs; and wear their mana-regen gear. Some of the fights with the first two bosses are very long. If you do not have mana regen gear, you will exhaust your healing before the bosses hit half health. That extra mana per tick can be the difference to keep your tank and team alive.
First boss, is a huge scorpion named Kurinnaxx.
The strategy for Kurinnaxx is to have 2-3 Warriors on him. One Warrior in the front of Kurinnaxx. The Second Warrior on his left, and the Third Warrior on his right—by the ribs. Kurinnaxx makes sand traps that drops chance to hit by 75% and causes plenty of damage. The sand trap also silences casters for around 9 seconds—so stay out of range if by any chance someone gets aggro away from the tank. Move away as fast as you can before you get silenced by his trap. Rogues, watch how many debuffs are stacked on you, and use your vanish, and stay away. Anyone that gets 75% chance to hit, is useless anyway, so stay away so that you do not get damage. That will allow healers to conserve mana. Resume DPS when the effect is over.
Kurinnaxx also has some sort of cleave or mortal strike that stacks 10-15 times. This can be deadly for any tank. The idea of having one tank in the front, and two warriors on the side is that when the tank reaches 6 stacked-debuffs, he has to stop attacking immediately, and letting the other tank get the aggro. Make sure to make a macro in CAPS to alert the other two tanks that you are gonna let them take aggro. After 6 debuffs the Warrior will die so fast, no healer will be fast enough to cast Flash-heal. The macro also alerts all casters to stop attacking. Important. This is for the transition of aggro from Warrior to Warrior to get aggro.
Once the second tank gets aggro, make a macro for ASSIST so that casters can resume their DPS(Damage). As soon as the second warrior gets 6 stacked debuffs, stop attacking and let the third tank get aggro. Rinse and repeat. The whole raid needs to know their role and when to react based on these MACROS. Otherwise, you will get a wipe. This is a very long fight. Wear your mana regen gear if you are a healer and many stacks of Major Mana pots. Druids should provide Innervate on priests that ran out of mana.
Once you kill Kurinnaxx, make sure no one talks to the Human NPC. Only the main tank is to talk to him, when everyone is in position and ready. The next fight is a triggered event that starts when you talk to the Human NPC. Rajaxx will yell: “The time of our retribution is at hand! Let darkness reign in the hearts of our enemies! No longer will we wait behind barred doors and walls of stone! No longer will our vengeance be denied! The dragons themselves will tremble before our wrath!.
Basically, waves and waves of Qiraji Warriors and flyers will keep pouring in. Once a wave dies, another is sent within only two seconds. You need to drink in this short lapse of time if you can. Warlocks and Mages need to put a lot of DPS here on mobs. ALL Warlocks need to fear units constantly, and dot the main tank’s target while keeping a watch on the feared mob, to recast fear on them again and again. Druids can entangle-root mobs, and priests should use their Fear-2 mobs ability, hunters might get a chance to place traps in between waves. This orchestrated mob control will ensure the survival of all the 20 players, and keep you save from too much damage. Remember to dot the main tank’s target while fearing or entangling. Once it dies, move to the next target—rinse and repeat, until everyone is dead. Making the fight last longer by crowd controlling is good—in that lapse of time your healers and DPS casters are regenerating mana.
If you keep the 4 Kaldorei Warriors and Human healed, you won’t have much trouble. They have tons of hit points. The challenge is if you wipe and they die. They won’t respawn for at least two more hours, so you will be left on your own without the NPCs. The fight with Rajaxx—I will let you figure it out on your own. So let’s skip forward.
I could say Blizzard is allowing every single class to feel important and useful in Ahn’Qiraj instance.
Fighting Buru—a huge scarab on steroids—looks piece of cake, but requires a lot of organization.
Bad news: Buru can’t be tanked at all by a Warrior.
Good news: Buru walks very slow and can be kited(You can make him follow you while everyone ranges it).
I would suggest players to use their Revered-boots from Arathi Basin Battlegrounds for this event. The Boots allow you to run a bit faster than normal. Start running up the ramp while Buru chases you. Try to reach the top, of the ramp, then jump down. Healers need to keep healing the player after they jump down.
In the meantime, players need to cause damage to the six eggs of Buru—but DO NOT destroy them. Once the eggs have 5% hit points, spam on Raid chat “BRING HIM”, to alert the runner to bring Buru and make him walk on top of the eggs.
Soon as Buru is on top of the eggs, Warlocks and Mages should cast Area-of-Effect(AOE) Spells to destroy the eggs. Apparently, when the six eggs are destroyed below him, they cause damage to Buru.
Special thing to note: Buru won’t get aggro if you dot him or cast spells on him. He won’t stop chasing his target until it is dead, or becomes unreachable. You should make the font color of Raid Chat blueish or green—so that you can read the Warning message in orange. When Buru chooses to attack a specific player, you get a alert message onscreen saying that Buru is watching you.
Druids should be alert when they get Buru’s attention. They are quietly versatile to kite Buru. Turn into a Cheetah to run faster. When you need to enter the water, do not swim normally, or Buru will reach you, since your movement swimming is slower. Shapeshift into a seal quick and when you reach land, shapeshift once more into cheetah.
All healers must run behind Buru to heal the target. Buru won’t aggro if you heal the chased player. Our pick-up-group(PUG) was able to beat him on our second trial. Not hard, but not easy either—I commend Blizzard for creativity.
After defeating him, we headed up the ramp into the next terrace. Casters need to stay in the back by the ramp. Warriors should pull with their ranged gun and make sure to tank the Hive’Zara Tail Lasher (scorpions). They will silence all casters in an Area-of-effect for nearly 9 seconds, and it spams it very often—like father, like son. Nods at Kurinnaxx. Healers can’t heal anyone if you allow them to move into the casters, as they become silenced. The other insects will keep poisoning the whole group. So healers need to stay as far away as possible, and get in to toss renew. Druids should help with entangling root, but keep your distance to toss rejuvenation on the tank and anyone who needs it—staying away from silence AOE.
The Silicate Feeder worms here spread a deadly poison after they die, so try not to kill them in the middle of your group, or everyone will get hit and lose health pretty quick—which may kill players that are already 20% health.
Something Warriors would love to know is that past this terrace hallway after you kill Buru, heading toward Ayamiss, you have a high chance to loot Manual of Battle Shout Rank 7. Hunters get Qiraji Magisterial Ring and Druids get Rejuvenation Rank 11. Assumingly, all classes might have their own Book/Manual to upgrade one of their class-specific spells.
Once past this room, we gave a try to the huge bee boss, named Ayamiss the Hunter. All I can say is that was a very tough and interesting event. Ayamiss has a high aggro threat, and launches poison blasts at his target, jumping from target to target. On top of this punishment, every 15-20 seconds a swarm of flying bees come from the front and the back and attack the players. They seem to die with Mages and Warlocks AOE. Watch our movie of Ayamiss the Hunter. This event might be qualified as “Insane” and will be challenging, yet fun for hardcore guilds. A+ to Blizzard on this one.
We decided not to mess with Ayamiss for a second trial, and skipped him to find out what was next. The very long ramp heading to the top of the temple gave us a bunchful of curiosity. The sun could be seen in the direction of the ramp—as if inviting us for the fight of our life at the top of the temple.
Once atop, we found many Anubisath Guardian (Obsidian Statues) walking back and forth in very slow motion. You shouldn’t be fooled. They are set to walk on you at some point during mid-fight. The whole raid should stay on the ramp. That is your 100% safe spot. Hunters or Warriors should pull the Obsidian Statues down to the ramp. Once you are sure all of the statues are dead, you can leave the ramp. Each Obsidian spawns 2 Qiraji warrior minions. One can be feared in the safety of the ramp.
Mages need to cast detect magic at all times on Obsidian Statues to detect the type of deflect debuff they have. This is a anti-wipe measure and a lifesaver. The abilities of every class are tested on this instance.
The Anubisath Guardians by the Watchers Terrace have a deflect Shadow-and-Frost at once, while others have a Fire-and-Arcane deflect debuff. Casting Detect Magic will alert the whole raid which magic-spells they should avoid casting. Reason? If just one player messes up and dots the Obsidian Statue with Shadow Word:Pain, Devouring plague or Frostbolt/Frost Nova—for example—it will deflect back to every player in front of him the attack for over 800 damage. This mistake 3 times in a row could wipe half the raid wearing cloth and leather. Watch our movie showing the fight with one of the Anubisath Guardians—and a close up to Ossirian using mind vision.
Once we made sure all the Anubisath Guardians were dead, we started exploring the Watchers Terrace. A huge field with columns. We saw some crystals on the ground, and started testing—not knowing what to expect in this event.
When clicking the crystals, they would slide up from the ground, then sink back. Our curiosity grew, not knowing what they were for. But we kept in mind we could interact with the Pylon crystals named Ossirian Crystal.
We finally started to engage this final boss named Ossirian. Soon as we heard him yell: “Sands of the desert, rise and block out the sun!”, we knew this guy meant business, and that we were up to a spanking session. Blizzard really brought a challenge in Ahn’Qiraj instance. This is not the typical beat till it dies boss. He looks like the Egyptian god Horus, son of Osiris and Isis with the head of an obsidian-stone Hawk—Reference. However, Ossirian has a circle that brights on his head, which looks like a sun. The god Ra—father of all gods—and grandfather of Osiris’ parents Geb and Nut, is the god of the sun and has a hawk-head and a sun on his head—Reference
If you watch our movie, you will notice that our first attempt at this boss was both hilarious and sad. The 20-players lasted barely one minute or so. Believe it or not … our lovely Ossirian was literally beating the snot out of us. Ossirian killed a player by 8k, 12k, 13,068, 14,246 damage. Whoa? You heard right, and that was only normal hits. His crushing ability did 19,681 damage. Everyone was jaw-dropped as Ossirian kept yelling: “You are terminated.”. And indeed—this guy is a Terminator that has nothing to be jealous of Arnold.
Our second attempt was more lasting, and almost had a kiting strategy going. Players were driving him toward the Ossirian Crystals. You may Watch our second movie showing how the crystals sap Ossirian with a lightning bolt.
At this point, we do not know if Blizzard has acknowledged in the forums if this is a bug. I will surely check out later. If this is working as intended then our discovery will be possibly the solution to this massive spank-wipe. The Ossirian Crystals sap him—lowering his damage output for 30 seconds. A player reported he was hit by 5.6k damage and the main tank reported getting hit by 1.3k damage after the Ossirian crystal launched a bolt at Ossirian. The strategy here, among many others that guilds should figure out with practice, is for the Tank-Warrior to pull Ossirian toward one of the Crystals. The raid should organize and assign one player to stand by one of the crystals at all times. No one should attack him while he is on rampage, so to keep the aggro on the Tank. When the crystal saps Ossirian with a bolt, his damage-output will be reduced. A Shaman reported that he was able to purge his Strength of Ossirian buff as well.
It is important that all mages are alert on re-casting Detect Magic on Ossirian at all times to find out when he has risen up his buff. I’m not sure if that was the name, but it seems he has a armor buff that can be dispelled.
The ideal scenario is that a Tank keeps pulling Ossirian toward each Crystal, sorta kiting him in circles, up to the next crystal while casters range him. The player assigned to each crystal most be alert to trigger-click the crystal at the right time to sap Ossirian once more—every 30 seconds, on a different crystal. The crystal will spawn again, so you can return to it at a later time.
Before conclusion, I gotta warn you that Ossirian also summons a huge tornado that moves through the Watchers Terrace, adding an extra adrenaline-pumping factor. He can also cast cyclone on a single-target. This no doubt will be one of the most challenging boss events that will require a lot of cooperation, organization and communication among all players to pull off. And a lot of luck and praying. Blizzard’s creativity at its best.
Special thanks to Filefront for hosting our movies to share with you, and to GameCam for providing a great Game Movie Capturing software.
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This is a story that has been explained a few times to those who have asked after they have seen Deadwind Pass, and the great tower of Karazhan that stands alone within it.
However, it is always welcome to tell the tale again for those who have not heard it yet. A dark tale. A grim tale. The story of a place of horrors.
Karazhan, within the Deadwind Pass, was not as it is today… even four years ago. A dark and evil presence has come to Karazhan and the Deadwind Pass, a presence that has cursed the very land, and brought the dead to life without aid of any Plagues. The only living things within the Pass are the giant carrion birds, like great shadows on the sky, and a very hardy tribe of Ogres that have no fear of even the Dead that walk in Karazhan. The Ogres, perhaps, even pay homage to whatever rules the Tower.
Karazhan rests at a nexus of ley energies that give the site of the tower incredible power. Magical power is augmented at this site, and that is why it was chosen by the last of the Guardians of Tirisfal to be his home. Or did Karazhan chose Medivh? It is hard to tell, with the strange energies that exist at that place.
Karazhan, for many years, has a power all its own. It could show those within it visions of the Future… or the Past… and of things that might or might not be. Prophecy was Karazhan’s power, and Medivh liked the power this afforded his studies.
Even then, however, Medivh was possessed. His mother, Aegwyn, was the one who fought and slew the body of the Dark Titan himself. No other mortal could ever have done this, and it is hard to imagine how Aegwyn even accomplished this feat… for Sargeras’ power was beyond measure in his full form. However, though his body died, it is much harder then that to kill a Titan.
The Dark Titan’s spirit enter Aegwyn, and into her very womb did he go. He waited there for the child that would eventually be conceived, and took possession of the boy. Medivh’s life up to his death was a constant struggle between himself and Sargeras.
Sargeras, the Dark Titan, overcame him time and time again.
Sargeras tried to make Medivh kill his own mother, but the will within Medivh refused, and he instead banished her to somewhere… no one knows. Perhaps far, far from this world entire. Wherever she went, she lives on… likely mourning for the son she lost.
It was by Sargeras’ command that Medivh created the Dark Portal and brought the Orcs forth onto Azeroth. To break the cycle and set himself free… this was the goal of both Medivh and Sargeras.
However, the Sword of Auduin Lothar found its mark in the heart of Medivh. This tale is told in much further detail in book, The Last Guardian.
Karazhan, as it stands now, is not as it was. When Medivh returned from Death as the Prophet, he absorbed from Karazhan all the powers of Prophecy that it once had. The tower was rendered inert, its prophetic might removed. He abandoned Karazhan then, having no further use for it.
However, someone else took over in his stead.
Karazhan remains a site of great and terrible power. A nexus of Ley Energies rivaled only by the now destroyed Sunwell. It is a place where Magic itself can come alive. The power of Prophecy is gone… but who knows what could fill the void the power left in its wake.
Many rumors persist about what has cursed the land, what killed and animated the townsfolk in the ruins of the village at Karazhan’s feet. It could have been a dark and powerful Lich in service to the Lich King… or it could be a sect of Dreadlords that escaped the culling after the second invasion of the Legion.
Or, like Medivh, Sargeras could also still be alive.
His soul, persistent as always, could have returned to the site of his years of plotting and experimentation. Sargeras could easily, even in Spirit, corrupt the land and take possession of Karazhan. He is a TITAN, as near to a GOD as anything that currently walks the world. His body, sans his eye, may be entombed in the islands off the coast of Kalimdor… but his Spirit might still linger, and be doing terrible things within the now empty halls of Karazhan.
It could be that by removing the power of Prophecy from Karazhan, Medivh opened the door for Sargeras to gain full control of the power of Karazhan that remained. Why did Medivh not foresee this?
Perhaps he did. Perhaps he tried to go to Karazhan to stop this after Archimonde’s destruction. Perhaps Medivh is locked up in his former home, held by the being that possessed him for so many years.
Or perhaps Medivh’s time on this earth ended when Archimonde died… and he could to nothing but pass on, though Sargeras remained.
Many dark stories flow from Karazhan of terrible events and dark creatures. Dark Riders have been seen as far as Duskwood, and an artifact known as the Scythe of Elune was claimed by them and taken back to the tower. The artifact possesses the power to summon the Worgen to this world… and if you have studied anything about the Worgen, you know they to be perfect allies for Sargeras. This artifact has also maintained the unnatural darkness over Duskwood for many, many months… if Sargeras possesses this item… there is no telling what harm he might do with it.
There is a new theory that has come to light. A theory that has caught many ears and hearts, and filled minds with horror and fear. If it is not the Ghost of Sargeras within Karazhan, then it could be this being that all members of the Alliance learned to fear during the second war. A being that was one of the original Orcish Death Knights under the service of Gul’dan. A being that was a Warlock and Necromancer of TERRIBLE power.
His name was Teron Gorefiend.
Rumors of a pale horse riding from the Dark Portal spread across the land. Rumors that upon that horse was a shrouded rider, and that horse was as dead as stone. And, even the Demons quailed at its passage.
Within that shroud was a being that commanded the Orcish Death Knights during the Second War… within that shroud is a being who very well COULD awaken the dead from their long slumber.
A mind of cunning and magic as keen as Medivh’s is in that shrouded cowl. He knew of Karazhan and Medivh. He was likely one of Gul’dan’s party who met with Medivh to seal the deal and help in opening the Dark Portal. His knowledge of the undead would rival the Lich King’s.
He also bears no love for Ner’zhul, wanting his own dominion and his own glory. And his origins do not originate from the Plague that made Undead in the rest of the world. The Lich King holds no sway over him or anything made by him… undead or otherwise.
He was never accounted for by the forces that raided Draenor. No record of his death or destruction was ever found. It is very possible he could have survived the sundering of Draenor.
Teron Gorefiend could have rode into the abandoned Karazhan… and taken over when Medivh left off.
Think of him sitting upon his skeletal horse, and in his hand the Scythe of Elune, and around him legions of howling Worgen.
Such is the stuff of Nightmare.
Other then these theories, Karazhan remains a mystery still. All attempts to enter it have failed. The dead bar the way with power as great as the strongest of Adventurers.
When Karazhan does open… be it Scourge or Demon, Teron Gorefiend or Sargeras himself within it… one thing is for certain…
No one will be safe from what lies inside the Cursed Tower of the Magus Medivh, Karazhan.
Level 60 Troll Shaman
Guild: Lordaeron Intelligence
Realm: Argent Dawn
1. Windstones, Elementals, and Epics
Here’s a guide to some stuff in Silithus that you may or may not know about.
There are 3 twilight hammer camps in Silithus each with Lesser, normal, and Greater Windstones in them. They display a ‘use’ icon when you mouse over them, however if you activate one unprepared, it will zap you with lightning. And yes, it will kill you if you are dumb and try it enough times. :p
Each of the stones will summon an Abyssal Elemental. What they drop depends on which one you summon. All of the stones require, at minimum, the Twilight Trappings Set. This is a 3 piece cloth armor set with a head, shoulder, and chest piece. They have no stats, and the set bonus only allows you to interact with Windstones. They have about a 1/5 drop rate off the twilight cultists, don’t bother buying them off the AH unless you’re really lazy, you can farm a full set in about 15 minutes.
Important Note Using the Twilight Set, Medallion of Station, or the Ring of Lordship to activate any of the windstones will consume the 3 armor pieces, medallion, and or ring! If you fail to kill the elemental and he despawns, you will NOT get the pieces back, broken or otherwise. So don’t do it unless you are prepared to take down whichever boss you are summoning.
Objects of Beckoning
If you complete the quest to collect 10 Encrypted Twilight Texts, and turn them in to the NPC in the cave, INSTEAD of turning them in to the NPC in town, you will recieve a letter in the mail a few hours later.
In the mail you get a bag, the bag can contain various crafting schematics, as well as some scrolls that will allow you to create beckoning objects.
Crests of Beckoning are used on Lesser Windstones.
Signets of Beckoning are used on normal Windstones.
Scepters of Beckoning are used on Greater Windstones.
Each of they Scrolls require various regents, ranging from 1-20 elemental air/earth/fire, herbalism plants, truesilver rods, and Dark Runes.
The purpose of the Objects of Beckoning are to enable you to summon a specific type of elemental from the stones. For the Lesser stones this is kind of pointless, the Templars loot tables are mostly the same between all 4 types. For the Dukes and higher, this can be useful, as each drops a different object. It takes quite a bit of time to aquire the materials to summon a Duke or a Lord, so this may be worthwhile.
The Lesser stones summon a Templar, a 60 elite that can be taken down easily by a group of 2-3. The only thing required here is the Twilight Set. Be sure to bring a healer of some sort, they hit for ~700. There are 4 possible Templars that can be summoned, which one is summoned is random. Each will drop an Abyssal Crest, and there’s a good chance that it will drop a random BoE green item. They can drop blues, but the chance to do so is only slightly higher than any other random NPC.
Azure Templar – Water
Crimson Templar – Fire
Earthern Templar – Earth
Hoary Templar – Air
The “normal” windstones (they just say “Wind Stone”, no Lesser or Greater) require a Twilight Set, plus a Medallion of Station. The medallion is a neckpiece, which is aquired by bringing 3 Abyssal Crests to the NPC near the mailbox along with a Large Brilliant Shard. This quest is repeatable, however it requires Friendly reputation before it becomes available. All you need are 3 Crests and the shard to get another one.
Wearing the Set and the Medallion allows you to activate the Windstone, which will summon a Duke. These are level 62 elites, and can be taken by a group of 5 if everyone knows what they’re doing. If you’re doing this with a pickup group, grab 8 or more. Each has different attacks, none are particularly difficult, although the Air elemental does use a hurricane like attack that does 400 per tick.
Each of them will drop a different BoP blue item, most of which are very nice. They will also drop a blue item called an Abyssal Signet, which you can turn in for some faction and a nice bag of random stuff.
Duke of Cynders – Fire
Duke of Fathoms – Water
Duke of Shards – Earth
Duke of Zephyrs – Air
To summon a Royal Lord, you need the Twilight Set, the Medallion of Station, plus a Ring of Lordship. The ring can be aquired via quest, same as the Medallion, however it requires Revered reputation with the CC. It takes three(3) Abyssal Signets to create a Ring. This quest is also repeatable.
The ring also drops off a rare spawn that can spawn at any of the 3 twilight camps, and wanders around the camp. If he’s not at one camp, check a different one. Even though he’s classified rare, reports have his spawn time at less than 15 minutes, although he can spawn at any one of the 3 camps.
Activating the Greater Windstone will summon a ?? (raid boss) elite that requires anywhere from 30-40 people to defeat. There are four different ones and each one drops a different epic. It is not a 100% chance to drop an epic, but it’s pretty high, somewhere around 70%. If not an epic, then you’ll get a blue.
They also drop Abyssal Scepters
These can be turned in for rep with the Cenarion Circle, same as the crests and rings. However it’s plausible that these can be used to summon a still more powerful entity, however this is still speculation, nobody has discovered any quest or object that would lend credit to this theory. It’s also possible that they could be used in the next patch to help open the gates of Ahn’Quiraj
High Marshal Whirlaxis (Air)
Prince Skaldrenox (Fire)
Elemental Focus Band
Baron Kazum (Earth)—Thottbot has no info here
Thanks to Lauran and Fates Requium, here’s a video of some fights with the Royals.
Level 60 Night Elf Druid
After Gul’dan replaced Ner’Zhul—his mentor—as the new servant of the Burning Legion, Gul’dan convinced many of the orcish tribes to embrace the warlock bloodlust. The Burning Legion requested a purification of their land. The bloodlust granted great muscular might and an inner-rage for killing and destroying anything in their path.
During the orcish rampage of Draenor, many Draenei were killed, while others were dishonored by the brutal orcish soldiers, and Garona was the product of one such coupling. At the end of the war, Garona and those like her were all that remained of the Draenei. A small number of Draenei survived the onslaught, using a recessive cloaking ability—which saved them from extinction. Having travelled well in all of Draenor, Garona was well-versed in the culture of both the Draenei and Orcs, making her an invaluable asset to the Shadow Council, and she was inducted into the warlock-controlled Stormreaver Clan. She quickly became the Chief Interpreter of the Shadow Council, and Gul’dan’s personal spy and assassin. Due to her mixed blood, however, she was eternally an outcast, and had to rely upon her wits to keep her alive in the harsh world. Upon arriving in Azeroth, Garona’s experience lent a great deal to her insight with their newest foe – the humans.
She was part of a war party which attacked Medivh, and the Magus killed all of them, except her. Garona was sent back to Gul’dan with a message for him, and the warlock returned her to Medivh, to act as a spy on the orc’s behalf.
She acted as an emissary of the Horde to him, and assisted the mage in understanding the orcs. It was in Karazhan that she met Khadgar, Medivh’s apprentice sent to spy on him from Dalaran by the Kirin Tor. Khadgar was, at first, furious at her presence, but the Magus demanded Khadgar’s respect. Over time, a begrudging trust was forged between the two. Garona and Khadgar continually rebuked the other’s race, and defended their own from assault. They learned from each other, and soon began to suspect that Medivh was keeping secrets from both of them.
Together, they eventually discovered that Medivh was, in fact, the man who had brought the orcs into Azeroth, and uncovered his plans of murder and deceit, and that he was truly Sargeras, the fallen Titan.
They fled to Stormwind, where Garona met Llane and Lothar, who accepted her despite her orcish heritage. They then gathered a small war party and raided Karazhan. After searching about the tower, they found Medivh, who unleashed all the powers of Tirisfal and Sargeras combined against them. When Garona tried to attack him, he sent a numbing psionic blast into her mind. In the ensuing battle, she disappeared as Medivh was killed.
In the months that followed, Garona became a trusted confidante to King Llane. She reported to him the inner workings of the Horde and how he could use it to his advantage. But, she was still ultimately working for the Stormreaver, and was sent on a mission to kill Llane. With a heavy heart, she carved out his. But Gul’dan was in a coma after Medivh’s death.
Immediately, Doomhammer used the situation to his advantage, killing Blackhand. His spies found Garona, and tortured her, almost to death, until she finally revealed the secret location of the Shadow Council. The Council was destroyed, and the Warlocks slain.
Garona’s fate hereafter is uncertain. She is pressumed dead.
NOTE: However, Garona was seen in Ravenhold Manor, the guild of assassins, during World of Warcraft closed beta with the title of Grand Master of the Assassin’s Guild—which suggests that Garona survived Doomhammer’s wrath. The NPC was removed later on. She is possibly reserved for a special storyline in a future content patch.
The Draenei are one of the three primary races native to Draenor (the others being the Orcs and the Ogres). The Draenei once populated the planet heavily, but were slaughtered by the Orcs shortly after their corruption by the Warlock Gul’dan. The Draenei were formerly very human-looking, with greenish skin. After the Dark Portal was destroyed, Draenor collapsed onto itself. What remains of Draenor are floating chunks of the planet’s debris and asteroids floating in the Twisting Nether. This zone of floating asteroids in space is known as Outland. The irradiation of the collapsing energies of the Dark Portal seem to have mutated the Draenei that survived. Their almost human-like features forever changed.
They were thought to be extinct, but Illidan and his forces discovered and liberated one of the last surviving Draenei villages. They are known for being great spies and assassins as their warriors can Shadowmeld at all times of day, even while moving. They are currently ruled by Akama, the Elder Sage, and are allied with Illidan’s Naga and Blood Elves. The Draenei are consumed by an unquenchable bloodlust whenever they know Orcs are near.
A few Draenei were led through the portal by a few unknown leaders with the hopes of finding a new life, and have settled in The Swamp of Sorrows. Unfortunately, most of them were driven mad due to homesickness, and attack all on sight. There are a few, led by Magtoor, that remember their noble roots and survive on in the swamp seperate of their mad brothers. The mad Draenei are called “The Lost Ones” in memory of their old homeworld.
After you kill one of the four corrupted Green dragons, you loot an object shrouded in nightmare named Malfurion’s Signet Ring. A quest starts to go to the Moonglades. You bring your finding to Remulos—son of Cenarius—at the Moonglades and suddenly, Malfurion’s dream form appears before Remulos.
Keeper Remulos: “Malfurion!”
Malfurion: “Remulos, old friend. It is good to see you once more. I knew that the message would find its way to you – one way or another.”
Keeper Remulos: “It was shrouded in nightmares, Malfurion. What is happening in the Dream? What could cause such atrocities?”
Malfurion: “I fear for the worst, old friend. WIthin th Dream we fight a new foe, a born of an ancient evil. Ysera’s noble brood has fallen victim to the old whisperings. It seems as if the Nightmare has broken through the realm and seeks a new host on Azeroth.”
Keeper Remulos: “I sensed as much, Malfurion. Dark days loom ahead.”
Malfurion: “Aye, Remulos. Prepare the mortal races.”
Keeper Remulos: “You have been gone too long, Malfurion. Peace between the children of Azeroth is tenuous at best. What of my father? Of your brother? Have you any news?”
Malfurion: “Cenarius fights at my side. Illidan sits atop his throne in the Outland – brooding. I am afraid that the loss to Arthas proved to be his breaking point. Madness has embraced him, Remulos. He replays the events in his mind a thousand times per day, but in his mind, he is the victor and Arthas is utterly defeated. He is too far gone, old friend. I fear that the time may soon come that our bond is tested and it will not be as it was at the Well in Zin-Azshari.”
Keeper Remulos: “Remulos, I am being drawn back … Tyrande … send her my love … Tell her I am safe. Tell her … Tell her I will return … Farewell …”
Keeper Remulos: “Farewell, old friend … Farewell … Let us return to the grove, mortal.”
Quest: Eranikus, Tyrant of the Dream
Travel to the continent of Teldrassil and find Malfurion’s agent somewhere outside the walls of Darnassus.
Malfurion: “This is a journey of redemption, hero. Would it be that I was slain today, I would have died for a just and righteous cause. You must recover the green scepter shard. You must cleanse Eranikus of the taint placed upon him by the Old Gods.
Travel to Darnassus. Just outside the city walls you will find one of my agents. This agent will set things in motion for us and inform Tyrande of our plans without alerting Staghelm.
A fall from grace a thousand years in the making…”