Cataclysm Review: Darkshore. Do what it takes

A group of Danish scientists conducted research and excavations in Alken Enge swamps, where there were earlier settlements of the ancient Germans, as a result of the work, it was found that their tribes cruelly mocked the bodies of their enemies.

Danish archaeologists went on an expedition to the Alken Enge swamps, the research was aimed at establishing the way of life of the ancient Germans who lived in the swamp area several millennia ago.

During the excavation work, researchers found broken human skulls, as well as pelvic bones worn on sticks. A similar picture provoked the assumption that the ancient Germans could outrage the bodies of their enemies who fell in battle.

Remains in the Alken Enge swamps

Scientists report that six months after the confrontation, the victors in the person of the German soldiers collected the bodies of enemies, cut off the meat from the bones and laid them out in a certain order, then threw them into the lake, while an animal was sacrificed.

The mystery of the massacre in the Alken Enge swamps

Traces of the massacre that took place on the shores of Lake Mosse in Jutland about two thousand years ago have haunted historians for a couple of years. Who and why brought huge armies to this then still very wild and sparsely populated land? Why did thousands of people lay down their heads? Who won the victory? Which people did the soldiers of both armies belong to?

In East Jutland, archaeologists continue excavations at the site where a grandiose and cruel slaughter took place about two thousand years ago. Crushed human skulls and bones, clubs, axes, spears and shields have been preserved in the local swamp - about 200 skeletons of warriors with traces of blows from battle axes, pierced with spears and arrows.

In 2012, for two months, 15 archaeologists dismantled the remains of a large army that died at the turn of our era in the swampy swamps of Alken Enge in the area of \u200b\u200bLake Mossø.

"Apparently, there were dramatic events with far-reaching consequences that should have had a serious impact on society at that time," - quoted the project leader Mads Kähler Holst from the Danish University of Aarhus in Science Daily.

When reconstructing the relief of the area, geologists found that two thousand years ago, to the east of Moss, there was a small basin separated from the lake by a strip of land. Over time, the Alken Enge swamp was formed here. Geological exploration also showed that the water level in this area has changed several times. Cartography of the period of alternation of high and low water will help in investigating the establishment of the exact time when the great battle took place.

According to field leader Ejvind Hertz of the Skanderborg Museum, the battlefield, covering some 40 hectares, is so large that it is difficult to expect to be fully excavated any time soon.

In the works of ancient Roman historians, Germanic tribes that lived in the territory of modern Denmark are mentioned. They had animistic religious beliefs, a clan organization, and some laws. The Romans established contacts with these tribes through the Cimbri, who formerly inhabited the northern regions of Jutland, and then migrated to the south. To protect against the raids of the warlike tribe of Danes, the Romans had to build defensive ramparts in the south of Jutland.

In Normal mode, bosses drop items from level 810, in Heroic - 825, and in Mythic - 840.

In addition, players have a small chance of getting Tempered Items with an increased level (up to +5). At the start of the expansion, the maximum level is 850.

Loot from the dungeon can also be rewarded for quests, including those related to this dungeon, as well as for killing elite monsters.

The bosses in the Eye of Azshara are located in a circle and players can walk in any direction. We recommend that you follow the standard route (clockwise), killing the bosses in the following order: Warlord Parjesh, Lady Ring of Hatred, Serpentix, and King Deepbeard.

To enter the battle with the last boss, you must defeat them all. During the battle, naga summoners will attempt to empower Azshara's Wrath, protected by a magical dome.

  • Coral Strike is a conical attack that inflicts a bleed effect on all targets in front of the caster.
  • Tanks need to turn warriors away from the group.
  • When a Hate Ring Warrior falls below 50% health, he goes into Enrage, increasing melee attack speed.
  • Warriors have the lowest priority.

The spells of the storm weavers must be knocked down as often as possible.

  • Of all the weaver spells, Lightning Flash has the lowest priority.
  • Weavers also use Arc Lightning, which strikes a random target, damages it and spreads to other targets.
  • In addition, they have a Tempest in their arsenal, which inflicts heavy damage to all players within a 10m radius for 12 seconds.
  • Storm and Arc Lightning must be interrupted.
  • If it was not possible to shoot down the Tempest, the tank must withdraw the pack from the affected area, and its allies must follow it.

The Crushers deal heavy melee damage and attack the tank with a Mighty Strike.

  • Mighty blow deals physical damage, which can be reduced by armor and active absorption mechanisms.
  • Each Mighty Strike is followed by the Crushers using a Thundering Footfall.
  • Thunderous stomp deals moderate damage and knocks all players back.
  • The thundering stamp must be knocked down.
  • The shepherds attack the tank with a spear throw that deals moderate damage.
  • In addition, they periodically pin random players to the spot using the Hook Net, which makes it difficult to dodge the Weaver's attacks.
  • The main ability of the shepherds is called.
  • deals moderate damage to the whole party and provokes nearby (neutral) turtles, which go into Enrage and attack players.

Turtles have a lot of health and deal additional damage while Enraged.

  • They apply a Crunch Bite on the tank, which reduces armor by 20%. The effect is cumulative.
  • Turtles pose a serious threat to the tank, especially if they are part of a large pack.
  • In addition, they periodically defend themselves with Spiked Carapace. This spell has a 6 sec cast and cannot be interrupted.
  • While Spiked Turtle Shell is active, they take less damage from player attacks and retaliate against them.
  • While Spiked Shell is active, you need to stun the turtles or switch to other targets.

Cannot be knocked down, so players should kill the shepherds first, stunning them if possible while reading Thunderbolt.

  • Shell Crusher deals moderate melee damage and uses Rolling Roar.
  • Wave Tamer applies Heal to a random player and heals allies.
  • Players must interrupt Heal as it gives the boss an impressive amount of health.
  • After 5 sec. he throws a Piercing Spear at the target player.
  • The direction of flight of the Piercing Spear is indicated by an arrow.
  • The spear pierces the first target it encounters, be it the player or the boss's assistant. Players hit by the Piercing Spear take damage and are knocked back.

If one of the boss's assistants is still alive during the throw, the player targeted by the spear must stand so that the Impaling Spear hits the mob. The spear imposes on the target the negative effect of the same name, which increases the received damage and allows you to quickly eliminate it. If there are no assistants, the player should stand so that the spear does not hit any of the allies, and use protective cooldowns to take as little damage as possible.


Approximately every 30 seconds. Warlord Parjesh charges forward and unleashes a Crushing Wave that inflicts Frost damage to all players in its path.

  • Players who are in the immediate vicinity of the boss when using the Crushing Wave must move away from it to avoid taking unnecessary damage.
  • Tanks should turn Parjesh away from allies so that the Crushing Wave goes in the opposite direction.

In addition, Parzhesh periodically applies the effect of damage over time, Spear Throw, on a target that is not a tank. At such times, the target must use their personal defensive cooldowns, if available, to roll.

When Parjesh's health drops to 30%, he goes into Enrage and begins to attack faster in melee. At this point, Bloodlust / Heroism / Time Warp can be used to quickly kill the boss and protect the tank.

Duties of the tank:

  • After Calling reinforcements, quickly pick up the mob. In order for the Wave Tamer to budge, interrupt her spell or apply silence.
  • Beware of the Piercing Spear.
  • Avoid the damage from the Crushing Wave by stepping to the side in time.
  • Interrupt Tamers 'Heals and Crushers' Thunderous Roar if possible.
  • When the boss falls into Enrage (30% health), actively use protective cooldowns and spells to actively absorb damage.

Duties of fighters:

  • Focus on Warlord Parjesh, switching to his assistants only after the Piercing Spear.
  • If targeted by the Piercing Spear
  • Avoid the crushing wave
  • Interrupt Tamers 'Heals and Crushers' Thunderous Roar if possible.

Duties of the doctor:

  • In this battle, your group will receive targeted peak damage.
  • Heal players with Spear Throw.
  • If an ally is targeted by Piercing Spear, use targeted spells, heal over time spells, and defensive cooldowns to keep them alive.
  • If you are targeted by the Piercing Spear, stand so that it hits one of the mobs.
  • If there are no mobs, run away from allies and use a protective cooldown.
  • Avoid the Crushing Wave by taking a few steps to the side while casting the spell.
  • Players caught in the Shattering Wave will require a large amount of healing.
  • During Enrage, a large amount of healing and protective cooldowns will be required for the tank.

In Heroic and Mythic difficulty, Summon Reinforcements summons two mobs at once. Players should focus on the tamer so that she does not heal the boss and finish off the crusher with a Piercing Spear.

If the Brawler manages to read the Rolling Roar, it gains Motivation and deals additional damage. The effect lasts 30 seconds. and is summed up.

  • All abilities of sorcerers are spells that can be interrupted.
  • The water cannon forms pillars of water under the players' feet, which burst from the ground, inflicting moderate damage and knocking targets into the air.
  • Sorceresses also apply a Magical Ricochet to the current target, which deals moderate Arcane damage and spreads to other enemies within a 5m radius.
  • In addition, they use Polymorph: Fish, changing the appearance of random targets for 8 seconds.
  • All of these spells can be interrupted, but the Water Cannon has the highest priority.
  • To neutralize the effect of the Magic Ricochet, you need to be scattered.
  • Healers can dispel Polymorph: Fish.

The two sorcerers, standing in intricate runes, have companions - the Conquerors of the waves from the clan of the Rings of Hate and the Revived Storms.

  • The Storms use the Fountain, creating wandering whirlpools near the players.
  • The fountain damages all enemies in its path and knocks them back, so it is recommended to avoid collisions.
  • Wavebreakers apply Water Arrows to the current target and periodically empower themselves with a Bubble Shield.
  • The bubble shield absorbs incoming damage and increases your casting speed.
  • If the players succeed in breaking the Bubble Shield, the Vanquisher will receive the effect of Feedback, stunning her and doubling the damage she takes.
  • The bubble shield can also be removed by dispel spells, but the Callback effect will not work.
  • The Vanquishers also use Water Summon to create Water Elementals.
  • Elementals attack targets with Water Balls.
  • Kill Priority: Hate Rising Tempest, Hate Ring Wavetalker, Hate Ring Witch.

By carefully moving along the path, players can avoid collisions with other mobs. In most cases, the groups will kill the left sorceress and then walk past the trees towards the shore without engaging the Indefatigable Wave.

In the forest and on the shore, try not to hit neutral Sand Snails. They have a large supply of health and slowly chase players, preventing them from leaving the battle. Also, snails periodically use Hard Slime, which is a cone attack and damages all targets that fall into the affected area.

Before you engage in battle with the Lady Ring of Hate, you must clear the waters and the coast from the Particles of sea water. When particles die, they explode (Burst), slowing and damaging affected players. At the moment of simultaneous death of several particles, the damage can be enormous.


Stand on a sand dune to avoid lightning damage
  • Lightning Nova inflicts heavy damage and stuns players standing in the water.
  • This mechanic can be completely ignored by standing on a sand dune.
  • Lightning Nova has a 4 sec cast. Stay close to the dunes so you can quickly jump out of the water.
  • After 15 sec. After Lightning Nova, Lady Loathing Nova uses Focused Lightning.
  • When the spell ends, the boss releases a powerful thunderstorm that destroys nearby dunes.
  • Players must stand in the water while reading Focus of Lightning.
  • Concentration of Lightning also triggers Excess Lightning if players are too close (less than 5m) to each other.
  • The total damage from these spells can be fatal, so you need to stand scattered while Focus of Lightning is active.

In order to master the Lightning Nova / Lightning Nova mechanic, you need to stand in the water near the dune most of the time, climbing it when the Lady Nova Hate uses the Lightning Nova, and moving back as soon as possible. If Focused Lightning destroys too many dunes, players won't be able to cope with the damage from the Lightning Nova!

  • Like Seawater Particles, Seawater Drops only attack in melee.
  • Upon death, the drop explodes (Splash).
  • The explosion deals minor damage to nearby players and reduces their movement speed.
  • The tank must collect drops that appear in melee range and keep them away from allies.
  • Ranged players can lead their drops towards the tank, but not during Focused Lightning.

Finally, the Lady Ring of Hate periodically casts the Witch's Curse on players.

  • The curse of the witch is applied to a different number of targets each time.
  • Within 12 sec. the curse does not harm the players in any way.
  • When the Witch's Curse dissipates, it creates a huge cone in the direction of the player's gaze.
  • The zone does no damage, but it knocks back all players caught in it.
  • This effect causes a lot of inconvenience during the action of the Lightning Nova or Focused Lightning. Players who have fallen under the Witch's Curse are advised to turn away just before the effect dissipates.
  • Players who can remove curses (shamans, druids) are not recommended to do this without prior agreement with their allies.
  • The cone attack also destroys small opponents, so it can be used to clear drops.
  • However, this is a rather risky task. It would be better to assign it to a melee soldier or a tank.

Players who have fallen under the Witch's Curse are advised to turn away just before the effect dissipates.

Damage cooldowns are best used early in a fight when the need for movement is minimal. In addition, you can start the fight while standing on the dune, because Lightning Nova is always used first.

Duties of the tank:

  • Lightning ring
  • Concentration of lightning.
  • Collect the drops that appear after the Call of the Storm.
  • Direct the curse of the witch on the remaining drops.
  • Crackling thunder.

Duties of fighters:

  • Stand on the dune while Lady Ring of Hate uses Lightning Nova to avoid getting stunned.
  • Move away from the dunes and other players when Lady Ring of Hate uses Focused Lightning.
  • The curse of the witch.
  • Do not leave the pool with the boss, because when trying to land on the beach, you will take damage from Crackling Thunder.

Duties of the doctor:

  • Dispel the stun effect from players who did not manage to get up on the dune in time.
  • Use cooldowns after Focused Lightning.
  • Stand on the dune while Lady Ring of Hate uses Lightning Nova to avoid getting stunned.
  • Move away from the dunes and other players when Lady Ring of Hate uses Focused Lightning.
  • If the drops attack you, take them to the tank.
  • Turn away from other players, falling under the Curse of the Witch.
  • Do not leave the pool with the boss, because when trying to land on the beach, you will take damage from Crackling Thunder.

Heroic and Mythic modes

On Heroic and Mythic difficulty, Lady Ring of Hate gains the Monsoon ability.

  • A monsoon is a small vortex that slowly moves behind the nearest player.
  • On contact with a target, Monsoon throws it into the air.
  • If Monsoon hits a dune, they are both destroyed.
  • Players targeting the Monsoon must move him away from the dunes or lead him to the farthest dunes to destroy him.

Serpent

Notable trash

There are a lot of trash next to the several craters in which the Serpent lives. Players will have to clear the coast almost completely, because during a Dive, the boss dives into one of the craters and appears in another (random). If there are monsters next to it, players may die.

There are five types of monsters inhabited by the Serpentine: Surf Crabs (in groups), Mack's Hard Shells "Wounds, Mack's Stilts" Wounds, Storm-Troubled Hydras (singly) and neutral Gulls.

Surf crabs roam along the shore in flocks (5 pieces each).

  • They attack the main target with Serrated Claws, inflicting moderate physical damage and leaving a weak damage over time effect.
  • Serrated pincers stack fairly quickly, given that the effect comes from five opponents at once.
  • Combined with melee attacks, Serrated Pincers pose a serious threat to the tank.
  • AoE stun and other control methods can reduce the damage taken by the tank.

Mac's hardbacks "wounds are pretty dangerous, so you shouldn't fight them in front of other monsters.

  • Hardbacks attack with Heavy Claws, as a result of their melee attacks, they inflict additional damage, which is divided among all players within 5m from the main target.
  • If the target dodges or parries an attack, they still take damage from Heavy Claws.
  • In addition to the tank, players should not stand in front of Hardbacks in order not to receive unnecessary damage.
  • Mac's hardbacks' wounds also use the Armor Shell, hiding behind a powerful shield that absorbs incoming damage.
  • If the players manage to penetrate the Armored Shell, it shatters into the Armored Shell Shards and damages the entire group.
  • The active effect of the Armored Carpet cannot be dispelled.
  • Therefore, players must interrupt their Armor Shell reading to prevent the shield or Armored Shell Shards from spawning.

Stilt Mack's wounds are also pretty dangerous.

  • They periodically hit the main target with a Sand Blast.
  • The blast of sand is a strong damage over time effect, with a radius of 30m.
  • Players other than the tank are not advised to stand in front of the stilts.
  • When the Sand Blast is triggered, tanks are advised to take a step to the side so as not to receive unnecessary damage.
  • Stilts also apply Sandstorm to random targets (including tanks).
  • The sandstorm does no damage, but it does Blinding Sands, reducing the chance to hit by 33%.
  • Players with Blinding Sands must run back and wait for the effect to dissipate.
  • Sandstorm is a magical effect that any healer can deal with.

Hydras disturbed by the storm deal damage that can be avoided. They use the Seething Storm and Chaos Tempest abilities.

  • These spells summon electric balls that deal damage to players in the affected area.
  • The affected areas are marked with large pillars of light and animations on the ground.
  • Seething Storm is a conical attack towards the direction of the hydra's gaze.
  • Players with the exception of the tank should not stand in front of the mob, and the tank itself can simply step to the side.
  • Chaos Tempest spawns at random locations near players.
  • Try not to stand in the affected area.

Hydras Disturbed by the Storm also use Tail Smash, which deals heavy damage to players behind them. The tail slap also knocks the affected players back, as a result, they can provoke a fight with additional monsters or the boss himself.

Even though seagulls are neutral by default, their route covers a large area and they can engage in combat with random AoEs. Seagulls do moderate melee damage and periodically disorient the enemy with their Blinding Beak. During the fight, this effect can lead to the death of the entire group, so it will be better to kill all the seagulls before the boss fight.

  • During this phase, the tank must always follow Wyrmix's head to avoid the Rampage.
  • Ranged fighters should interrupt Rampage if Wyrmix spawns too far from the group.

Kill Blazing Hydra Spawn as quickly as possible. Thanks to the Hydra Head effect, the boss takes damage along with them. Thus, killing hydras speeds up killing the boss. During the Dive phase, it is recommended to apply the effects of periodic damage to all available targets.

After the death of the heads, the first, simpler phase is repeated.

Use strong cooldowns (for example, Bloodlust / Heroism / Time Warp) at the beginning of the fight or during the first Dive (depending on the composition of your party).

Duties of the tank:

  • After Wyrmix uses Dive, quickly locate the main head and stand next to it to prevent Rampage.
  • Stop reading Rampage.
  • Becoming a target for Poison Spit
  • Exit the Poison Puddles that appear under the feet of players with Poison Wound.
  • Be prepared for the fact that when you move to a new head, mobs from among the trash can join the battle.

Duties of fighters:

  • After becoming a target for Poison Spit, leave the affected area.
  • Targeting Poisonous Wound Poison Pools The poisoned wound will not dissipate.
  • When Wyrmix is \u200b\u200busing Dive, quickly find additional (red) heads and switch to one of them.
  • Remember that neutral mobs are roaming around the boss area, and don't stray too far from the healer.
  • If you can interrupt spells from afar, watch out for Rampage and stop the boss from reading it.
  • Interrupt the Flare as often as possible.
  • After killing one head, switch to the second, and then to the boss himself.
  • While both heads are alive, use personal defensive cooldowns.

Duties of the doctor:

  • After becoming a target for Poison Spit, leave the affected area.
  • When targeted by Poison Wound, move away from other players, spill Poison Puddles in a safe place, and keep moving until the Poison Wound dissipates.
  • At the start of the Dive, the group will take strong AoE damage.
  • Stand in the center of the area to reach all your allies and use your cooldowns to keep them alive.

Heroic and Mythic modes

In Heroic and Mythic modes, when Diving, instead of one additional head, another head (purple) appears.

  • It is called the Magic Spawn of the Hydra.
  • Arcane Hydra Spawn uses Arcane Blast and deals moderate Arcane damage to a random enemy.
  • Each successful Arcane Blast grants an Arcane Charge to the head.
  • For each Arcane Charge, the damage of Arcane Blast is increased by 50%.
  • Disrupt the reading of Arcane Blast as often as possible.
  • These murlocs inflict a Rending Bite on the target, increasing incoming damage by 10%.
  • The tank needs to quickly collect the murlocs, not allowing them to attack other members of the group.
  • The ripping bite stacks, so the damage that hits the tank is rapidly increasing.
  • Use AoE stuns and various cooldowns to help the tank survive.

Also in the cave and on the shore there are packs of six Slaves from the Bitter Water tribe.

  • Slaves poison targets with various poisons.
  • There are three types of poisons, the effects of which are cumulative.
  • Lethargy Toxin reduces movement speed by 10%.
  • Numbness Toxin reduces attack and casting speed by 10%.
  • Sea Toxin applies a moderate damage over time effect.
  • In a battle with these mobs, the tank takes very heavy damage. Use AoE stuns and healing cooldowns.
  • Druids, monks and paladins who know how to remove poisons can save the tank from unnecessary damage.

Do not fight murlocs and slaves at the same time. the total damage can be fatal.

Coming out of the cave to the shore, players will encounter two types of scrogs: breakwaters and wave guides.

Sometimes a lone seagull can be seen next to King Deepbeard. It is recommended to kill her before the boss fight.

  • The Call of the Seas summons several mobile vortices of water.
  • While standing in the whirlwinds, players take minor Frost damage every 0.3 sec.
  • Since there are many vortices from the Call of the Seas, and they all move, it is almost impossible to escape from them.
  • If whirlwinds are approaching you, and your health is low, run.
  • Otherwise, the damage will not be too great, so you can ignore it.

However, the most important combat mechanic is that it appears immediately after the Earthquake and then every 33 seconds.

  • stacked on two random players (excluding the tank).
  • absorbs a large amount of incoming damage and lasts for 20 sec. (or until the target takes enough damage).
  • If dispersed naturally, a Gas Explosion will occur.
  • The gas explosion deals very strong damage to the entire group.
  • Do not panic!
  • There is always an Earthquake before every potential explosion.
  • Wait for the Earthquake and rise into the rift before the Re-shock.
  • Earthquake / collectively successfully break through.
  • You should not chase the whirlwinds of the Call of the Seas, because they do not do enough damage, and during the dashes you will not be able to effectively carry out your tasks.
  • It can also be penetrated with Lightning Strike, but this method only works if your group kills King Deepbeard fourth.

Never overlaps with tanks, however they have to regularly dodge the ability.

  • read 2.5 sec. and creates a huge danger zone around the tank.
  • When the spell ends, the boss deals heavy damage in the marked area.
  • ignores armor, so a tank hitting the affected area without additional protection is likely to die.
  • During the reading of the strike, the Wavebeard stands still, so the tank can run out of the affected area.

When King Deepbeard drops to 30% health, he goes into Frenzy and attacks at double speed. As a result, the tank takes huge damage and must use various cooldowns to survive.

Duties of the tank:

  • Do not stand in the area of \u200b\u200bimpact of the Ground Impact.
  • Exit Rift aftershocks after the Earthquake.
  • Save some powerful defensive cooldowns for the final Frenzy phase.

Duties of fighters:

  • Avoid standing too close to your allies to avoid spreading Earthquake damage to them.
  • Exit Rift aftershocks after the Earthquake.
  • If you are targeted by a Gas Bubble, do not chase the whirlwinds from the Call of the Seas. Wait for the Earthquake and stand in the rift to take Damage from Rebound.
  • Do not stand in front of the boss to avoid being hit by the Ground Impact.

Duties of the doctor:

  • During an Earthquake, the group will take heavy damage. Heal allies who didn't manage to get out of the rifts.
  • If someone fails to break through, apply a healing cooldown (such as Serenity or Divine Hymn) immediately after the explosion.
  • When the boss goes into Frenzy, the tank will take heavy damage. Focus your attention on him to help him survive.
  • Don't get too close to your allies to avoid taking unnecessary damage from Earthquake.
  • Exit Rift aftershocks after the Earthquake.
  • If you become a target for

A guide on how to build buildings in the Broken Shore location in WOW 7.2 - Command Headquarters, Mage Tower and Nether Destroyer. We will tell you what buildings are better to build on the Broken Shore and what benefits each of them gives in WOW Legion.

In the WOW Legion 7.2 patch, a new location has been added to the game - Broken Shore (see the link for a full guide to the location). In it, players can build 3 different buildings: the Tower of Mages, the Headquarters of the Command, and the Void Destroyer.

How to open the construction of buildings

  • Turn in 100 Legionfall Supplies for one of the buildings every day. You can receive Legionfall Compensation for completing these building quests. The surrender of resources for the construction of buildings is the same for the entire server and all factions, but the buildings themselves compete for resources with each other.
  • Completing World Quests on the Broken Shore can earn 100-150 per day. In addition, these resources drop from rare elite monsters in the location.
  • Once built, buildings remain for a limited period of time (3 days), during which players can receive special effects from them by talking to the Commander Chambers.
  • Buildings are reduced in health when attacked by the Legion. If a building is completely destroyed, it must take 1 day (CD) before players can rebuild it.
  • You must talk to Commander Chambers to receive the buff every time a building is rebuilt. In addition, when a building is rebuilt again, you can get some kind of random buff.

How Broken Shore Buildings Benefit

Mages Tower

This building provides access to the Fel Treasure bonus, thanks to which:

  • Portals will appear in the tower to all locations of the Broken Isles: Stormheim, Azsuna, Highmountain, Suramar and Valshara.
  • Artifact Challenges are unlocked, allowing players to try solo challenges to unlock new artifact skins.
  • Special chests can be found throughout the Broken Shore that contain Void Shards and resources for building buildings.

When the Mages Tower is built, you can talk to the commander to get one of the buffs:

  • Knowledgeable - a chance to get additional Artifact Power in dungeons and raids.
  • Overwhelming Power - the ability to gain additional Artifact Power for World Quests.
  • Respectable - Increases Reputation earned p.
  • Like a fluff - you can walk on water on a mount.

Building: Mages Tower

Command rate

This building on the Broken Shore unlocks the Order Strength bonus, which grants the following bonuses:

  • Additional world quests for the Cathedral of Eternal Night are being introduced, giving players more incentive to progress through this dungeon.
  • When you fight monsters in the Broken Shore location, friendly NPCs (for example, the Guardian) help you.
  • You can send champions of your class hall on additional missions in the Broken Shore (they provide good rewards).

Upon completion of the construction of the Command Headquarters, you can receive one of the following effects from the commander:

  • War Campaign - a chance to get extra Legionfall Supplies.
  • Worthy Defenders - Bulwark challenge missions have a high chance of rewarding Legendary Companion equipment.
  • Powerful Augment - Completing World Quests has a chance to obtain a Corrupted Augment Rune.
  • Full readiness - gives + 10% to basic characteristics character in the Broken Shore location.

Building: Command Headquarters

Destroyer of the void

Constructing this building gives the Epic Hunter bonus, which is useful in this way:

  • 4 new world bosses appear on the Broken Shore: Si'vash, Apocron, Malificus, Brutallus .. They drop level 890 items.
  • Unstable portals appear throughout the location. You can use the Nether Portal Disruptor on them to summon rare elite monsters.
  • Crafters can get the Armor Commendation Letter, which is needed to craft Legendary items in Patch 7.2.

When the Nether Destroyer building is built, the commander can get the following effects:

  • Determine Your Destiny - Free Seal of Broken Destiny every day the Nether Destroyer is built
  • What is better to build:

    • If your goal is to enhance an artifact or explore the world, build a Mages Tower:
      • Additional Artifact Power from dungeons, raids, world quests.
      • Portal network and water walking on the Broken Shore.
      • Faster reputation gain with the Legion's Fall Army means you can fly faster in the Legion.
      • Artifact Trials are unlocked.
    • If you want to make it easier on Broken Shore or to empower your champions, choose Command Headquarters:
      • Chance to get + 10% to the main characteristics in the location.
      • Additional world quests for the Cathedral of Eternal Night.
      • Friendly NPCs are helping you.
      • Cool missions for the champions of the mainstay.
    • If it is important for you to quickly get dressed in 7.2 in pre-raid equipment - build the Nether Destroyer:
      • A chance to get the Seal of Broken Fate for free or on a failed roll.
      • World bosses on the Broken Shore.
      • Additional farm source for Nether Shards.

Today we sat down with game designers Luis Barriga and Craig Amai to talk about the landscape changes in Darkshore, the fate of Auberdeen, and the hard work of overhauling the old zone.

Q. What was the original concept for the zone?
O.
Darkshore has become one of the areas most affected by the cataclysm. Our main idea was to make the terrain literally torn apart. We have taken this approach as we reshaped the look and history of Darkshore.

As for the gameplay, we decided to build on the changes in the environment and use them in the plot of the tasks. We have the opportunity to design tasks in such a way as to facilitate the process of their implementation and allow players to spend less time running back and forth.

Q. What levels and factions is this zone for?
O.
Darkshore is for Alliance players - primarily night elves and worgen levels 11 to 20.

Q. What changes have occurred in the zone?
O.
Auberdine destroyed. Some types of creatures became extinct, and the earth opened up in several places.

Cataclysm also enabled nearby foes - coastal naga, Twilight's Hammer cultists, and adventurous Shatterspear trolls - to exploit the breaches in the weakened defenses of night elf settlements.

Q. What happened to Auberdine?
O.
Auberdine was literally destroyed to the ground, and what did not destroy the cataclysm, was besieged by the air elementals, led by the cult of the Twilight's Hammer. The city is mostly in ruins, but some of its inhabitants were able to survive.

Q. If Auberdine is destroyed, where have the night elves gone?
O.
To Lor'danel. It is a small elven town north of the ruins of Auberdine.

Q. Give a brief general history of Darkshore.
O.
Darkshore has been hit hard by the earthquakes in Cataclysm. The night elves somehow survive, help the refugees and, if possible, fight off the advancing forces of the Twilight's Hammer, the naga and the Shatterspear trolls. Meanwhile, Malfurion Stormrage, who has recently awakened from the Emerald Dream, travels to the epicenter of destruction, where he calls on the ancient power of Cenarius to stop them.

Q. Which innovation would you say is the most exciting?
O.
Without a doubt, this is a giant vortex in the center of the zone, where the destructive forces of the cataclysm battle against the primordial power of Malfurion Stormrage. Our talented artists and level designers have created a truly epic energy funnel for us, the centerpiece of the picture of destruction. She looks phenomenal!

Q. And how much effort did you spend on such a processing of the zone?
O.
In all fairness, updating the Darkshore design took a lot more effort than we anticipated. This is one of the zones where everything is built around the consequences of the cataclysm, so we added several tasks on this topic and finalized their general direction. Although at first everything was based solely on visual changes, it soon became clear that we would need much more human resources to create stories that would combine with the characteristics of the new area and its history.

Q. What was the most difficult part of implementing these changes?
O.
At first, we thought we could use most of the original missions in Darkshore, but it turns out that they are meaningless in the context of the new zone history. For example, searching for corrupted animals or studying the remains of sea monsters is not appropriate when everything around is ravaged by natural disasters, elementals, naga, and maybe even worse. So, the realization that we will have to remove all the old content and create new one from scratch, and then implement these plans in the game, and became, perhaps, the most difficult part of the process.

Q. And what happens at the Sword of the Sovereign? The last time we saw him almost buried in the ground.
O.
The Twilight's Hammer cultists recently began excavating the remains of Soggoth, one of the most powerful servants of the Old Gods, from under the Overlord's Sword, in order to bring him back to life. Players will have to intervene in their plans before the new incarnation of Soggoth takes full force.

Q. What's new in the Grove of the Ancients?
O.
The Grove of the Ancients was protected by the power of its powerful inhabitants from most of the destruction wrought by Cataclysm. But this required enormous strength, and therefore most of the ancient guardians fell into a state of hibernation. Players will need to find a way to awaken the ancients to help them in their fight to save life on Darkshore.

Luis and Craig, thank you for your time and for an interesting insight into how the new Darkshore for World of Warcraft: Cataclysm was developed!

Orc Forsaken Tauren Troll Blood Elf
Darkspear trolls
Available classes Warrior, Mage, Shaman, Hunter, Rogue, Priest; Death Knight, Druid, Warlock, [ localization required ] Barbarian, Savage, Potions Doc, Stalker, Curse Master, Berserker, Dark Hunter, Witch Doctor, Bounty Hunter, Bat Rider
LanguageZandali, Common, Orcish
Start zoneecho Islands
Race LeaderDark Hunter Ox "genie
CapitalOrgrimmar, Zuldazar (capital of all trolls)

For the race available to the player, see: Troll (available to the player)

Black spear - a tribe (sometimes - a clan) of jungle trolls (according to some sources - island trolls), rescued by the Orc leader Thrall, and who entered the Horde during the Third War.

History

The Blackspear Tribe split from the Gurubashi Empire after the defeat of Hakkar the Soul Flayer. Various tribes established themselves in the vast territories of Stranglethorn Vale, but soon they began to fight each other. The Darkspear Tribe, the smallest of most other tribes, was completely ousted from the continent and settled on remote uninhabited islands, which were called the Blackspear Islands (it is believed that these islands are part of the Broken Isles). Before the outbreak of the Third War, Thrall managed to free his people from the prisons of Lordaeron and, at the direction of the prophet Medivh, went to the lands of Kalimdor. But en route to their destination, Thrall's flotilla was caught in a violent storm near the Maelstrom, which forced the Horde to seek refuge in the bay of a nearby island. The elderly troll leader of the Darkspear, Witch Doctor Sen "jin, greeted the orcs who had come to him in visions.

The trolls feel a duty to the orcs, over time, fighting alongside the tauren, they became friends with this race. They are suspicious of the Forsaken and the blood elves, but nonetheless show a tolerance that is uncharacteristic of the race.

The Blackspear Tribe doesn't really hate the Alliance races, but their loyalty to the Horde and bloodlust makes the Alliance a potential enemy. However, their respect for Thrall prevents them from waging a war against Theramore. The races of the Alliance do not trust the trolls in general, especially after the Second War, in which they fought against the forest trolls, although the tribe of the Darkspear had never fought with the races of the Alliance before meeting Thrall, even for such a reason that they had never met before. The Darkspear trolls look at other uncivilized trolls with disdain.

The Ebon Spear does not have attacks of bloodlust, unlike his brothers. Theramoreans and night elves are extremely reluctant to thank the trolls for their support in the battle of Mount Hyjal, but the rest of the Alliance races outside Kalimdor were not present at this battle, and do not see the difference between the Darkspear trolls and other trolls.

Faith and magic

Upon joining the Horde, many Darkspear trolls learned about shamanism from the orcs and tauren. This path seemed to them worthy and valuable, but most follow their ancestral faith - voodoo witchcraft. This harmful practice includes strange potions, ritual dances and music, and the creation of little dolls. Voodoo calls for a dark nature that other races choose to avoid. Trolls, especially adept at voodoo witchcraft, become healers or dark hunters. In voodoo, trolls worship the Loa pantheon. It is known that the Ebon Spear worships Loa Gurubashi because were once part of this empire, with the exception of Hakkar the Soul Flayer and Loa Bwonsamdi and Gonku. In addition, the druids of the tribe came into closer contact with the nature spirits, learning from the Loa and, according to some, directly from the Emerald Dream.

Technology

The trolls of the jungle do not consider technology to be science, but simply another form of magic. For them, designing a technological device is tantamount to creating a talisman or amulet, only more actions are needed for this. And using the power of steam is only an alternative way to bind the spirits of air and water and submit to their will. Most of the inventions of the jungle trolls are a combination of natural and alchemical ingredients with a scientific approach. Specialization in a narrow area is not typical for trolls, as is the case for orcs and weapons. Instead, trolls study whatever application of science they find most interesting. Some trolls even claim that spirits communicate with them in dreams, suggesting new ways that they can be invoked through technology. Troll inventions include a venom extractor, swamp buggy shoes, and a dart grenade.

Names

Trolls have their own naming system, which is simple on the one hand, but surprisingly complex on the other. Their language, Zandali, is largely syllabic, and various syllables can be added to the beginning or end of the troll's name to denote status or ability. The suffix "Jin", for example, refers to a tribal leader or elder, while the prefix "Zul" means the voodoo master. However, trolls use mainly one or two syllables from the name in order to facilitate pronunciation. Troll naming methods also vary with species, tribe, and sometimes family. The Darkspear trolls, given their jungle troll roots, use the following system:

Male names: Ox, Ros, Mig, Gal.

Female names: Shiy, Mies, Hai, So.

Society and culture

Although the Darkspear trolls have joined the Horde and turned away from the bloodthirsty past of the jungle trolls, it is very difficult for them to get used to the new way of life. They grew up in an evil and cruel world around them, and their nature can be fully described with the same words. Changes in consciousness don't happen overnight, and there is still a lot that trolls need to get used to. The first change for them was to stop eating the flesh of their fallen enemies.

Another, more difficult step for the Darkspear trolls was to change their own social order. The life of the troll community is riddled with rituals and ceremonies, some of which are quite brutal. For example, the rite of initiation of children for acceptance into the tribe: when a child was six years old, he was taken to remote areas of the forest and left there. If the child returned, he was considered accepted into the tribe. Other rites are mortal combat for the desired object, duels with blunt weapons during the marriage ceremony to establish dominance in marriage, and youth fights with the elderly to give the old a noble death in battle. This practice of discarding the weak gave the trolls very strong warriors, but left no compassion within society. The orcs and tauren have worked alongside the shamans of the Darkspear tribe to eradicate these barbaric practices, and together they have achieved fairly good success. Traditions still remain, but the trolls are trying not to use the most bloodthirsty.

Several trolls have agreed to live within the Orc cities. These trolls have completely abandoned their old wild life and are eager to learn from the orcs and tauren. They sometimes do not understand how you can be a strong warrior and, at the same time, noble, but Thrall embodies such a noble warrior for them, and they strive to comprehend the concept of "honor".

The trolls are eager to help the Horde. They learn new ways of shamanism and begin to lead a less immoral lifestyle. They like to be part of something more than just a handful of warring tribes, for this they are ready to change everything in their lives. Relations with the orcs and tauren began to change the savage nature of the Darkspear trolls. These trolls strive to find themselves in the world, to get a chance to develop and prosper.

Philosophy

Within the tribe, two philosophical trends prevail.

Living in the future.

Do what it takes

Darkspear was in great trouble, but then Thrall saved them. The tribe swore allegiance to him and joined the Horde, but some still cling to the old ways. They value their elaborate, structured culture, but they know the Horde doesn't approve of it. These trolls decided to do the right thing. They maintain the illusion of all-encompassing shamanism, but either practice the voodoo tradition in secret, or mix the two into a strange mixture. The Black Coppers, who have not completely abandoned their voodoo connection, do not see this as treason to the Horde. They serve Thrall with extreme loyalty, but remain pragmatic. If the Horde fail the trolls, they will retain their traditional faith to replace shamanism. Trolls who do the right thing also walk the path of the witch doctor, but carefully avoid the darker aspects of that path (at least when other races are watching).

Location

The Darkspear trolls still managed to snatch the Echo Isles from the clutches of the sorcerer Zalazane and now they settled there again, although they did not abandon the village of Sen "jin. But often trolls can be found in the same place as the orcs, and from the village of Sen" jin to the orc the town of Razor Hill is literally a stone's throw.

As members of the Horde, the tribe's trolls have established settlements throughout Kalimdor. The largest city built by trolls in the Horde is Shadow Prey Village in Desolation. Witch Doctor Jin "zil has built a small outpost of Malak" Jin in Stonetalon Mountains. Together with the orcs, the trolls built a fishing outpost

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