World Of Warcraft:The Burning Crusade

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The Burning Crusade is the first expansion for World of Warcraft due to be released on the 16th of January 2007 in both North America and Europe. The main features include an increase of the level cap, the introduction of the blood elves and the Draenei as playable races and the addition of the world of Outland, along with many new-zones, dungeons, items, quests, and monsters.

The entire new continent of Outland             Top

Beyond the Dark Portal lies the shattered realm of Outland, the broken remains of the orcs' homeworld, Draenor. Here, the survivors of the cataclysm are trying to rebuild and some life continues to thrive. Brave ones will find new allies, new enemies, and limitless adventure beyond an untamed horizon through the Dark Portal


An increase in the level cap to 70             Top

As if new races, worlds, cities, dungeons, mounts, and professions weren't enough, the expansion will also enhance the game with a wide number of small innovations. Now you can go to the following places to level your character up to 70.

Hellfire Peninsula - Level 58-63
Zangarmarsh - Level 60-64
Terokkar Forest - Level 62-65
Nagrand - Level 64-67
Blade's Edge Mountains - Level 65-68
Netherstorm - Level 67-70

Shadowmoon Valley - Level 67-70
New spells and talents for each class            Top

Click on one of pictures to see a preview of the expansion's extended talent trees for this class. You can also check out a list of new spells and abilities for each class that characters beyond level 60 will be able to learn in World of Warcraft: The Burning Crusade.

Two new playable races: Blood Elves & Draenei            Top
The Draenei The Blood Elves

New races

Starting zone

Capital city

Mount

Language

Blood elves

Eversong Woods

Silvermoon

Hawkstrider

Thalassian Orcish

Draenei

Ammen Vale

Exodar

Elekk

Draenei  Common

new-flying-mounts in Outland            Top

The flying mounts will include Gryphons for the Alliance, Wyverns for the Horde, and also some extremely rare neutral flying mounts. Like the regular mounts, they will come in regular and epic flavors so that once you have mastered the shattered realm of Outland, you will be able to take to the skies in style.

Many new-zones and high-level dungeons            Top

A total of nine brand-new dungeons to explore, most of these new dungeons will have several different wings, so you can choose your own pace – either try to do them all in one session, or take your time and explore them one by one. And if you want to step up the challenge, you can also pick two different Dungeon Difficulty Level Settings. Adventure at your own pace!

Hundreds of new-monsters, quests, and items            Top

new-monsters that make up the vast and varied bestiary of the Burning Crusade, from arcane thieves to savage demigods, from nightmares of an ancient past to magnificent beasts never seen before can be discovered in Outland and the still unexplored lands of Azeroth

A new-profession: Jewelcrafting                Top

Jewelcrafting learn the art of creating beautiful jewelry and trinkets from metals and rare gems. By processing the raw ore mined from the various deposits and mineral veins, jewelcrafters can extract gems from the ore which they can then use for their craft.

 
Tier 4            Top

The following items can been "purchased" from Aldor and Scryer vendors in Shattrath City, in exchange for generic equipment drops. The drop locations for some these tokens are currently unknown. Many of these items have slots for jewels.

Class

Sets

Druid

Malorne Raiment (Restoration)

Malorne Harness (Feral)

Malorne Regalia (Balance)

Hunter

Demon Stalker Armor

Mage

Scryer Armor

Paladin

Justicar Armor (Protection)

Justicar Battlegear (Retribution)

Justicar Raiment (Holy)

Priest

Incarnate Raiment (Holy)

Incarnate Regalia (Shadow)

Rogue

Netherblade Armor

Shaman

Cyclone Regalia (Elemental)

Cyclone Harness (Enhancement)

Cyclone Raiment (Restoration)

Warlock

Voidheart Armor

Warrior

Warbringer Armor (Protection)

Warbringer Battlegear (Arms/Fury)

Socketed items            Top

By cutting the gems, jewelcrafters can prepare them to be used in socketed items. Gems come in many different colors and shapes. Different types of gems have different basic properties, and a gem's cut also determines the effect this gem will have.

Helpful Tips of The Burning Crusade           Top

• Do not buy First Aid books off of the auction house. They are available from your second city (for your faction) in Hellfire Peninsula.
•Load up on stamina. Stamina is very important for surviving in Outland. You may want to also get some Demonslaying enchants on your weapons. It'll help while you are questing and doing instances in Hellfire Peninsula.
•Do not pay outrageous prices for gems to put something in one of the first pieces of gear you get with sockets. There are gem vendors who sell cheap gems that can be used as filler. A lot of gear you'll be replacing often, so there is no need to put expensive or over-priced gems into it.
•There are no class trainers in Outland nor is there an Auction House. You'll have to return to a main city in Azeroth to do that. That's why you may want to set your hearth to Shattrath City (head out of the southern exit of Hellfire and follow the road west to Shattrath. You can't miss it. You can also go south through Zangarmarsh and get there as well.
•If you have Herbalism then gather from the plants! Some herbs give buffs or heal!
•If questing has you down then run instances over and over! Instances in TBC are similar to the ones in Azeroth, but they give much more XP and valuable reputation with various groups that give great bonuses for having lots of their reputation!
•A lot of quests in TBC require reputation to unlock. This means you'll have to run some of the newbie quests in order to unlock more quests with that faction. For instance, Honor Hold and Thrallmar will require 1,000 reputation in order to get the next set of quests. To get the Hellfire Rampart line of quests you will need to do a few starter ones.
•Bring friends to make questing easier! Seriously, if it's a kill quest then bring along friends. There is no need to solo if you can bring a few along to make things easier.
To learn the portal skill (Mages) to get to Shattrath City you will have to travel to Shattrath City to learn it.

Jewelcrafting Guide              Top

Jewelcrafting is the fine art of taking very precious gems and refining them to unleash their full potential. It is a rather easy skill to use. Simply open your Spellbook and locate "Jewelcrafting". From here select what you wish to craft then choose "Create". You can use the slider to craft multiples at the same time, if you wish. If you have the available materials then a bar will come up letting you know the item is currently being created. If you wish to cancel during this time simply move your character around. If it fails due to movement then you will loose no materials.

Skilling up Jewelcrafting is easy. If it's colored Orange then you'll gain a skill point in Jewelcrafting. If it's colored Yellow then you'll have a decent change to increase in skill. If it's colored Green then you'll have a low chance to increase in skill. Grey items do not give skill points.

Quite a few Jewelcrafting items are "Bind on Pickup", which means that the items created are only for you. This makes it a worthy skill to have when you're leveling because you'll have some useful items (rings, necklaces, etc.) and have Mining which is already a great source of profit.

A quick note, some items may require a "Jeweler's Kit" and/or a "Simple Grinder". These items are available for sale by certain Jewelcrafter trainers and suppliers.

Eversong Woods Guide           Top

Eversong Woods wraps around one of the better known locations of Warcraft lore - the location of the ancient city of Quel'Thalas, or "Silvermoon City" as it's known today. Silvermoon City and environs are where the remnant of elves stranded on the continent of Lordaeron have made their stand against the plague-ridden forces of the Scourge. However, the Eversong Woods of today will strike you moreso as an island of grandeur in an expansive wasteland rather than a province under siege, owing to the power of the "Burning Crystals" and the protection of large magical runestones which keep the blight of the Scourge at bay.

The Blood Elves owe much of their livelihood to magic, and ask still much more of the magic they possess. While blood elf living spaces are serviced by magical brooms and mops like something out of "Beauty and the Beast", the nearby woods are rife with magical misanthropes - from creations gone completely awry like manawraiths and manaworms to the rebellious treant-like "tenders" and elemental guardians who turned against their former masters. The insatiable blood elf thirst for magic is tempered by a sylvan regard for their environment and the military realities of their situation- thus the blood elves have escaped the fate of the city of Gnomeregan, destroyed by the gnomes quest for horrific military technology.

Sunstrider Isle

New blood elves start their lives at the foot of the Sunspire in Sunstrider Isle (if you're noticing a theme here, these lands and structures were named in honor of the Sunwell, from which the elves drew power and strength prior to its necromantic destruction by Arthas at the coming of the Scourge). This is the questgiver and trainer area of the newbie region, with class trainers and vendors in the Sunspire proper and a handful of tradeskill trainers in a nearby outbuilding.

Falconwing Square, and the North and West Sanctums

Falconwing Square offers players the first chance to "bind" their hearthstone to an Inn, as well as the most complete set of class and secondary tradeskill trainers anywhere in Eversong Forest outside of Silvermoon City. Though my time doing Falconwing Square quests in the Ruins of Silvermoon was rather brief, the entrance to Silvermoon City is still a bit of a hike, so I found it best to return here to pick up my level 8 quests.

Azuremyst Isle Guide            Top

The Draenei are refugees from the shattered world of Outland. The Burning Crusade has wreaked devestation on the world and the Draenei took to flight through the Twisting Nether in search of Azeroth, the world in which the Alliance stood up against and subdued the efforts of the orcs under the influence of the Burning Legion.

The starting area of the draenei is the mystic Azuremyst Isle, located in the Veiled Sea to the Southwest of Teldrassil. Shipwrecked, the Draenei are busy studying the region they have found themselves in and tending to the survivors of the crash. As an able-bodied survivor, you are expected to help in the relief efforts. The crash has had a devestating effect on the islands and their inhabitants. Wreckage, crystals, mutated animals are present in every direction. Your first quests involve healing survivors (using the racial ability Gift of the Naaru which is a healing spell that gains strength as you gain levels), killing giant mutated flowers and moths and gathering materials to heal survivors. All the quests are geared toward recovering from the crash.

Ten Ton Hammer's Map of Outland            Top
This map is provided for those who wish to have a downloadable / printable map of the Outlands, who want to see the entire map at a glance, or perhaps just prefer a non-flash version.
Outland Zone and Instance Guides            Top

Peninsula (58-63)            Top

Exploring Hellfire Peninsula


Hellfire Peninsula is home to several new (and old) factions vying to march into Azeroth and say hello. You have the gold ‘ol Burning Legion who currently has the Dark Portal under siege on the eastern side of the zone. In the middle you will find the Shattered Hand Clan happily defending the Hellfire Citadel. To the west many demons and other corrupted creatures lurk. There is a ton of variety in the enemies within Hellfire Peninsula.

There are also friends. You will find a crashed Zeppalin and a group of Dwarves who are tasked with slaying some wildlife (but rather be drunk) while exploring the vastness. There is also a small Cenarion Hold encampment in the western part of the zone, researching ways to cleanse the land.

The zone is massive in size, variety, and conflict. Everywhere you go there is something on fire or something evil ready to slay you. There is always something new to find out, such as enemies that burrow underground or enemies that are so large that it's near impossible for them to catch you while mounted.  Fel Reavers come to mind. One chased me for ages but I eventually outran it. Had I stood still though and allowed it to catch me, well, let's just say the spirit effect is pretty cool.

Speaking of Fel Reavers, there are a lot of things that can come out of nowhere and slay you. Burrowing enemies that travel underground can popup seemingly from nowhere and begin their attack while you are engaged in battle can cause you to flee. You could be fighting and find yourself in the roaming path of some massive creature seeking to eradicate you. You will get the sense of danger as you go out and battle which will cause you to be more alert. I was caught offguard once myself, but after that I never let it happen again.

There are also several locations that can only be reached with a flying mount. The northeastern part of the zone is locked away until you can obtain a flying mount along with certain wings of the Hellfire Citadel. You'll have to return here eventually to complete everything this zone has to offer. That's a refreshing idea!


Player vs. Player Combat

What zone isn't complete with out some passionate player vs. player combat? Hellfire Peninsula offers plenty of PvP opportunities for both PvP and PvE servers. There are three small outposts near the Hellfire Citadel that serve as world PvP objectives. These are located right next to each other and will contain the majority of the PvP.

As for PvP servers, well you will be in for a ride. Very few locations are safe from PvP battle within any zone in Outland. There will be a high concentration of players in these zones as well, so expect the risk to be extremely high as you are out leveling up. Though, be warned that both factions have active patrols of elite soldiers. Any combat near an opposing faction's outpost will generally result in someone being jumped by mounted guards.

Terokkar Forest (62-65)             Top

West of Hellfire Peninsula lies the mushroom-filled zone of Zangarmarsh. This humid marshland contains an assortment of bugs and monsters, making it the perfect place for an aspiring adventurer.

It rains frequently and gigantic purple/blue mushrooms grow like trees over the entire zone (fungus is even used as a type of currency). The creatures range from giant elemental-type beings to bugs to naga. This strange land plays host to four different factions--Cenarion Expedition, Alliance, Horde, and the Sporeggar.

West of Hellfire Peninsula lies the mushroom-filled zone of Zangarmarsh. This humid marshland contains an assortment of bugs and monsters, making it the perfect place for an aspiring adventurer.

It rains frequently and gigantic purple/blue mushrooms grow like trees over the entire zone (fungus is even used as a type of currency). The creatures range from giant elemental-type beings to bugs to naga. This strange land plays host to four different factions--Cenarion Expedition, Alliance, Horde, and the Sporeggar.

Just south of Cenarion Refuge is Umbrafen Lake, the first area I explored in order to complete quests. It is chock-full of Broken and Naga, with a few eels thrown in. The eels turned out to be formidable foes, but after a little bit, I got the hang of how to beat them--let my pet take all the damage (I'm so glad I have a good tanking pet).

North of Cenarion Refuge is the driest place in the zone--the Dead Mire. This drying-up bog is a source of concern for the expedition and the people of Telredor, so quests to explore the mire (gathering samples mostly) are plentiful. Parched hydras, Bog Lords and Withered Giants circle the mire and cause never-ending amounts of frustration for the many hapless adventurers who venture to quest there.

In the center of the marsh, there are two beacons. They are conquerable and provide a nice pvp-objective for the area (for when you get tired of fulfilling the many requests from npcs in this area). The faction which controls both towers also controls the central graveyard in the zone. The alliance draenei town of Telredor (built up among the mushroom tops) and the horde troll town of Zabra'jin flank the two beacons and it is there that the flightpaths are found (at least I assume--since I play alliance--that the horde flightpath is there. Telredor has a ton of quests to keep you busy throughout the zone.

Just north of these towns (and the beacons) is the Coilfang Reservoir, also known as Serpent Lake. This is home to four (count 'em four) different instances: The Slave Pens, the Underbog, the Steamvault, and Serpentshrine Cavern. These instances are down, down at the very bottom of the lake and you must swim past many Mudfin Frenzies (level 63ish fish that like to bite you) to get to them.

The western part of the area contains the city of Sporeggar--an unfriendly city to start out with, but you can gain reputation by killing certain creatures throughout Zangarmarsh. North of Sporregar is the ogre area of Ango'rosh Grounds, because a marsh just would not be complete without a few ogres in it. South of Sporeggar is a very pretty place that contains the zone's higher level mobs, called the Spawning Glen.

This zone is a great area for any type of player. It has just about everything that you could want: instances, lots of quests, challenging mobs, mushrooms. I did find it odd that in a land of giant mushrooms, there was not a single mushroom vendor...my poor gorilla had to go hungry when I ran out of food. I also thought that the fen striders looked a bit like the monsters from the new version of War of the Worlds *enter spacey music here.

This is just a brief preview of the many options available to you in Zangarmarsh. Stay tuned to our Burning Crusade coverage for even more exciting first looks!

Nagrand (64-67)            Top

In the Outlands, south of Zangarmarsh and west of the Terrokar Forest, you will find the lush prarie of Nagrand. This elemental-filled zone is brimming with adventures for those capable of butting heads against level 64-67s.

Let's take a quick tour of the places found in Nagrand, starting with the town of Telaar. Telaar is a draenei city ruled by the Kurenai faction. Be careful of killing the Boulderfist ogres in the the Burning Blade ruins; it lowers your reputation with that faction. This a good place to repair and vendor. There's even an anvil and forge for smelting and crafting uses.

Also in the southern portion of Negrand is the Oshu'gun. According to a Consortium member at Aeris Landing (a Consortium encampment in Nagrand) Oshu'gun is the largest diamond in the universe. The Consortium was going to mine the diamond, but there has been a delay in their plans. At the moment, Oshu'gun is surrounded and inhabited by demons.

Speaking of demons, there are two settlements of them on the western edge of this zone: Forge Camp Hate and Forge Camp Fear. It's obvious that they are up to no good there. The water that is flowing into these encampments is flowing out green.

Northern Nagrand plays host to a group of grouchy Warmaul ogres at the Laughing Skull ruins and the Throne of Elements. The four elemental furies live in this waterfall-edged sanctuary at the edge of Skysong Lake.

Nagrand is also temporary home to Azeroth's most ardent traveler--Hemet Nesingwary. He has set up a safari near the crash of a snake-inhabited plane.

PvP is an integral part of this area. The blufftop town of Halaa is constantly being fought over. Control of Halaa gives your faction a buff that increases damage done by 5%. There's also a quartermaster who will exchange some nice gear for tokens looted during the battle for this area.

There are four paths to leave Nagrand. Two are in the north and lead to Zangarmarsh. The Low Path in the southeast leads to Terrokar Forest and the High Path (located above Windyreed Village) leads to the Aldor Rise in Shattarath City.

Blade's Edge Mountains (65-68)            Top

Blade's Edge Mountains is a unique yet dangerous zone located in the NW corner of the Outlands. This level 65+ area is home to some of the most stunning terrain in the game.

The first glimpse of this terrain comes as you traverse either of the two caverns leading into the area from Zangarmarsh. Each of these tunnels is guided by dangerous creatures.

The tunnel leading north from Oberor Harborage is full of spiders. If you can make it past these troublesome arachnids, you will be on the road that leads straight through the Living Grove and into the alliance night elf village of Sylvanaar.

The other tunnel from Zangarmarsh ends in open jaws, as it is guarded by the Den Mother. This humongous wolf is surrounded by several of her offspring and loves to snap up unsuspecting travelers without hesitation. However, should you manage to squeeze past her, you will be on the road that leads straight to the horde settlement,Thunderlord Stronghold.

Both of these towns contain a graveyard, a flightpath, questgivers and vendors to help make your adventures easier.

The tunnel leading north from Oberor Harborage is full of spiders. If you can make it past these troublesome arachnids, you will be on the road that leads straight through the Living Grove and into the alliance night elf village of Sylvanaar.

The other tunnel from Zangarmarsh ends in open jaws, as it is guarded by the Den Mother. This humongous wolf is surrounded by several of her offspring and loves to snap up unsuspecting travelers without hesitation. However, should you manage to squeeze past her, you will be on the road that leads straight to the horde settlement,Thunderlord Stronghold.

Both of these towns contain a graveyard, a flightpath, questgivers and vendors to help make your adventures easier.

The Wyrmskull Tunnel leads to Raven's Wood, home of the Grishna, the Boulder'mok ogres and the Blackwing Coven.

Leeroy Jenkins and the Pals for Life crew would have a field day inside the Blackwing Coven. This cavern is full of level 67+ dragonkin, and (you guessed it) their eggs. Don't touch the eggs, they break!

Dragons can also be found on the opposite side of the map. IN the southeast corner of Blade's Edge, you can find the Singing Ridge. This crystal-lined ridge borders Death's Door and is full of some of the prettiest blue dragons in the game. Don't let their appearance fool you, they are deadly.

For the Alliance, the gnome settlement of Toshley's Station is available for refuge from these blue beauties. At Toshley's Station you can vendor, repair, watch flaming gnomes tinker with contraptions that do Blizzard-only-knows-what, pick up a few quests or hop a griffon elsewhere.

The horde also have a settlement, Mok'Nathal Village, located in the Vekhaar Stand just east of Scalewing Shelf.

There are two areas in the Blade's Edge Mountains that look to be only accessible by way of flying mount. These are the Vortex Pinnacle to the west and the Crystal Spine to the north. One can only imagine the dangers and adventures that these areas hold.

Once you've had your fill of Blade's Edge, the road north from Razor Ridge will lead you past a Naaru encampment and a demon-filled forge camp to an engineered bridge that will allow you to enter the swirling-violet pestilence that is the Netherstorm.