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The Alliance-Horde war rages on. Even the Pandaren have begun turning on each other for the sake of their own benefits. However, while the pains of the world heal, there still lays another with pains of its own. Ysera's son will heed the calls of the ancient corruption.

Now the Aspects must find their strength once again, for without their powers, Deathwing's rampage will seem like nothing more than a minor Earthquake...

Reccurring Nightmare edit edited-1

WORLD OF WARCRAFT: RECURRING NIGHTMARE

  • New Playable Races
  • New 'Continent': The Emerald Dream
  • Level cap Raised to 100
  • Mount Customization (though not as silly as P1mp my Mount...)
  • Guild Level cap Raised to 35
    • Guild Houses
  • Profession rank raised to Guru.
  • Players can learn other languages of their faction
  • Paths of the Titans
  • New Class-Race Combinations
    • Warriors of Elune have been trained to fight dream, allowing Night Elves and Worgen to fight as Paladins
    • Worgen and Goblins have begun studding under the Pandaren, allowing them to become Monks.
    • Pandaren have begun following the light of an ancient sun goddess, allowing them to be Paladins
    • Religious Orcs have joined the Horde, Allowing them to be Priests
    • Blood Elves have begun showing earoth]], allowing all classes to learn special advanced powers

New Playable races

High Elf

High elves

It took us how long to become playble?

While Dalaran remained safe from the destruction left behind by Deathwing, the Emerald Nightmare was not so friendly. The High Elves must now seek an escape plan to find a safe haven. That place comes in the unlikely form of Darnassus. While most Night Elves are cautious about their new neighbors, the rest see it as a new hope for peace amongst former enemies.

The High Elf starting aria takes you around Crystalsong Forest and Dalaran as you fend off trouble from the Emerald Nightmare.

  • Classes: Paladin, Hunter, Mage, Warrior, Priest, Druid, Death Knight, Monk, Rogue
  • Mount: Elven horse
  • Language: Thalassian (High Dialect)
  • Racial Leader:Vereesa Windrunner
  • Racial Abilities
    • Meditate active: High Elves can meditate to get rid of de-buffs at 1.5X the speed. 15 minute cool-down
    • Arcane Discharge active: High Elves can shoot a bolt of Arcane energy at opponents. Leveled arcane damage, 2 minute cool-down.
    • Highborne Effect passive: High Elves non-magical attacks may cause additional Arcane damage.
    • Advanced Literature passive: High Elves start with a better inscription skill than other races.
    • Sunwell Withdrawal passive: When High Elves take arcane damage, they have a small chance to gain a stack of Sunwell Withdrawal for 5 minutes. When they get 10 stacks, they gain Sunwell Frenzy, causing them to release waves of arcane damage for 15 seconds, but make them more vulnerable to magical attacks.
    • Blood Separation passive: High Elves are more resistant to Fire and Shadow Magics.
    • Silvermoon Ancestry passive: High Elves are better at using Bows than most other races.

Arakkoa

File:Arakkoa3.png

Do I look like I want a cracker? Do I?


Even in the midst of Outland, the nightmare seeped through the Dark Portal. Now the Arakkoa must ask for help from an unlikely ally, their former adversaries of ancient times, the Horde. Fortunately, the Tauren of Thunder Bluff, sharing a similar history of nomadic traditions, accepted them with open arms.

The Arakkoa starting area is in Shattrath City and the Terokkar Forest close by.

  • Classes: Paladin, Priest, Mage, Warrior, Druid, Shaman, Rogue, Death Knight, Warlock, Monk
  • Mount: Clefthoof
  • Language: Ravenspeech
  • Racial Leader: Kirrik the Awakened
  • Racial Abilities:
    • Glide active: Arakkoa can fly for 5 minutes without a mount. Requires level 60. Requires expert flying. 10 minute cool-down.
    • Na'ru's Blessing active: Arakkoa can call on a wave of light energy, healing them and nearby party members while dealing damage to enemies. Leveled holy damage and healing. 3 minute cool-down.
    • Ruffled Feathers passive: When Arakkoa take damage, they have a slight chance of getting 'Ruffled Feathers', allowing them to avoid damage easier for 15 seconds.
    • Feathery Defense Passive: Thick feathers protect Arakkoa from frost and fire damage.
    • Feather Darts Passive: Thrown weapons deal more damage when used by Arakkoa.
    • Eagle Eyes passive: Arakkoa's history with traveling allow them to find things better, making them better at leveling gathering professions and Archeology.

Class Notes: Death Knights were captured by the scourge during a minor stealth mission to Outland, while Monks where trained by visiting Pandaren.

The Emerald Dream

Level range: 90-100

Emeralddream

For many centuries, the Druids of Azeroth have been exploring this alternate world, studying it. Within the dream is a world that is untouched by the mortal races. The land forms one mass. On its shores is a paradise of forest and planes, progressively getting more and more corrupted as you approach the center where the Emerald Nightmare erupts from it's prison. While most creatures are peaceful and will usually stay out of your way, the corruption from the Nightmare will still make it's way into the souls of even the mos passive critter, turning it into a malicious beast bent on ravaging the beauty of the dream. Many factions have new bases in the dream: the Argent Crusade takes up base near the Nightmare, preparing for war. The Cenarian Circle scatters it's armies about the dream to aid the new travelers. Even the Knights of the Ebon Blade set base in the northern most tundras of the dream, scouring for what may be Arthas's last breath...

Unlike Azeroth and Outland, the dream is somewhat more natural; since the nightmare feeds on hatred and fear, any unnecessary anger against the opposing faction will attract powerful nightmare beasts or cause the corruption of the creatures of the dream to speed up and assault both you and your opponents.

As with Northrend, Pandaria, and the old world, flying mounts require a new training level; Dreaming Flier. Readily available at level 100, it's not cheep, costing 2500 gold. Cheaper than Artisan riding, yes, but not as cheep as Cold Weather flying.

The Enemy

Lead by Nocturnus, Ysera's eldest and long lost child, the Nightmare forces seek to reek havoc on the Dream, destroying its boundaries and invading Azeroth.

Emerald Dream Dungeons

Level 90-93-Paradise Veil The starting dungeon, players must help the Cenarian Circle root out some reletivly minor nightmare creatures from this paradise-esque meddow.

Level 92-95-Jade Grotto A quick trip to an ancient Pandaria, the ancient whispers of the Sha must be removed before they reemerge.

Level 94-98-Tree of Memories Memories that make up dreams encircle this great tree. Players must stop the Nightmare from ruining them and corrupting the waking world.

Level 96-99-Edge of Night On a mysterious plane of the Dream is a structure that appears to have been made by the Night elves. Players are tasked with the investigation of this mysterious palace.

Level 99-100-Nightmare Breach At the edge of the Nightmare, players must make their way to the center if they are to retake the dream.

Level 99-100-Frozen Garden The Ebon Blade investigates a strange forest in the northern most section of the Dream, hoping to find traces of their former leader...

Emerald Dream Raids

Eye of Ysera Former base of the Emerald Dragonflight, Ysera's son has taken over and has made it a major stronghold for the Nightmare Dragonflight.

Forgotten Mists Deeper in the mysterious Jade Grotto is a secondary escape route fro the Nightmare. Players must go in and close it off before it becomes too dangerous.

Rift of Empty Promise Deep bellow the base of the Cenarian Circle's temporary stronghold in the Dream is another nightmare rift. Players must go in and seal it off, but be weary of false promises of the old god N'zoth.

Mount Customization

Every race have mounts. However, most of the time they only come in certain colors. Now you can customize the mounts to your liking. All you need is to be exalted with the respective faction and do a small quest (Exalted with Stormwind and Orgimmar are required for Gryphons and Wyverns respectively). Each mount has several options to chose from.

  • Change Color
  • Change Armor Color
  • Change Armor
  • Accessories

The armor and accessories come in several unique verities depending on class. Death Knights have heavy armor elaborated with skulls and runes, while druids use more nature-esque parts.

Some vendors around the world also sell unique customizable mounts, like dragons or scorpions. Also, within the emerald dream are vendors who, upon reaching exalted with their faction (Horde/Alliance Outcasts), will allow you to customize Wolves and Wyverns on the Alliance and Horses and Gryphons on the Horde. You may have one of each custom mount. By returning to a stable, you can re-customize them.

Guild Housing

At Guild level 35, the Guldmaster can buy property on a layer of the dream, allowing for a base of operations for their guild. From here, the Guildmaster can set up specialized events (like guild meetings, parties, and even raid challenges), Guild Quests to raise rep easily, and even a newsletter that can be customized with images. The House starts out with 3 rooms; A grand hall, the Guildmaster's office, and a trophy room.


Patches

Revenge of Gul'dan: Patch 6.1

As the dream seeps into Outland, the alien land begins to renew itself within the dream. Now the heroes must ban together to defeat an almost forgotten evil. Patch includes Drenor Wilds, an area similar to the Molten Front, and two dungeons, Dreanor Caverns and Dreanor Core, that lead you against the memory of the great warlock Gul'dan.

Wrath of Ner'zul: Patch 6.2

The Ebon Blade reaches a critical point, discoveries are made as to the true identity of the Lich King's shadow. The original Lich King is revived in nightmare as structures of corruption begin to erupt in the north. Includes the Dungeon Saronite Walls, where you break open the gates to Ner'Zul's fortress, and the Raid Saronite Spire, where you defeat the whisper of the corrupted orc.

Ysera's Wish: Patch 6.3

Ysera and the other aspects must regain their powers in order to stop her son. However, as the final battle approaches, a voice echoes from else where. Semi-Final Raid Patch, includes 3 dungeons, Nozdormu's Slumber, Alextsraza's Dream, and Ysera's Nightmare, that takes players into the aspects own dreams to reawaken their powers and a raid on the Nightmare Forces final stronghold deep in the nightmare itself, Nightmare's End, acting as the patch's raid.

Whispers of N'Zoth: Patch 6.4

All has led up to this. The heroes must now venture back to Azeroth and go forth into the lost, twisted land of Ny'alotha. Once protected by an impenetrable field of corruption, Deathwing's armor has broken through, allowing for the final battle against the nightmare to begin. This patch includes 4 dungeons; One that leads into the abyss of Ny'aloyha, followed by 3 that take you to guardian towers that protect the corruption from within. Between the first and second dungeons is a new quest hub; Ny'alotah itself, that acts as the entrance to the 3 towers and the last raid of Recurring Nightmare; The Maw of Corruption.

???: Patch 6.5

Followup for the next expansion.

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