Cataclysm Guide: A Brand New World - Wowhead
A Brand New World
Frequently Asked Questions
A Brave New World
Goblins & Worgen
Dungeons & Raids
Tier 11 Armor Sets
Player vs. Player
Spells, Talents, & Mastery
The cataclysm has caused, well,
changes to the
(of Warcraft) as we know it! All of Azeroth has been affected by the return of Deathwing, and as such many zones incurred incredible changes! The cataclysm has resulted in abundant visual differences to once familiar zones of Azeroth (such as
). These changes are manifesting audibly as well, since many familiar leveling zones in World of Warcraft are receiving new music to match the changes in environments.
Blizzard has promised over 3000 new quests in Cataclysm, so players can expect to find a lot of new quest hubs and entirely new quest chains being added for the trek from 1 to 85. Quite a few quests will be removed, but expect awesome alternatives to take their place! Lower leveled zones have been streamlined to provide a more enjoyable leveling experience for both new players and seasoned veterans, and many lower level NPCs and encounters have been re-tuned to use new abilities and pose fresh challenges!
Of course, one of the best changes being made to the old world is the ability for higher leveled players to use
in Azeroth, a convenience previously restricted to use in only Outland and Northrend!
Leveling Flow Changes
One of the most significant aspects of the redesigning of the old world is the level adjustment of almost every zone. Starting zones will remain 1-10 (1-12 actually), and secondary zones 10-20, but from then on everything is fair game for changes. The designers' goal is for every zone other than the first two to keep players for about 5 levels, but that's not the biggie here. After a certain zone has depleted its quests, it should lead the players to another zone of appropriate level - right next to the one that you just completed. No more traveling from one continent to the other for this 1-2 levels that are preventing you from continuing your questing! If you start in Northern Kalimdor, you should be able to level to at least 55, possibly 60, before having to move to another part of the world.
The maps below indicate the level range of each zone the developers have announced ready. Some zones are missing their levels, but that's because nobody knows - with certainty - what those levels will be. Also, Deepholm has been tossed on the Eastern Kingdoms map - it doesn't belong there, we all know it, but it was the only zone that didn't fit anywhere, so EK adopted it.
The World Reborn
Some time before the release of Cataclysm, Blizzard launched a new promotional
mini-site. Participating in the activities offered in the website allowed players of both factions to push the progress bar in their favor, unlocking exclusive pieces of art, music, and videos every 10%. The final reward, unlocked when both factions reached 100%, was a fly-over of some of the best changes and new additions in the world. The video below is
The worgen starting experience begins as a retrospective series of quests a few years prior to the current events in Azeroth. New players will find themselves in Gilneas City, right in the middle of an onslaught from the savage and wild worgen. At this point you, as well as everybody on your side, are still human citizens of Gilneas. Throughout the first 5 levels you will follow Prince Liam's leadership and attempt to defend your beautiful city. Sometime during the assault you are bitten by one of the worgen, and it is clear that the wound is only getting worse...
After you have finished playing the past, it is time you familiarized yourself with the Gilnean state of affairs in the present. The wound you received so long ago turned you into one of the beasts you have battled against! You are now chained and contained, awaiting your execution. Fate, however, has a different plan for you - Genn Greymane happens to recall your significant role during the massive worgen invasion from a while back, and insist you be given a (not exactly tested) cure, that should give you your mind back. The cure is successful, and you are once again a citizen of the now-changed Gilnean kingdom. From this point on, you are send on a number of errands to help restore the order in the kingdom, save whoever and whatever you can, and defend Gilneas against the Forsaken.
(84 - 85)
The Twilight Highlands is a new high level zone located just east of the
, accessible through the eastern path that currently leads into the small, undeveloped subzone of Grim Batol. This entryway has been drastically redesigned and the pathway will now lead through the mountains and into the new Grim Batol raid instance. The area is densely populated by Twilight Hammer cultists, whose base of operations - the Bastion of Twilight - lies in the Highlands. Deathwing himself currently resides deep in the fortress of Grim Batol, and the zone features a strong dragon population - including members of the black, red and twilight dragonflights. This zone will have both Horde and Alliance encampments and will be accessible through portals in Orgrimmar and Stormwind (after the first few quests have been completed).
(84 - 85)
The island of Tol Barad can be found in the Baradin Bay, south of Hillsbrad and to the west of the
. This zone will serve as a new outdoor PvP zone, much like Wrath of the Lich King's
, but with a little flavor from
Isle of Quel'Danas
- it is also similar to the PvP sub-zone of Grizzly Hills. Every few hours Tol Barad will host a battle (see the PvP section) and the victorious faction will gain access to the Tol Barad Prison, a raid similar to the Vault of Archavon; in addition to the raid, a number of special victor-restricted daily quests will unlock. Winner or loser, you will have access to a few daily quests in the peninsula just north of the fighting area - as long as there isn't a battle going on. In the game, what is known as "Tol Barad" is actually two separate zones. The first, known simply as Tol Barad, is where the battle happens and where the special dailies and the raid are. The second area, Tol Barad Peninsula, is where the standard set of daily quests can be found.
(78 - 82)
The previously inaccessible (technically...) zone will finally be added as a new leveling zone for level 80-82 players. Hyjal and the World Tree are under siege from
and the Twilight Hammer, and the last hope for Azeroth lies with the archdruid Malfurion Stormrage, the dragon aspect Ysera, and whatever heroes decide to join the conflict. Should you stop by, you will be asked to assist the ancient keepers of Hyjal in their own battles, so they may come and help in yours. Hyjal will also become the home of a new raid, the Firelands, a new outdoor raid dungeon where players will battle the new-and-improved (and really, really pissed) Ragnaros.
(83 - 84)
The mysterious 'Land of the Titans', Uldum, will be opened up and accessible from the southwestern end of
, way down at the bottom of Kalimdor. This large desert area is heavily influenced by ancient Egyptian styles with features such as pyramids and a race looking half-tigers, half-humans, known as the Tol'vir. As the story goes, a faction of the Tol'vir split from the race and made an alliance with Al'Akir and his air elementals. Players will need to battle their way through those elementals and rogue Tol'virs, assist Harrison Jones and Brann Bronzebeard, and discover the secrets of the Land of the Titans. Oh, and kill a thousand gnomes for a quest. This zone will feature two leveling dungeons, the Halls of Origination, a level 85 dungeon, and the Lost City of Tol'vir, intended for players level 84 - 85.
(1 - 5)
Kezan is nothing like the non-goblin cities of Azeroth. Heavily industrial, the zone has a very strong urban feel to it, with its gray buildings, smoking factories, highways, cars, and oil plantations. You will begin your goblin experience there, as one of the most successful trade princes in the city - second only to Gallywix, the current "ruler" of the island (or at least the surface parts of it - Undermine has no single ruler). As you make business, play sports, drive your car, and throw parties, the Cataclysm hits and the local volcano, Mount Kajaro threatens to decimate the entire island. Trade Prince Gallywix offers to save you and a selected few rich goblins on his yacht, but the trip'll cost all of your money, and none of you have any idea where you are all going...
The Lost Isles
(6 - 12)
Lost Isles are a chain of jungle islands located northeast of
and south of
. These islands serve as the second goblin zone which player characters will arrive there after their escape ships from Kezan suffer extreme crossfire from rivaling Alliance and Horde naval fleets. The goblins wash up on the shores of the Lost Isles, a rich jungle populated by humans, orcs (both coming from the fleets) and an intelligent race of monkeys who mine Kaja'mite, the powerful ore that originally gave the goblins their intelligence and allowed them to overthrow their jungle troll slave-masters. Here, goblin players will help perform quests for their own people as well as for the orcs of
, ultimately winning themselves a spot in the Horde.
(78 - 83)
Vashj'ir (also known as the Sunken City of Vashj'ir) is the first
underwater zone in World of Warcraft! This zone, located west of Loch Modan, beneath the Great Sea, was once home to
and the noble (elven) Vashj family. The name "Vashj'ir" is actually a collective name for not one, but three zones -
. The quests will lead new players through all three zones, in this order. The very first quest awards the ability to passively breath underwater and swim 60% faster while in Vashj'ir. The final quest in the Kelp Forest gives players a water mount. Quest givers can be found in pocketed caverns, the sea floor, ships, submarines, or even inside giant ancient creatures!
(82 - 84)
Deepholm, the earth domain of the Elemental Plane, is yet another zone with a conflict whose resolution threatens to obliterate all Azeroth. When Deathwing emerged from Deepholm directly into Azeroth, he sundered the World Pillar - a column of stone that supports the entire realm of earth. And unless it is repaired quickly, neither Thrall's, nor the Earthen Ring's efforts to hold the rift together will be enough to prevent Deepholm from crashing into Azeroth and all but destroying both worlds. The players' journey will start in either Orgrimmar or Stormwind, where they will be send through a portal directly to the Maelstrom. There Thrall will instruct them to fly through the rift in the giant whirlpool and into Deepholm. The Earthen Ring will take control there, and players will have to eventually earn the respect of Therazane the Stonemother, ruler of the earth itself.
Arathi Highlands has only undergone minor changes - a new Forsaken camp next to Thoradin's Wall, some new NPCs here and there, a few visual changes. Other than that, the only other "big" addition is a tunnel that will allow you to travel to
The Badlands, originally announced to be one of the most dramatically changed zones, turns out to be modified about as much as, say Darkshore. The Horde settlement of Kargath has been completely destroyed and almost completely burrowed under sand, dirt, and rocks by Deathwing's rending of the earth. To maintain its position in the Badlands, the Horde as raised a new encampment - Apocryphan's Rest. There is a massive fissure splitting the Badlands roughly across the middle (leaving "east half" and "west half"). However unlike the Barrens, this is still a single zone. Its best feature is probably the three-quests chain
The Day that Deathwing Came
, which gives you the (hilarious) stories of three NPCs about how they defeated Deathwing when he sundered the world.
This is one of the zones Blizzard is most excited about. The level range of the zone is being completely changed, and the newly exposed coastline to the east allows for a brand new play zone. In addition to these, the Tainted Scar (sub-zone in the south-western parts of the Blasted Lands, currently populated by elite demons) is now a large forest, dark, misty, and gloomy, with exposure to the ocean. At the southern tip of the Tainted Scar is Surwich, a worgen town and a quest hub for Alliance players. Dreadmaul Hold is no longer an ogre settlement, but a Horde town. The Nethergarde Mines have also been taken by the Horde.
Dun Morogh has some rather interesting areas that have changed. One major change is to the Ironforge Airport, never before available, which now has the denizens of Ironforge fight against Dark Iron insurgents. In addition to that some tribe movements has happened lately - troggs are resurfacing after the Shattering, ice trolls are being chased away from their homes, and gnomes have finally made Gnomeregan safe enough to become their new starting zone! New Tinkertown, as the area just outside the halls of Gnomeregan is called, is the new starting area for gnomes who come to Azeroth after 4.0.3a. The questing experience throughout the new subzone of Dun Morogh will take through the process of slaughtering a bunch of leper gnomes and destroying a bunch of mechanical units - all in the name of Mekkatorque, of course!
Two of the most requested things grace the small list of changes for this zone - Abercrombie can now be found in Begger's Haunt, much closed to Darkshire; and there is a flight path Raven Hill. Also, Sven has won his eternal battle against the wolves around the Hushed Bank, which is now populated by owls and bears.
With the Lich King's demise, the Scourge forces in both Eastern and Western Plaguelands are finding themselves unable to withstand the might of the Argent Crusade, the Alliance, and the Horde. Although the undead in the WPL were the ones almost completely eradicated, their allies to the east have suffered major casualties as well. The Argent Crusade has taken over several former Scourge bases (e.g. the Infectis Scar, which is now flooded and equipped with a massive bridge). Light Hope's Chapel has grown significantly, turning into a fine small town. All of the ghost-haunted towers now belong to the Crusade as well and feature much-wanted flight paths. Tirion Fordring, arguably the new Ashbringer, can be found in Tyr's Hand, former Scarlet Crusade stronghold.
Elwynn has only receieved a few minor changes. One of the more noticible changes is the field in Northshire Valley where the Defias were located is now burnt to a crisp. Blackrock orcs are to be blamed for this invasion - the Cataclysm has opened a passage from the barren Burning Steppes to the lush Elwynn Forest, and the clans want to pillage. The "Hogger experience" has been changed to reflect His proper level of epicness too. Other than that one change everything is mostly the same.
This is one of the zones that felt the raging war between the Horde and the Alliance very strongly - and as a result of this it is now a Horde zone instead of Contested. Southshore, originally announced to have been destroyed by tidal waves, has actually fallen victim to the Forsaken and their Blight. Players passing by can still see the lingering green liquids and fumes. To secure the Forsaken's domination in the zone, Blizzard has given the undead a few new quest hubs. Some of the most memorable quests are the ones where you play the questgiver and send three "NPC players" - Dumass, Kingslayer Orkus, and Jonny "Awesome" on quests of their own. You encounter them later on, their quests failed, their egos - crushed. The other cool element is the "Peaceblooms vs. Ghouls" mini-game quests, modelled after the Pop Cap game
Plants vs. Zombies
The Hinterlands haven't seen any major terrain changes with the recent cataclysm, but several new Horde and Alliance bases have been created throughout the inner-areas of the zone. The various trolls camps, towns, and ancients cities scattered throughout the zone have almost exclusively changed owners - taken by other troll tribes, by the Horde, or by the Alliance. Horde players can finally enjoy a more convenient path to the Revantusk Village. Along with this a much needed tunnel has been carved out in the mountains between The Hinterlands and
Loch Modan has undergone some major changes! One of those changes is the dam has finally been broken (by the Dark Irons) and almost all the water in the loch has flown out into the Wetlands. All the areas once occupied by the water now have the evil murlocs lurking on the shores. Dark Iron dwarves can be seen in several places throughout the zone, but that's not the worst - the Twilight Hammer has moved in as well! There is a massive chasm that serves as a border between Loch Modan and the Badlands.
The haunted forest is yet another one of the zones that didn't suffer major changes in its landscape, but was changed a lot nonetheless. Almost the entire zone has a strong "Forsaken-ish" feel to it - the modern Forsaken architecture, eerie music, poor visibility. Plaguespreaders (Blightspreaders, I guess), as well as other, ettin-powered, machinery can be seen throughout the zone. The Dalaran forces who previously almost controlled the south are now all bottled up in Amber Mill. Part of the questing experience actually includes the invasion on Gilneas (which Worgen players also experience firsthand, only from the other side). New Forsaken players entering the zone can observe Sylvanas expanding the ranks of her undead, causing Garrosh's strong disapproval and mistrust to fall upon her.
Stranglethorn Vale has been changed drastically as developers felt the zone spanned far too wide of a level range and thus has been split into two seperate zones. Nesingwary's Expedition has grown a little and no longer looks like bare two tents and a campfire. A new alliance quest hub has appeared south of Zlata'jai Ruins, and a new Horde one - close to Zul'Gurub. The gulf between Grom'Gol and the Gurubashi Arena has collapsed into a large whirlpool below sea level, surrounded by rocks and waterfalls.
Redridge has seen several changes, but all of them are minor - orcs, gnolls, and various animals have relocated to new areas. Orc dragon riders can be found in Render's Valley, as well as a new named elite orc in the Blackrock Pass. A new highway runs from the Burning Steppes, through Redridge, and goes into the Swamp of Sorrows. And the biggest change of them all - the Everstill bridge has been repaired!
The Cape of Stranglethorn
The new southern section of Stranglethorn Vale covers everything south of the newly-spawned whirlpool just below Grom'Gol. Goblins of the Bligewater Cartel have built their machines and oil plantations, and have raised a settlement to the south. Even more shockingly, the Southern Savage Coast offers the first fast food restaurant in Azeroth - again, owned by goblins. The Gurubashi Arena is about to see some life added to it, with a new PvP quest, and possibly an event. The Yojamba Isle seems to be deserted, the trolls there maybe finally moving back to their home in Zul'Gurub
. Zul'Gurub itself, as a raid, is going away.
Swamp of Sorrows
The Swamp of Sorrows has not been too drastically changed, though there are a few new additions. Some of the Horde forces there seem to be under siege from Alliance attackers, who have also built a fortified camp next to the lake in the center of the zone. The Misty Reed Strand is now home to a new neutral goblin town with a flight path and a port - possibly leading to the new port in Gadgetzan. The Pool of Tears is now directly connected to the ocean to the east, due to a flood.
Overall Tirisfal has seen very minor changes. All of the Forsaken architecture throughout the zone has been updated to look more like what we are familiar with in Northrend. The quests have been modified a little, and there is a pseudo quest-chain that deals with Lillian Voss, a new and powerful female Forsaken who is not quite happy with her fate.
With the Lich King no more, the Scourge forces in the Western Plaguelands could no longer hold against the combined forces of the Alliance and the Horde. The zone is now (almost) free of Scourge and Scarlet Crusade taint, and sees life returning to it (as well as more players, due to its level range being lowered). The zone is split between the Forsaken and the humans. Felstone Field, Dalson's Tears (now Dalson's Farm, tended to by the Cenarion Circle), and the Writhing Haunt are quickly becoming lush with plants. The Ruins of Andhoral seem to be turning into a contested area, with both Alliance and Horde forces trying to settle in, while the last Scourge forces outside Scholomance are trying to hold their ground there. Sorrow's Hill has become completely friendly with ghosts roaming the former grave site. Uther's Tomb is finally getting the love it deserves, and is growing not only bigger, but more beautiful. Vegetation covers almost the entire zone. Scholomance is still a strong Scourge stronghold.
The Cataclysm did not leave even the peaceful Westfall alone. In anticipation of the incoming war, the Alliance has fortified Sentinel Hill and has taken over Moonbrook. Sections of the zone are beginning to see vegetation. The biggest change awaits by the Gold Coast Quarry and Alexton Farmstead. Both subzones have been hit by something, and now in their places any passerby can see pillars of energy (or possibly merely wind) ripping chunks of ground and rock in the air, uprooting trees, and forming a strange vortex that doesn't seem to go anywhere. The Defias Brotherhood seems completely removed from the area, and their only stronghold left is the Deadmines, where a new leader has risen.
The Wetlands are changed both drastically and minimally. The majority of the zone remains mostly the same. Few exceptions are Menethil's Harbor being mildly flooded, but still inhabited and used - by the Dark Irons. The Green Belt, formerly an area populated with Fen Creepers and guarded by
Rethiel the Greenwarden
, is now a small night elven settlement - Greenwarden's Grove. On the other side of the Wetlands, things are a little different. Everything beyond the Dragonmaw Gates is now part of the Twilight Highlands, including the area where Grim Batol used to be.
The Horde have finally moved beyond simply harvesting lumber in Ashenvale (although the Alliance has conquered about half of the Warsong Lumber Camp) as Garrosh Hellscream pushes the Horde's presence in Ashenvale further. Zoram'gor Outpost has been majorly revamped and now serves as a heavily armored Horde outpost and dock rather than a simple troll village. Most of the other night elven settlements in the area have also been either attacked, taken over, or outright destroyed. In addition, the village of Astranaar has been greatly ravaged by constant Horde air raids, but still controlled by the Alliance. A small volcano has been raised between Ashenvale and Felwood.
For the Horde! The Bilgewater Cartel Goblins have taken over Azshara as their home away from home, and to celebrate their allegiance to the Horde have managed to reshape the zone to resemble a Horde symbol! Expect to see a massive dig site in the heart of the zone, intelligent raptors, many destroyed sites, many more unearthed, the massive harbor-city of Bligewater Harbor, the brand new goblin rocketway, and the trade prince's pleasure palace!
The Alliance port town of Auberdine has been destroyed to ruins by terrible tidal waves and storms created by Deathwing's return. As a result, the Alliance have been forced to move their settlements - Lor'danel namely - further north, allowing Hellscream's Horde to push further from Ashenvale into Darkshore, setting up encampments at the southern part of the zone. The Twilight Hammer has become more active, and so have the natural elementals in the area. The Master's Glaive has apparently seen some activity as well - the thing buried there has been mostly unearthed and it s now known that is one of the most powerful servants of the Old Gods. The cataclysm also caused some major weather disturbances in Darkshore.
Desolace is no longer desolate! That's right, Deathwing's little redecorating plan has resulted in chasms being opened up which allowed water to flow to the previously dry and dead areas of Desolace, causing great growth throughout the zone. The previously dreary Desolace is now green and rich with new life - perhaps the residents may consider a name change! Both the Kolkar and the Magram villages have been taken by their enemies, the Kodo Graveyard has been half destroyed by the Cataclysm, half engulfed in plants, and the naga have completely taken over the isles to the west.
Durotar has recieved some pretty massive changes. A lot of the ravines have been filled in with water and the coast has been hit with a massive tidal wave almost reaching all the way to Razor Hill itself. The orcs of Orgrimmar have build a port directly east of their city in the Bladefist Bay. Alliance soldiers from Northwatch have taken over several of their neighboring areas, expanding their influence, but they are not the only ones who have acquired new lands in Durotar. The Darkspear tribe has finally moved in the Echo Isles. After the recent conflict between the Darkspears and Zelazane's followers, Vol'jin and his subjects have taken the time to make their home islands home again. New trolls will use the Echo Isles as their starting zone and will no longer share the same beginner's quests with the orcs. The new story line for fresh troll characters will take you through some training, clearing up annoying naga, and learning about why is it that Garrosh Hellscream is mad at your entire tribe.
The minor changes to Dustwallow Marsh seem to be more convenience-based than Cataclysm-based. With the split of the Barrens, the Alliance have constructed a new highway which leads from Theramore Isle straight west and all the way into the Southern Barrens. At the south, the goblins have set a winding, uphill path that leads directly into Thousand Needles.
Felwood has undergone some changes, one of the most notable is the inclusion of several Goblin camps specifically the one located in Irontree Woods in northern Felwood. Most of the other camps have stayed pretty much the same except more fortified and updated buildings. The entrance to the Timbermaw Hold now looks more impressive, and several quest hubs and flight paths have been added throughout the zone.
Feralas was altered by the Cataclysm mostly in its oceanic parts, both Feathermoon Stronghold and Thalanaar having been destroyed and the Isle of Dread - sunk back into the ocean. A new, bigger, and majorly fortified version of Feathermoon Stronghold has been rebuilt along the west coast of Feralas and New Thalanaar has been established to replace the old one. The Horde has settled in the newly-built Stonewatch Hold, near the Dire Maul.
While virtually ignored by the Cataclysm's destruction, the peaceful plains of Mulgore are hardly peaceful in the new Azeroth. Quilboars have become especially violent and arrogant. The very spirits of the earth are raging. The Grimtotem, responsible for the death of the wise Cairne Bloodhoof, have been exiled from Thunder Bluff, and now roam, poison, and torment the lands of Mulgore. The path leading into the Southern Barrens is now under the protection of the Great Gate, and a new, small tauren settlement can now be found northeast of Thunder Bluff.
Barrens Chat has been permanently removed -
! The Barrens have been hit significantly hard by Deathwing's return, and the zone has been sundered into two smaller zones, divided by newly formed deep and luscious waterways and chasms of smoldering lava (the Great Divide). The efforts of the druid
to regrow the Barrens (remember Wailing Caverns?) have been mostly successful, as the lush growth found areas such as the Lushwater Oasis has spread throughout the rest of the Barrens. The Horde remain dominant in the Northern Barrens, but the Alliance controls the south.
Unlike its northern counterpart, the Southern Barrens have suffered some major faction control changes. The Alliance has destroyed Camp Taurajo, resulting in tauren heavily fortifying the path between the Barrens and Mulgore. The western side of the Field of Giants has become a field of constant struggle between the Horde's Desolation Hold and the Alliance's Fort Victory. Parts of the Field of Blood has also fallen under Horde control - Vendetta Point marks that victory. The Great Lift and the path leading to it have been swarmed by the thorns previously restricted to the Razorfen dungeons. You can find
around that area, fighting Quilboars - quite viciously and mercilessly too! The Overgrowth, the areas south of the Lushwater Oasis, is no longer barren land, but one lush with flora and fauna - and not without its dangers, as the Emerald Nightmare lurks within it. Northwatch Hold is now an Alliance quest hub, and so is the newly-constructed Honor's Stand, close to the path to Stonetalon Mountains.
The Horde, with the help of goblin mechanics, have tunneled a path from Stonetalon Mountains directly into Ashenvale. In addition to many Cataclysm-incurred landscape changes, lava has poured out from the earth and filled most of Stonetalon Mountains' Charred Vale - expect fire and brimstone galore! The Horde's war with the Grimtotem tauren rages on in full force in the most southern region of Stonetalon, while the Alliance and Horde battle to no end for dominance over Stonetalon's rich resources, with many new warcamps being set up throughout the zone! Not to be left out, the Horde's goblins have taken over Mirkfallon Lake as the site of a new oil pumping operation.
Tanaris has seen massive changes brought on by the Cataclysm. Steamwheedle Port along the east coast has been completely destroyed and water stretches all the way to the east side of Gadgetzan, where the goblins have built a new port. Several new quest hubs for both Horde and Alliance have been added throughout the zone. Perhaps the biggest and most important change of them all - the gates of
Uldum are now open!
The deep canyons of Thousand Needles are now
flooded with water
! The entire zone you used to know is completely under water, including the former speedway. A giant "speedbarge" now is floating in the Shimmering Deeps where races were held. In the "needles" part of the zone, you will find a patch of land that leads to the Razorfen Downs. Freewind Post has been conquered by the Grimtotem, but a small group of taurens and night elves (!) seem to be working together to retake it. The Twilight Hammer has a couple of camps around the Shimmering Deeps, formerly - the Shimmering Flats.
Not a whole lot has changed visually in Un'goro, but the zone has been completely revamped with tons of great new quests and a few new camps. Marshal's Refuge has been overrun by Stone Guardians, and the handful survivors have relocated to a camp south-east of Fire Plume Ridge, Marhal's Stand. A new area, the Shaper's Terrace has been added above the Ironstone Plateau, and is guarded by a level 85 elite Titanic Watcher called Nablya. Also new path called Terror Run now leads to your worst nightmare... The Devilsaur Queen.
Orgrimmar has seen a drastic visual update, which many Horde players should be thankful for. However, these changes come through the newly appointed leadership of the brash Garrosh Hellscream as Warchief of the Horde. Garrosh has selectively evicted most all non-Orcs NPCs from the center of the city. He will be occupying the center of Orgrimmar now. The city walls have been reinforced with heavy iron portcullis and other such refined features, bringing its appearance closer to that of Hellscream's Warsong Hold.
With such a large change to the city itself, many of the districts inside of Orgrimmar are being changed as well. The Valley of Honor will become Orgrimmar's second trade district, holding the second Auction House & Bank. Garrosh is not particiularly fond of Goblins, and thus created a Goblin Slum for them in the Valley of Spirits. Their presence in Orgrimmar resulted in the creation of a gate leading directly to Azshara, as that is the primary leveling zone for Goblins levels 10-20. Since Garrosh claimed the center of Orgrimmar, the Valley of Wisdom will become a district for Tauren. The Drag is getting a nice roof. Amongst all these changes, one thing will stay very similar to the old Orgrimmar: The Cleft of Shadow (it gets a map of its own though).
Stormwind has been redesigned to support flying mounts as well, and a new district has been opened up for the Alliance's new members, the Worgen. Portions of the city are completely demolished by Deathwing's emergence from the ground - the Trade District is no more. Additional fortifications have been built too. Stormwind will be receiving an additional Auction House & Bank in the Dwarven District. The Stormwind Keep is getting some remodeling, and a statue of King Wrynn greets newcomers. Additionally, a city cemetery is being built in the back of the city, along with lakes. Quests will be placed in these areas to help develop the lore of their existence.
Undercity has been strongly redesigned from the ground up (literally!) as the exterior city has been restructured to allow for flying mount access. Blizzard has not yet announced any significant changes to the zone, though after patch 3.3's introduction of the Kor'kron Guard in place of the Undercity Guardian abominations, there may be other changes in store for the Forsaken city.
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