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[[Image:shadowwebcaverns_zone.jpg|thumb|left|Shadow Web Caverns]]
−
:COMBAT_LOG_EVENT_UNFILTERED redirects to this page, but most add-on developers will want to use it in preference to COMBAT_LOG_EVENT, because the events provided by the latter will only reflect the user's actual combat log.
 
   
  +
=Shadow Web Caverns Subregions=
−
:Note: COMBAT_LOG_EVENT and COMBAT_LOG_EVENT_UNFILTERED have identical parameters. All information provided here applies to both events.
 
   
  +
Listed below are summaries of the various subzones located in the [[User:GoldenYak/Shadow_Web_Caverns|Shadow Web Caverns]] of [[User:GoldenYak/Spider_Kingdom_Expansion_Concept|Azjol-Nerub]].
−
===Base Parameters===
 
−
{| class="darktable"
 
−
!1st Param!!2nd Param!!3rd Param!!4th Param!!5th Param!!6th Param!!7th Param!!8th Param
 
−
|-
 
−
|timestamp||event||sourceGUID||sourceName||[[unitFlag|sourceFlags]]||destGUID||destName||[[unitFlag|destFlags]]
 
−
|}
 
   
  +
==Shadow Web Gate==
−
The timestamp parameter has almost the same format as the return value of the [[API time|time()]] function. You can use it as the second parameter to [[API date|date()]]. The only difference is that time() returns an integer (the unit is seconds), while the timestamp parameter has three decimal places (milliseconds). That means (timestamp-floor(timestamp))*1000 is the number of milliseconds of the timestamp.
 
   
  +
This large nerubian gate is the only passage through the Scourgewall to the Upper Kingdom. The gate is an immense round portal emblazoned with a stylized spider. Living nerubians have seized the region and it's surrounding fortifications, and the forces of nearby Doorward are locked in pitched battle to drive them away. Attacking the Inner Kingdom from the Upper Kingdom would be suicide - the Twilight Scourge forces in Ahn'Saron are too heavily entrenched. The only hope of attacking the Inner Kingdom is to travel through the Shadow Web Caverns and attack on the Twilight's undefended front.
−
More information on GUIDs (including format, how to tell a player from an NPC, pets, mob IDs, and more) can be found on the [[API UnitGUID]] page.
 
   
  +
The cavern-side of the Shadow Web Gate overlooks the vast Undergrove, an underground marshland that fills the cavern floor. From high above, it appears as a sea of mist, with enormous fungal growths breaching through the fog like icebergs on the sea.
−
==Events==
 
−
How to get full event strings: Read prefix to suffix in order and use the parameter table as specified. Unused entries are nil. A Blank cell means that there are no additional arguments for this pre- or suffix.
 
   
−
===Prefixes===
 
−
The Parameters listed with prefixes are numbered in the order they come after the base 8 parameters.
 
−
{| class="darktable"
 
−
!Prefix!!1st Parameter (9th)!!2nd Paramater (10th)!!3rd Parameter (11th)
 
−
|-
 
−
|SWING
 
−
|-class="alt"
 
−
|RANGE||spellId||spellName||spellSchool
 
−
|-
 
−
|SPELL||spellId||spellName||spellSchool
 
−
|-class="alt"
 
−
|SPELL_PERIODIC||spellId||spellName||spellSchool
 
−
|-
 
−
|SPELL_BUILDING||spellId||spellName||spellSchool
 
−
|-class="alt"
 
−
|ENVIRONMENTAL||environmentalType
 
−
|}
 
   
−
===Suffixes===
+
==The Undergrove==
−
The Parameters listed with suffixes are numbered in the order they come after the prefix parameters.
 
−
{| class="darktable"
 
−
!Suffix!!1st Param (12th)!!2nd Param (13th)!!3rd Param (14th)!!4th Param (15th)!!5th Param (16th)!!6th Param (17th)!!7th Param (18th)!!8th Param (19th)!!9th Param (20th)
 
−
|-
 
−
|_DAMAGE||amount||overkill||school||resisted||blocked||absorbed||critical (1 or nil)||glancing (1 or nil)||crushing (1 or nil)
 
−
|-class="alt"
 
−
|_MISSED||missType||amountMissed
 
−
|-
 
−
|_HEAL||amount||overhealing||absorbed||critical
 
−
|-class="alt"
 
−
|_ENERGIZE||amount||powerType
 
−
|-
 
−
|_DRAIN||amount||powerType||extraAmount
 
−
|-class="alt"
 
−
|_LEECH||amount||powerType||extraAmount
 
−
|-
 
−
|_INTERRUPT||extraSpellID||extraSpellName||extraSchool
 
−
|-class="alt"
 
−
|_DISPEL||extraSpellID||extraSpellName||extraSchool||auraType
 
−
|-
 
−
|_DISPEL_FAILED||extraSpellID||extraSpellName||extraSchool
 
−
|-class="alt"
 
−
|_STOLEN||extraSpellID||extraSpellName||extraSchool||auraType
 
−
|-
 
−
|_EXTRA_ATTACKS||amount
 
−
|-class="alt"
 
−
|_AURA_APPLIED||auraType
 
−
|-
 
−
|_AURA_REMOVED||auraType
 
−
|-class="alt"
 
−
|_AURA_APPLIED_DOSE||auraType||amount
 
−
|-
 
−
|_AURA_REMOVED_DOSE||auraType||amount
 
−
|-class="alt"
 
−
|_AURA_REFRESH||auraType
 
−
|-
 
−
|_AURA_BROKEN||auraType
 
−
|-class="alt"
 
−
|_AURA_BROKEN_SPELL||extraSpellID||extraSpellName||extraSchool||auraType
 
−
|-
 
−
|_CAST_START
 
−
|-class="alt"
 
−
|_CAST_SUCCESS
 
−
|-
 
−
|_CAST_FAILED||failedType
 
−
|-class="alt"
 
−
|_INSTAKILL
 
−
|-
 
−
|_DURABILITY_DAMAGE
 
−
|-class="alt"
 
−
|_DURABILITY_DAMAGE_ALL
 
−
|-
 
−
|_CREATE
 
−
|-class="alt"
 
−
|_SUMMON
 
−
|-
 
−
|_RESURRECT
 
−
|}
 
   
  +
Even in the chill dark of Azeroth's underworld, life has found a way to flourish in abundance. The giant mushrooms that grow tall as great trees form a great protective canopy overhead, while luminescent fungi bring a hauntingly beautiful light to the seemingly alien landscape. The spores of these great fungal growths were used by the Scourge to engineer their dreaded plague, but death in the Undergrove is only a prelude to rampant, unrestrained growth. The nerubians used many varieties of fungus as a food source - this diet may explain in part their high resistence to disease.
−
===Special Events===
 
−
{| class="darktable"
 
−
!Event!!Prefix to use!!Suffix to use
 
−
|-
 
−
|DAMAGE_SHIELD||SPELL||_DAMAGE
 
−
|-class="alt"
 
−
|DAMAGE_SPLIT||SPELL||_DAMAGE
 
−
|-
 
−
|DAMAGE_SHIELD_MISSED||SPELL||_MISSED
 
−
|}
 
−
{| class="darktable"
 
−
!Event!!1st Param!!2nd Param!!3rd Param
 
−
|-
 
−
|ENCHANT_APPLIED||spellName||itemID||itemName
 
−
|-class="alt"
 
−
|ENCHANT_REMOVED||spellName||itemID||itemName
 
−
|-
 
−
|PARTY_KILL
 
−
|-class="alt"
 
−
|UNIT_DIED
 
−
|-
 
−
|UNIT_DESTROYED
 
−
|}
 
   
−
==Parameter Values==
+
==The Spidermire==
−
===Spell School===
 
−
{| class="darktable"
 
−
!spellSchool<br />(hex)!!spellSchool<br />(binary)!!spellSchool<br />(decimal)!!Type
 
−
|-
 
−
|0x01||00000001||1||physical
 
−
|-class="alt"
 
−
|0x02||00000010||2||holy
 
−
|-
 
−
|0x04||00000100||4||fire
 
−
|-class="alt"
 
−
|0x08||00001000||8||nature
 
−
|-
 
−
|0xC||00001100||12||firestorm
 
−
(nature + fire)
 
−
|-class="alt"
 
−
|0x10||00010000||16||frost
 
−
|-
 
−
|0x14||00010100||20||frostfire
 
−
(frost + fire)
 
−
|-class="alt"
 
−
|0x18||00011000||24||froststorm
 
−
(frost + nature)
 
−
|-
 
−
|0x20||00100000||32||shadow
 
−
|-class="alt"
 
−
|0x28||00101000||40||shadowstorm
 
−
(shadow + nature)
 
−
|-
 
−
|0x30||00110000||48||shadowfrost
 
−
(shadow + frost)
 
−
|-class="alt"
 
−
|0x40||01000000||64||arcane
 
−
|-
 
−
|0x44||01000100||68||spellfire
 
−
(arcane + fire)
 
−
|}
 
   
  +
This web-choked swamp is one of the deadliest natural wildernesses of Azeroth's underworld. Giant spiders stride across the surface of the bog, descend from above on lines of webbing, or leap out from within swampy burrows to strike. Fumes from the bog mix with clouds of fungal spores to form an impenetrable fog that shrouds the region in darkness, making navigating the Spidermire all the more treacherous. Beyond the varied and deadly species of spiders that prowl the mire, adventurers are in constant danger from twisted nature elementals, marauding undead, and giant swamp bats large enough to carry a man into the air.
−
===Power Type===
 
−
{| class="darktable"
 
−
!powerType!!Type
 
−
|-
 
−
| -2||health
 
−
|-class="alt"
 
−
|0||mana
 
−
|-
 
−
|1||rage
 
−
|-class="alt"
 
−
|2||focus
 
−
|-
 
−
|3||energy
 
−
|-class="alt"
 
−
|4||pet happiness
 
−
|-
 
−
|5||runes
 
−
|-class="alt"
 
−
|6||runic power
 
−
|}
 
   
  +
==The Hanging Tower of Naz'Zuraq==
−
===Miss type===
 
−
*"ABSORB"
 
−
*"BLOCK"
 
−
*"DEFLECT"
 
−
*"DODGE"
 
−
*"EVADE"
 
−
*"IMMUNE"
 
−
*"MISS"
 
−
*"PARRY"
 
−
*"REFLECT"
 
−
*"RESIST"
 
   
  +
High above the blighted marshlands of the Spidermire is the imposing Hanging Tower of Naz'Zuraq, a triumph of nerubian architecture. The tower itself is not actually founded on the swampy ground of the Spidermire, but hangs down from the cavern ceiling, an immense salactice that has been hollowed, carved, and embellished by nerubian artisans. Hanging spires and exterior balconies surround the mighty central spire of the tower, overlooking the boglands far below. An intricate walkway spun from crystalized webbing allows entry to the tip of the tower from the surface.
−
===Aura Type===
 
−
*"BUFF"
 
−
*"DEBUFF"
 
   
  +
The Tower of Naz'Zuraq was an ancient center of learning for nerubian mystics, who traveled from all over the Spider Kingdom to meet with the elder sages there. The tower was ravaged by the Scourge and its necromancers, and in the years since the fall of Azjol-Nerub has been occupied by the arach'layn. Their mighty mage-lord, '''Prince Luth'rahn of the Darkholt''', holds court here - he is a powerful spell-caster who has walked the world since the War of the Ancients, over 10,000 years ago.
−
===Environmental Type===
 
−
*"DROWNING"
 
−
*"FALLING"
 
−
*"FATIGUE"
 
−
*"FIRE"
 
−
*"LAVA"
 
−
*"SLIME"
 
−
*More possible but currently unconfirmed
 
   
−
===Failed Type===
+
==Blacksand Beach==
−
*"A more powerful spell is already active"
 
−
*"Another action is in progress"
 
−
*"Can only use outside"
 
−
*"Can only use while swimming"
 
−
*"Can't do that while asleep"
 
−
*"Can't do that while charmed"
 
−
*"Can't do that while confused"
 
−
*"Can't do that while fleeing"
 
−
*"Can't do that while horrified"
 
−
*"Can't do that while incapacitated"
 
−
*"Can't do that while moving"
 
−
*"Can't do that while silenced"
 
−
*"Can't do that while stunned"
 
−
*"Interrupted"
 
−
*"Invalid target"
 
−
*"Item is not ready yet"
 
−
*"Must be in Bear Form, Dire Bear Form"
 
−
*"Must have a Ranged Weapon equipped"
 
−
*"No path available"
 
−
*"No target"
 
−
*"Not enough energy"
 
−
*"Not enough mana"
 
−
*"Not enough rage"
 
−
*"Not yet recovered"
 
−
*"Nothing to dispel"
 
−
*"Out of range"
 
−
*"Target is friendly"
 
−
*"Target is hostile"
 
−
*"Target needs to be in front of you."
 
−
*"Target not in line of sight"
 
−
*"Target too close"
 
−
*"You are dead"
 
−
*"You are in combat"
 
−
*"You are in shapeshift form"
 
−
*"You are unable to move"
 
−
*"You can't do that yet"
 
−
*"You must be behind your target."
 
−
*"Your target is dead"
 
−
*More possible but currently unconfirmed
 
   
  +
Far south of the Spidermire, the swamplands gradually give way to cold black sands, an underground beach stretching across the length of the cavern. The frigid waters of Northrend's great sea lap upon the obsidian shore, while fragments of iceberg bob in the distance. Crabs and lobsters and other scuttling things pick their way along the beach, while murlocs and cave sharks prowl the nearby waters. Like so much of Azeroth's underworld, the ecology of the underground beach is a shadowy reflection of the abundant life of the surface world.
−
== Examples ==
 
−
=== Introduction ===
 
−
I wanted to post some info about what I have learned about using this event. I think the description of how the work arguments is confusing. Hopefully this provides some clarity.
 
   
  +
The '''Bitterslime Murlocs''' eke out a living in the tidal pools along the northern beach. Their strongest leaders and spell-casters are of the deep murloc variety, who are rarely seen outside tribes that dwell in the deepest oceans. They honor the great cave shark '''Dread Fathom''', one of the oldest and largest predators of the nearby waters.
−
There are always at least 8 arguments. (arg1 through arg8) Depending on the Prefix there will be 0, 1, or 3 more arguments. These will be numbered starting with 9 and going up to 11 if necessary. Depending on the Suffex there will be 0-8 more arguments. These will be numbered starting from the last Prefix argument (IE 9, 10, or 12).
 
   
  +
==Skalagrim Cove==
−
=== Sample Arguments Example ===
 
−
Example: The following 2 examples show the parameters used for a SPELL_MISS event and a SWING_DAMAGE events
 
   
  +
Though murlocs and naga are ever-present in the deep water regions of the Shadow Web Caverns, it is the Kvaldir who reign uncontested. Dominating the southern beachs, they have built a sprawling village around a great fortress of ancient vrykul construction. Moored along the beachfront are the many sailing vessels of the Kvaldir, swathed in the dreaded supernatural mist that follows them on their sea raids. The cove is one of the most well-kept secret locations in Northrend, but the Kvaldir's many enemies would think twice about attacking this heavily fortified area even if they knew where it was.
−
{| class="darktable"
 
−
|-
 
−
! Event Type
 
−
! Arg1
 
−
! Arg2
 
−
! Arg3
 
−
! Arg4
 
−
! Arg5
 
−
! Arg6
 
−
! Arg7
 
−
! Arg8
 
−
! Arg9
 
−
! Arg10
 
−
! Arg11
 
−
! Arg12
 
−
! Arg13
 
−
! Arg14
 
−
! Arg15
 
−
! Arg16
 
−
! Arg17
 
−
|-
 
−
| SPELL_MISS
 
−
| timestamp
 
−
| event
 
−
| sourceGUID
 
−
| sourceName
 
−
| sourceFlags
 
−
| destGUID
 
−
| destName
 
−
| destFlags
 
−
| spellId
 
−
| spellName
 
−
| spellSchool
 
−
| missType
 
−
| amountMissed
 
−
|-
 
−
| SWING_DAMAGE
 
−
| timestamp
 
−
| event
 
−
| sourceGUID
 
−
| sourceName
 
−
| sourceFlags
 
−
| destGUID
 
−
| destName
 
−
| destFlags
 
−
| amount
 
−
| overkill
 
−
| school
 
−
| resisted
 
−
| blocked
 
−
| absorbed
 
−
| critical
 
−
| glancing
 
−
| crushing
 
−
|}
 
   
−
=== Simple Function Example ===
 
−
Example the following function would display a message whenever a Mind Blast crits.
 
   
  +
==Scylagarde Keep==
−
Foo.xml
 
−
<Frame name="Foo_Frame">
 
−
<Scripts>
 
−
<OnLoad>
 
−
Foo_OnLoad();
 
−
</OnLoad>
 
−
<OnEvent>
 
−
Foo_OnEvent(self, event, ...); -- The ... parameter passes all arguments that would otherwise be implicitly sent prior to 3.0.
 
−
-- As of 3.0, you will need to explicitly send these arguments (as done here).
 
−
</OnEvent>
 
−
</Scripts>
 
−
</Frame>
 
   
  +
The mighty fortress of Scylagarde Keep towers high above Skalagrim Cove, and is the throne of Morthal '''Droteoch, Lord of Dark Water''', master of all the Kvaldir. From here, he interprets the will of Neptulon, passed on to him through his enchanted trident, a reflection of the one wielded by the Elemental Lord of Water himself. He orders the Kvaldir captains to take their crews on pillaging raids, and he commands the cursed mist that follows them and cloaks their every movement.
−
Foo.lua
 
−
function Foo_OnLoad()
 
−
this:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
 
−
end
 
−
 
−
function Foo_OnEvent(self, event, ...)
 
−
 
−
local timestamp, type, sourceGUID, sourceName, sourceFlags, destGUID, destName, destFlags = select(1, ...)
 
−
-- Note, for this example, you could just use 'local type = select(2, ...)'. The others are included so that it's clear what's available.
 
−
 
−
if (event=="COMBAT_LOG_EVENT_UNFILTERED") then
 
−
if (type=="SPELL_DAMAGE") then
 
−
 
−
local spellId, spellName, spellSchool = select(9, ...)
 
−
-- Use the following line in game version 3.0 or higher, for previous versions use the line after
 
−
local amount, overkill, school, resisted, blocked, absorbed, critical, glancing, crushing = select(12, ...)
 
−
 
−
if (spellName=="Mind Blast" and critical==true) then -- ==true for clarity only. Not needed.
 
−
DEFAULT_CHAT_FRAME:AddMessage("Mind Blast Just Critted!");
 
−
end
 
−
end
 
−
end
 
−
end
 
   
  +
Scylagarde Keep was one of many strongholds that the vrykul sheltered in during their long hibernation after the War of the Ancients. When the ancient Sundering tore apart the world, Scylagarde Keep sank underground, becoming partially submerged in the ocean as well. As the vrykul slept in their tombs, the sea water engulfed them, but they did not drown. Perhaps it was the adaptability of the Titans creations or the preserving nature of the hibernation, perhaps the Curse of Flesh that had compelled them to sleep in the first place or the influence of nebulous Neptulon, but something caused the slumbering vrykul to take on the nature of the ocean itself, and when they emerged from hibernation millennia later, they had become the Kvladir that are dreaded across the seas of Azeroth to this day.
   
−
== Event Descriptions ==
+
==The Gate of Mists==
−
Summary Of what I have learned about when events fire and when they don't: (Preliminary)
 
   
  +
The secret of the Kvaldir's stealth is revealed at the Gate of Mists, an area of mist-shrouded water that acts as the Kvaldir's passageway to the surface. The Kvaldir ships are able to submerge and travel underwater like marine creatures, passing through sunken caves to reach the coastal waters of Northrend.
−
=== Prefixes ===
 
−
{| class="darktable"
 
−
|-
 
−
! Event Prefix
 
−
! Description
 
−
|-
 
−
| SPELL_
 
−
| Spell is the prefix for most effects even if the spell is a DoT or channeled. IE when the spell begins to be cast, SPELL_CAST_START is fired and not SPELL_PERIODIC_CAST_START. This is the same with _MISS, _FAILED, etc.
 
−
|-
 
−
| SPELL_PERIODIC
 
−
| Spell_PERIODIC Only the effects that are periodic start with this PREFIX. IE: Successfully casting a DoT only happens once therefor even though the spell is periodic use the SPELL_ prefix. However, the damage is periodic so it will start with SPELL_PERIODIC_. 90% of the time you will only care about _DAMAGE or _HEAL.
 
−
|-
 
−
| SPELL_BUILDING
 
−
| SPELL_BUILDING New in WotLK, assumed to be damage that can affect destructable buildings.
 
−
|-
 
−
| ENVIRONMENTAL
 
−
| sourceGUID = "0x0000000000000000", sourceName = nil
 
−
|}
 
   
  +
==Ships of the Kvaldir==
−
=== Suffixes ===
 
  +
==The Maw of Mists==
−
{| class="darktable"
 
  +
==Twilight Scourge Camp==
−
|-
 
−
! Event Prefix
 
−
! Description
 
−
|-
 
−
| _DAMAGE
 
−
| Triggered on damage to health. Nothing Special. (overkill returns a number greater than or equal to zero)
 
−
|-
 
−
| _MISSED
 
−
| Triggered When Effect isn't applied but mana/energy is used IE: ABSORB BLOCK DEFLECT DODGE EVADE IMMUNE MISS PARRY REFLECT RESIST
 
−
|-
 
−
| _HEAL
 
−
| Triggered when a unit is healed
 
−
|-
 
−
| _ENERGIZE
 
−
| Any effect that restores energy/mana. Spell/trinket/item set bonuses can trigger this event. IE: Vampiric Touch, or Mark of Defiance (Trinket)
 
−
|-
 
−
| _DRAIN
 
−
| Same as _ENERGIZE but this time you are losing energy/mana. Caused by enemies.
 
−
|-
 
−
| _LEECH
 
−
| Same as _DRAIN, but the source unit will simultaneously receive the same kind of energy (specified in ''extraAmount'')
 
−
|-
 
−
| _INTERRUPT
 
−
| Spellcasting being interrupted by an ability such as Kick or Pummel.
 
−
|-
 
−
| _DISPEL
 
−
| A buff or debuff being actively dispelled by a spell like Remove Curse or Dispel Magic.
 
−
|-
 
−
| _DISPEL_FAILED
 
−
| A failed attempt to dispel a buff or debuff, most likely due to immunity.
 
−
|-
 
−
| _AURA_STOLEN
 
−
| A buff being transferred from the destination unit to the source unit (i.e. mages' Spellsteal).
 
−
|-
 
−
| _EXTRA_ATTACKS
 
−
| Unit gains extra melee attacks due to an ability (like Sword Sepcialization or Windfury). These attacks usually happen in brief succession 100-200ms following this event.
 
−
|-
 
−
| _AURA_APPLIED
 
−
| Triggered When Buffs/Debuffs are Applied. Note: This event doesn't fire if a debuff is applied twice without being removed. IE: casting Vampiric Embrace twice in a row only triggers this event once. This can make it difficult to track whether a debuff was successfully reapplied to the target. However, for instant cast spells, SPELL_CAST_SUCCESS can be used.
 
−
|-
 
−
| _AURA_REMOVED
 
−
| Triggered When Buffs/Debuffs expire.
 
−
|-
 
−
| _AURA_APPLIED_DOSE
 
−
| Triggered by stacking Debuffs if the debuff is already applied to a target. IE: If you cast Mind Flay twice it causes 2 doses of shadow vunerability, the first time it will trigger, SPELL_AURA_APPLIED (arg10 = shadow vulnerability), and SPELL_AURA_APPLIED_DOSE (arg10 = shadow vunerability) the second. The last argument reflects the new number of doses on the unit.
 
−
|-
 
−
| _AURA_REMOVED_DOSE
 
−
| The opposite of _AURA_APPLIED_DOSE, reducing the amount of doses on a buff/debuff on the unit.
 
−
|-
 
−
| _AURA_REFRESH
 
−
| Resets the expiration timer of a buff/debuff on the unit.
 
−
|-
 
−
| _AURA_BROKEN
 
−
| A buff or debuff is being removed by melee damage
 
−
|-
 
−
| _AURA_BROKEN_SPELL
 
−
| A buff or debuff is being removed by spell damage (specified in ''extraSpell...'')
 
−
|-
 
−
| _CAST_START
 
−
| Triggered when a spell begins casting. Instant Cast and channeled spells don't invoke this event. They trigger _CAST_SUCCESS, _MISS instead.
 
−
|-
 
−
| _CAST_SUCCESS
 
−
| Triggered when channeled spells begin or when instant cast spells are cast. This (obviously) isn't triggered when this spell misses. On a miss SPELL_MISS will be triggered instead. Also, spells that invoke _CAST_START don't trigger this event when they are done casting. Use _SPELL_MISS or _SPELL_DAMAGE or _SPELL_AURA_APPLIED to see when they were cast
 
−
|-
 
−
| _CAST_FAILED
 
−
| If the cast fails before it starts (IE invalid target), then _CAST_START never triggers. However it is possible for a cast to fail after beginning. (IE you jump, move, hit escape etc.)
 
−
|-
 
−
| _INSTAKILL
 
−
| Immediately kills the destination unit (usually happens when warlocks sacrifice their minions).
 
−
|-
 
−
| _DURABILITY_DAMAGE
 
−
|
 
−
|-
 
−
| _DURABILITY_DAMAGE_ALL
 
−
|
 
−
|-
 
−
| _CREATE
 
−
| Creates an object (as opposed to an NPC who are 'summoned') like a hunter's trap or a mage's portal.
 
−
|-
 
−
| _SUMMON
 
−
| Summmons an NPC such as a pet or totem.
 
−
|}
 
   
−
=== Special Events ===
+
==Roots of Vordrassil==
  +
−
{| class="darktable"
 
  +
In ancient times, after the war of the ancients, night elves planted the great tree Vordrassil in Northrend, in an effort to increase their power. Intended as a World Tree to rival the legendary Nordrassil, Vordrassil grew quickly, it's branches shrouding the Grizzly Hills in a twilight pleasing to the night elves, and its strong roots burrowing deep into the underworld.
−
|-
 
  +
−
! Event
 
  +
However, the roots of Vordrassil dug too deeply... before long, they pierced ancient caverns long hidden from the surface, where rivers of liquid saronite flowed - the black blood of Yogg-Saron, the Old God. Tainted by the corruption of the Old God, Vordrassil failed as a World Tree, and was destroyed. But it's twisted, poisoned roots lived on... growing throughout the Shadow Web Caverns, feeding on the corruption there.
−
! Description
 
  +
−
|-
 
  +
The roots give shelter to the Terrormaw and Horrowmaw Furbolg, who have fallen completely under the sway of corruption. It is rumoured that they are attempting to again call forth their slain bear gods from beyond, restoring them to life, this time knowing that the ritual will create a corrupt and wicked demigod, devoid of any good. The Horrormaw champion, '''Kurnog the God-touched''', will stop at nothing to see their mad ambition fulfilled.
−
| UNIT_DIED
 
  +
−
| destGUID and destName refer to the unit that died.
 
  +
−
|-
 
  +
==Saron Crevasse==
−
| PARTY_KILL
 
  +
−
| includes both sourceGUID and destGUID, but only reports for you (not in a party) or your other 4 party members (not raid members)
 
  +
The Catacylsm left not corner of Azeroth untouched by devastation, not even the deep places of the underworld. Mighty cracks and been ripped open in the underground cliffs and mountains of the Shadow Web Caverns, forming deep chasms that stretch down into the deepest reaches of Northrend. In the eastern regions of the Shadow Web Caverns, these crevasses have exposed heavy deposits of saronite ore, the solidifed blood of the Old God, Yogg-Saron. In some regions, great molten rivers of the deadly substance flow freely, lighting the depths with omnious light.
−
|}
 
  +
−
[[Category:API events]]
 
  +
The indiginous wildlife of the region have been saturated with saronite vapors, killing most and driving the survivors into mutated madness. Giant oozes have begun to form from the saronite rivers and are slithering outwards from the crevasse. Undying tendrils grow, the decaying limbs of Yogg-Saron flailing mindless in the death throes of the Old God. For those who can brave the horror and the danger, they will find their trial is only just beginning. The Terrormaw furbolg, led by their elder shaman '''Rullok Sunderbellow''', guard the gates of their fortress, where their demigod Ursol has been resurrected.
  +
  +
==Terrormaw Hold==
  +
  +
Carved from the roots of Vordrassil and the canyons rent into the Shadow Web Caverns, this imposing furbolg fortress houses the Terrormaw furbolg tribe, who have become completely corrupted through exposure to Vordrassil's taint. Mutated and insane, the Terrormaw have successfully resurrected their demigod, the bear ancient '''Ursol'''. Unlike the first bear ancient, Ursoc, Ursol is completely devoid of any of his former nobility and goodness, and has become an unspeakable abomination. Feeding on the saronite that flows through the depths of the Hold, Ursol will soon be powerful enough to lead the Terrormaw on a campaign of destruction that will leave the surface world devastated.
  +
  +
==Nidhogg's Lair==
  +
  +
The roots of the fallen World Tree, Vordrassil, give shelter to uncountable horrors, creatures that have ruled the darkness of Azeroth's underworld for millennia. The fiercest and most terrible fiend to lurk in the darkness is Nidhogg, a titanic protodragon, twisted by centuries of exposure to the evil of the Old Gods. As the power of the Old Gods continues to increse, this monstrous creature is roused from its lair, burrowing up through the caverns of mighty roots of fallen Vordrassil. Before long it will reach the surface, and rain untold destruction on the lands of Northrend.
  +
  +
Deep within the twisted root-cavern flow rivers of saronite, the black blood of Yogg-Saron, flooding the deepest regions of the cavern. The roots of Vordrassil are stained with the stuff, glowing with an unhealthy, eldritch light.
  +
  +
==Drak'Tharon Catacombs==
  +
  +
The troll kingdom of Zul'Drak has been all but annihilated, but its bones run deep into the earth of Northrend. The lowest depths of Drak'Tharon Keep, the mighty Drakkari stronghold, stretches down into the Shadow Web Caverns, forming a series of catacombs where the frost trolls traditionally entombed their dead heroes. When the Undead Scourge began to ravage the lands of the Drakkari, several bands of frost trolls took shelter among their honored dead and sealed off the catacombs to prevent the forces of the Lich King from resurrecting their fallen heroes as servants of the Scourge. There they held off marauding Scourge during the great war with the Alliance and the Horde, and through the fall of their own kingdom, ignorant of events taking place on the surface. At last, their dwindling supplies have forced them to break open their catacombs and venture out into the Shadow Web Caverns.
  +
  +
The frost trolls will permit no one to approach their holdings, and have already begun to come under assault by the Newbreed. They are led by '''Zhova'jin the Soul Herder''', a powerful witch-doctor and summoner of Loa spirits. The Drak'Tharon Catacombs provide a passageway to the surface of Northrend, allowing players to move between the Shadow Web Caverns and Drak'Thaon Keep's upper levels in Grizzly Hills and Zul'Drak.
  +
  +
==The Sundered Monolith==
  +
  +
This ancient nerubian temple-city gives shelter to the unlikeliest of allies to the people of the surface world - a community of nerubians who oppose the rise of the new Spider Kingdom. Led by the queen '''Azhuul'Mehab''', these nerubians have forsaken the worship of the Old Gods, and revile the Newbreed that now infests their once great kingdom. Despising the new spider queen, '''Nezar'Kali''', the nerubians of the Sundered Monolith have reached out to other races in search of aid in putting a stop to the dark machinations of the Newbreed.
  +
  +
The Sundered Monolith is a mighty stronghold, where the nerubians held off the marauding forces of the Scourge even after the greater part of the empire crumbled under the undead onslaught. It has withstood several assaults by the Newbreed, but the nerubians dwelling there will require aid from the Alliance and the Horde if they hope to make any headway against the growing numbers of Nezar'Kali's children, and her deadly allies, the Arach'layn and the Twilight Cult.
  +
  +
==Ahn'Vekir, the First City==
  +
  +
Thousands of years ago, the insect empire of Azj'Aqir was destroyed after a series of costly wars. Its people were scattered across Azeroth and settled in many remote regions, slowly rebuilding their might. The aqir that came to the region that would be known as Northrend adapted to the harsh winter climate and eventually became the nerubian people. Burrowing into the darkness of Northrend's underworld, the nerubians founded the first temple-cities that would come to be the mighty Spider Kingdom of Azjol'Nerub.
  +
  +
Ahn'Vekir, known as the First City of Azjol'Nerub, is as its name suggests the first of the cities built by the nerbuians' ancestors who settled in Northrend. It was here that they began their slow metamorphosis into the spider-like forms of the nerubians. Ahn'Vekir stood for many centuries, as the nerubians spread and reproduced and colonized caverns further and further away. Over time, as the Spider Kingdom grew and their culture evolved, the nerubians grew less and less comfortable living in Ahn'Vekir. The subtle aqir heritage in the architecture and layout of the city filled them with unease, a sense of living in a mausoleum or the unquiet dead. Eventually, the nerubians abandoned Ahn'Vekir altogether.
  +
  +
In recent times, the forces of the Newbreed have begun to venture into the sprawling ruins of Ahn'Vekir, gradually transforming it into an impregnable stronghold protecting the Inner Kingdom of Ahn'Saron. If the Newbreed share any of the fear the older generation once felt for the home of their enigmatic ancestors, they show no sign of it.
  +
  +
==Azj'Aqir Worldgate==
  +
  +
Lying at the heart of the city of Ahn'Vekir and towering high above it is the Worldgate of Azj'Aqir, one of the oldest structures in the Spider Kingdom. Its purporse is lost to the darkness of time, but the nerubians oldest legends claim that it was present even before the aqir laid the first stones that would become Ahn'Vekir.
  +
  +
'''Brann Bronzebeard''' suspects that the Worldgate may have a connection to the Waygates of the Titans, due to the vague similarities in their construction. The Worldgate is certainly not a Titan gate that has been subverted or reconstructed, but the parallels in design are unmistakable. Therefore, it is possible that the Worldgate may somehow connected to another physical location in Azeroth through mystical means.
  +
  +
==Edge of the Pit==
  +
  +
The Shadow Web Caverns lie periously close to the gigantic sinkhole known as the Wound of the World, a colossal pit stretching deep into darkness, perhaps all the way through the center of Azeroth itself. Travel over the pit is impossible - those who make the attempt are driven near to madness by evil whispers that grow louder and louder the further one flies, inevitably forcing one to return or go insane.
  +
  +
Even the cliffs and crevasses around the edge of the sinkhole are not safe for the unwary - giant spiders, feral nerubians, and marauding cave bats prey upon any they find, and the mysterious and hostile Faceless Ones can be frequently found on unusual pilgramages around the pit, forever circling the Wound of the World without apparent rhyme or reason. But who could fathom what might pass for reason in the mind of such creatures? One Faceless One has been sighted several times, distinctly larger than the others. Those who lay eyes upon him are assaulted with mental whisperings in an alien tongue, forever repeating '''"Zith-Yig! Zith-Yig! Zith-Yig!"'''
  +
  +
=Quest and Travel Hubs=
  +
  +
=Dungeons=
  +
  +
==The Hanging Tower of Naz'Zuraq==
  +
  +
==Terrormaw Hold==
  +
  +
==Ahn'Vekir, the First City==
  +
  +
=Raids=
  +
  +
==Nidhogg's Lair==

Revision as of 08:43, 14 January 2012

Shadowwebcaverns zone

Shadow Web Caverns

Shadow Web Caverns Subregions

Listed below are summaries of the various subzones located in the Shadow Web Caverns of Azjol-Nerub.

Shadow Web Gate

This large nerubian gate is the only passage through the Scourgewall to the Upper Kingdom. The gate is an immense round portal emblazoned with a stylized spider. Living nerubians have seized the region and it's surrounding fortifications, and the forces of nearby Doorward are locked in pitched battle to drive them away. Attacking the Inner Kingdom from the Upper Kingdom would be suicide - the Twilight Scourge forces in Ahn'Saron are too heavily entrenched. The only hope of attacking the Inner Kingdom is to travel through the Shadow Web Caverns and attack on the Twilight's undefended front.

The cavern-side of the Shadow Web Gate overlooks the vast Undergrove, an underground marshland that fills the cavern floor. From high above, it appears as a sea of mist, with enormous fungal growths breaching through the fog like icebergs on the sea.


The Undergrove

Even in the chill dark of Azeroth's underworld, life has found a way to flourish in abundance. The giant mushrooms that grow tall as great trees form a great protective canopy overhead, while luminescent fungi bring a hauntingly beautiful light to the seemingly alien landscape. The spores of these great fungal growths were used by the Scourge to engineer their dreaded plague, but death in the Undergrove is only a prelude to rampant, unrestrained growth. The nerubians used many varieties of fungus as a food source - this diet may explain in part their high resistence to disease.

The Spidermire

This web-choked swamp is one of the deadliest natural wildernesses of Azeroth's underworld. Giant spiders stride across the surface of the bog, descend from above on lines of webbing, or leap out from within swampy burrows to strike. Fumes from the bog mix with clouds of fungal spores to form an impenetrable fog that shrouds the region in darkness, making navigating the Spidermire all the more treacherous. Beyond the varied and deadly species of spiders that prowl the mire, adventurers are in constant danger from twisted nature elementals, marauding undead, and giant swamp bats large enough to carry a man into the air.

The Hanging Tower of Naz'Zuraq

High above the blighted marshlands of the Spidermire is the imposing Hanging Tower of Naz'Zuraq, a triumph of nerubian architecture. The tower itself is not actually founded on the swampy ground of the Spidermire, but hangs down from the cavern ceiling, an immense salactice that has been hollowed, carved, and embellished by nerubian artisans. Hanging spires and exterior balconies surround the mighty central spire of the tower, overlooking the boglands far below. An intricate walkway spun from crystalized webbing allows entry to the tip of the tower from the surface.

The Tower of Naz'Zuraq was an ancient center of learning for nerubian mystics, who traveled from all over the Spider Kingdom to meet with the elder sages there. The tower was ravaged by the Scourge and its necromancers, and in the years since the fall of Azjol-Nerub has been occupied by the arach'layn. Their mighty mage-lord, Prince Luth'rahn of the Darkholt, holds court here - he is a powerful spell-caster who has walked the world since the War of the Ancients, over 10,000 years ago.

Blacksand Beach

Far south of the Spidermire, the swamplands gradually give way to cold black sands, an underground beach stretching across the length of the cavern. The frigid waters of Northrend's great sea lap upon the obsidian shore, while fragments of iceberg bob in the distance. Crabs and lobsters and other scuttling things pick their way along the beach, while murlocs and cave sharks prowl the nearby waters. Like so much of Azeroth's underworld, the ecology of the underground beach is a shadowy reflection of the abundant life of the surface world.

The Bitterslime Murlocs eke out a living in the tidal pools along the northern beach. Their strongest leaders and spell-casters are of the deep murloc variety, who are rarely seen outside tribes that dwell in the deepest oceans. They honor the great cave shark Dread Fathom, one of the oldest and largest predators of the nearby waters.

Skalagrim Cove

Though murlocs and naga are ever-present in the deep water regions of the Shadow Web Caverns, it is the Kvaldir who reign uncontested. Dominating the southern beachs, they have built a sprawling village around a great fortress of ancient vrykul construction. Moored along the beachfront are the many sailing vessels of the Kvaldir, swathed in the dreaded supernatural mist that follows them on their sea raids. The cove is one of the most well-kept secret locations in Northrend, but the Kvaldir's many enemies would think twice about attacking this heavily fortified area even if they knew where it was.


Scylagarde Keep

The mighty fortress of Scylagarde Keep towers high above Skalagrim Cove, and is the throne of Morthal Droteoch, Lord of Dark Water, master of all the Kvaldir. From here, he interprets the will of Neptulon, passed on to him through his enchanted trident, a reflection of the one wielded by the Elemental Lord of Water himself. He orders the Kvaldir captains to take their crews on pillaging raids, and he commands the cursed mist that follows them and cloaks their every movement.

Scylagarde Keep was one of many strongholds that the vrykul sheltered in during their long hibernation after the War of the Ancients. When the ancient Sundering tore apart the world, Scylagarde Keep sank underground, becoming partially submerged in the ocean as well. As the vrykul slept in their tombs, the sea water engulfed them, but they did not drown. Perhaps it was the adaptability of the Titans creations or the preserving nature of the hibernation, perhaps the Curse of Flesh that had compelled them to sleep in the first place or the influence of nebulous Neptulon, but something caused the slumbering vrykul to take on the nature of the ocean itself, and when they emerged from hibernation millennia later, they had become the Kvladir that are dreaded across the seas of Azeroth to this day.

The Gate of Mists

The secret of the Kvaldir's stealth is revealed at the Gate of Mists, an area of mist-shrouded water that acts as the Kvaldir's passageway to the surface. The Kvaldir ships are able to submerge and travel underwater like marine creatures, passing through sunken caves to reach the coastal waters of Northrend.

Ships of the Kvaldir

The Maw of Mists

Twilight Scourge Camp

Roots of Vordrassil

In ancient times, after the war of the ancients, night elves planted the great tree Vordrassil in Northrend, in an effort to increase their power. Intended as a World Tree to rival the legendary Nordrassil, Vordrassil grew quickly, it's branches shrouding the Grizzly Hills in a twilight pleasing to the night elves, and its strong roots burrowing deep into the underworld.

However, the roots of Vordrassil dug too deeply... before long, they pierced ancient caverns long hidden from the surface, where rivers of liquid saronite flowed - the black blood of Yogg-Saron, the Old God. Tainted by the corruption of the Old God, Vordrassil failed as a World Tree, and was destroyed. But it's twisted, poisoned roots lived on... growing throughout the Shadow Web Caverns, feeding on the corruption there.

The roots give shelter to the Terrormaw and Horrowmaw Furbolg, who have fallen completely under the sway of corruption. It is rumoured that they are attempting to again call forth their slain bear gods from beyond, restoring them to life, this time knowing that the ritual will create a corrupt and wicked demigod, devoid of any good. The Horrormaw champion, Kurnog the God-touched, will stop at nothing to see their mad ambition fulfilled.


Saron Crevasse

The Catacylsm left not corner of Azeroth untouched by devastation, not even the deep places of the underworld. Mighty cracks and been ripped open in the underground cliffs and mountains of the Shadow Web Caverns, forming deep chasms that stretch down into the deepest reaches of Northrend. In the eastern regions of the Shadow Web Caverns, these crevasses have exposed heavy deposits of saronite ore, the solidifed blood of the Old God, Yogg-Saron. In some regions, great molten rivers of the deadly substance flow freely, lighting the depths with omnious light.

The indiginous wildlife of the region have been saturated with saronite vapors, killing most and driving the survivors into mutated madness. Giant oozes have begun to form from the saronite rivers and are slithering outwards from the crevasse. Undying tendrils grow, the decaying limbs of Yogg-Saron flailing mindless in the death throes of the Old God. For those who can brave the horror and the danger, they will find their trial is only just beginning. The Terrormaw furbolg, led by their elder shaman Rullok Sunderbellow, guard the gates of their fortress, where their demigod Ursol has been resurrected.

Terrormaw Hold

Carved from the roots of Vordrassil and the canyons rent into the Shadow Web Caverns, this imposing furbolg fortress houses the Terrormaw furbolg tribe, who have become completely corrupted through exposure to Vordrassil's taint. Mutated and insane, the Terrormaw have successfully resurrected their demigod, the bear ancient Ursol. Unlike the first bear ancient, Ursoc, Ursol is completely devoid of any of his former nobility and goodness, and has become an unspeakable abomination. Feeding on the saronite that flows through the depths of the Hold, Ursol will soon be powerful enough to lead the Terrormaw on a campaign of destruction that will leave the surface world devastated.

Nidhogg's Lair

The roots of the fallen World Tree, Vordrassil, give shelter to uncountable horrors, creatures that have ruled the darkness of Azeroth's underworld for millennia. The fiercest and most terrible fiend to lurk in the darkness is Nidhogg, a titanic protodragon, twisted by centuries of exposure to the evil of the Old Gods. As the power of the Old Gods continues to increse, this monstrous creature is roused from its lair, burrowing up through the caverns of mighty roots of fallen Vordrassil. Before long it will reach the surface, and rain untold destruction on the lands of Northrend.

Deep within the twisted root-cavern flow rivers of saronite, the black blood of Yogg-Saron, flooding the deepest regions of the cavern. The roots of Vordrassil are stained with the stuff, glowing with an unhealthy, eldritch light.

Drak'Tharon Catacombs

The troll kingdom of Zul'Drak has been all but annihilated, but its bones run deep into the earth of Northrend. The lowest depths of Drak'Tharon Keep, the mighty Drakkari stronghold, stretches down into the Shadow Web Caverns, forming a series of catacombs where the frost trolls traditionally entombed their dead heroes. When the Undead Scourge began to ravage the lands of the Drakkari, several bands of frost trolls took shelter among their honored dead and sealed off the catacombs to prevent the forces of the Lich King from resurrecting their fallen heroes as servants of the Scourge. There they held off marauding Scourge during the great war with the Alliance and the Horde, and through the fall of their own kingdom, ignorant of events taking place on the surface. At last, their dwindling supplies have forced them to break open their catacombs and venture out into the Shadow Web Caverns.

The frost trolls will permit no one to approach their holdings, and have already begun to come under assault by the Newbreed. They are led by Zhova'jin the Soul Herder, a powerful witch-doctor and summoner of Loa spirits. The Drak'Tharon Catacombs provide a passageway to the surface of Northrend, allowing players to move between the Shadow Web Caverns and Drak'Thaon Keep's upper levels in Grizzly Hills and Zul'Drak.

The Sundered Monolith

This ancient nerubian temple-city gives shelter to the unlikeliest of allies to the people of the surface world - a community of nerubians who oppose the rise of the new Spider Kingdom. Led by the queen Azhuul'Mehab, these nerubians have forsaken the worship of the Old Gods, and revile the Newbreed that now infests their once great kingdom. Despising the new spider queen, Nezar'Kali, the nerubians of the Sundered Monolith have reached out to other races in search of aid in putting a stop to the dark machinations of the Newbreed.

The Sundered Monolith is a mighty stronghold, where the nerubians held off the marauding forces of the Scourge even after the greater part of the empire crumbled under the undead onslaught. It has withstood several assaults by the Newbreed, but the nerubians dwelling there will require aid from the Alliance and the Horde if they hope to make any headway against the growing numbers of Nezar'Kali's children, and her deadly allies, the Arach'layn and the Twilight Cult.

Ahn'Vekir, the First City

Thousands of years ago, the insect empire of Azj'Aqir was destroyed after a series of costly wars. Its people were scattered across Azeroth and settled in many remote regions, slowly rebuilding their might. The aqir that came to the region that would be known as Northrend adapted to the harsh winter climate and eventually became the nerubian people. Burrowing into the darkness of Northrend's underworld, the nerubians founded the first temple-cities that would come to be the mighty Spider Kingdom of Azjol'Nerub.

Ahn'Vekir, known as the First City of Azjol'Nerub, is as its name suggests the first of the cities built by the nerbuians' ancestors who settled in Northrend. It was here that they began their slow metamorphosis into the spider-like forms of the nerubians. Ahn'Vekir stood for many centuries, as the nerubians spread and reproduced and colonized caverns further and further away. Over time, as the Spider Kingdom grew and their culture evolved, the nerubians grew less and less comfortable living in Ahn'Vekir. The subtle aqir heritage in the architecture and layout of the city filled them with unease, a sense of living in a mausoleum or the unquiet dead. Eventually, the nerubians abandoned Ahn'Vekir altogether.

In recent times, the forces of the Newbreed have begun to venture into the sprawling ruins of Ahn'Vekir, gradually transforming it into an impregnable stronghold protecting the Inner Kingdom of Ahn'Saron. If the Newbreed share any of the fear the older generation once felt for the home of their enigmatic ancestors, they show no sign of it.

Azj'Aqir Worldgate

Lying at the heart of the city of Ahn'Vekir and towering high above it is the Worldgate of Azj'Aqir, one of the oldest structures in the Spider Kingdom. Its purporse is lost to the darkness of time, but the nerubians oldest legends claim that it was present even before the aqir laid the first stones that would become Ahn'Vekir.

Brann Bronzebeard suspects that the Worldgate may have a connection to the Waygates of the Titans, due to the vague similarities in their construction. The Worldgate is certainly not a Titan gate that has been subverted or reconstructed, but the parallels in design are unmistakable. Therefore, it is possible that the Worldgate may somehow connected to another physical location in Azeroth through mystical means.

Edge of the Pit

The Shadow Web Caverns lie periously close to the gigantic sinkhole known as the Wound of the World, a colossal pit stretching deep into darkness, perhaps all the way through the center of Azeroth itself. Travel over the pit is impossible - those who make the attempt are driven near to madness by evil whispers that grow louder and louder the further one flies, inevitably forcing one to return or go insane.

Even the cliffs and crevasses around the edge of the sinkhole are not safe for the unwary - giant spiders, feral nerubians, and marauding cave bats prey upon any they find, and the mysterious and hostile Faceless Ones can be frequently found on unusual pilgramages around the pit, forever circling the Wound of the World without apparent rhyme or reason. But who could fathom what might pass for reason in the mind of such creatures? One Faceless One has been sighted several times, distinctly larger than the others. Those who lay eyes upon him are assaulted with mental whisperings in an alien tongue, forever repeating "Zith-Yig! Zith-Yig! Zith-Yig!"

Quest and Travel Hubs

Dungeons

The Hanging Tower of Naz'Zuraq

Terrormaw Hold

Ahn'Vekir, the First City

Raids

Nidhogg's Lair