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{{questbox
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'''Guns''' are long-[[ranged]] [[weapon]]s that use an explosive charge (assumed, not explicitly used in WoW) to propel a bullet. They are similar to [[bow]]s and [[crossbow]]s in use; all three use the shooting skill and related hunter skills. Character stats are applied the same way for each type, although the item stats will be different for each type.
 
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| name= Master of Transmutation (1)
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| faction= Neutral
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| level= 70
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| levelreq = 68
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| type= Solo
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| category = Netherstorm
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| start = [[Alchemist Gribble]](Alliance) [[Apothecary Antonivich]] (Horde)
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| end = [[Zarevhi]]
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| experience = 1250 EXP (or {{cost||75|}} at level 70)
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| rewards =
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| next = [[Quest:Master of Transmutation (1)]]
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| id = 10907
 
}}
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== Objectives ==
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Speak to [[Zarevhi]] at the [[Stormspire]] in [[Netherstorm]].
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*WARNING!* You can only select one alchemy specialization.
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== Description ==
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My knowledge of alchemy is vast. It is, however, general in nature. If you wish to specialize, you will have to find others who have narrower fields of study.
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If you wish to specialize in transmutation, I would recommend that you seek the help of the ethereal known as [[Zarevhi]]. He resides in the [[Stormspire]] in [[Netherstorm]].
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His mastery of transmutation is... well, outlandish! See what you can learn from him, but beware - ethereals drive a hard bargain.
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== Completion ==
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You want me to help you with your study of transmutations?  Very well, <name>.  Let's see what we can do.
 
== Gains ==
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Upon completion of this quest you will gain:
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*1250 [[XP]] (or {{cost||75|}} at level 70)
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== Quest progression ==
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#[[Quest:Master of Transmutation (1)]]
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#[[Quest:Master of Transmutation (2)]]
   
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==External links==
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== Acquiring and Upgrading ==
 
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<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
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Guns can be bought, [[loot]]ed or earned from [[quest]]s, but unlike bows and crossbows, [[Engineering|engineer]] characters can craft guns (and ammo for guns).
 
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Links that do not conform to the rules will be DELETED.
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Repeat violations may result in a BAN.
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The gun 'types' are purely cosmetic; [[boomstick]], [[blunderbuss]], [[shotgun]], [[rifle]], etc, all use the gun weapon skill.
 
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Have a nice day. :) -->
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{{Elinks-quest|10907}}
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A gun may be enhanced by installing an engineer-crafted [[scope]] on it.
 
 
[[Category:Alchemy quests]]
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== Training ==
 
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[[Dwarf (playable)|Dwarf]] and [[tauren (playable)|tauren]] [[hunter]]s start with the gun skill. All other hunters, [[rogues]] and [[warriors]] can learn the gun skill from some trainers (see [[Weapon master|weapon trainers]] for details). (The rogues and warriors then 'shoot' rather than 'throw'.)
 
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[[Dwarf (playable)|Dwarves]] have a racial trait that improves their ability to use guns - '''Gun Specialization''': ''Increase Gun Critical Hit chance by 1%''
 
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== Ammo ==
 
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<!--{{rfg-section}}-->
 
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Guns use [[Bullet]]s as ammunition, which can be found on any General Goods Vendor (quality will vary) or Gunsmith Vendor in packs of 200 bullets, or crafted by [[Engineering|Engineer]] characters. Ammunition stacks to 1000, or 5 packs of 200. Guns are capable of using different types of bullets which will affect the gun's [[damage]] output. Specific bullet types have different names, such as [[shot]], slugs, shells, etc.
 
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== Ammo Pouch ==
 
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<!--{{rfg-section}}-->
 
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An [[ammo pouch]] is a bag item which holds only bullets. Bullets can be stored in the ammo pouch or in regular bags. As of [[Patch 3.1.0]], bullets and arrows stack to 1,000, and the increased rate of fire once provided by ammo pouches is now bundled in the [[Auto Shot]] ability. An ammo pouch is thus beneficial only if larger than otherwise available regular bags.
 
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Ammo pouches are mostly useful to hunters, who burn through substantial quantities of ammo. Rogues and warriors can also use ammo, but will probably prefer to use bag space to hold small quantities of ammo, as they generally use only small amounts for the occasional pull.
 
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== Lore ==
 
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Firearms are a relatively new dwarven invention. Despite the dangers of dealing with volatile explosives, dwarves are fascinated by the possibilities. Dwarven gunmakers constantly tinker with the guns they craft, trying out new designs and upgrades, naming and decorating their weapons.{{Cite|WRPG|131}}
 
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===Gun Types===
 
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* '''Blunderbusses'''
 
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This basic firearm deals damage to anyone in a 5-foot wide path beyond that distance, out to maximum range. It holds a single shot and thereafter it is required to reload for another shot.{{Cite|WRPG|132&133}}
 
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* '''Flintlock Pistol'''
 
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A flintlock pistol is powerful but inaccurate, not so much a small version of the long rifle as it is like firing a bomb though a short tube. It holds a single shot and thereafter it is required to reload for another shot.{{Cite|WRPG|133}}
 
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* '''Long Rifle'''
 
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The king of small arms, a long rifle is nearly as long as a dwarf is tall. Thanks to the innovative barrel design, a skilled sharpshooter can use the long rifle to knock an apple of an orc’s head from nearly half a mile away – assuming the rifleman can resist the urge to shoot the orc instead. The long rifle holds a single shot and thereafter it is required to reload for another shot.{{Cite|WRPG|134}}
 
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<gallery>
 
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File:Blunderbuss.jpg|A blunderbuss
 
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File:Blunderbuss_Bullet.jpg|A blunderbuss and a pouch with bullets
 
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File:Flintlock_Pistol.jpg|A flintlock pistol
 
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File:Flintlock_Pistol_Bullet.jpg|A flintlock pistol and a bullet
 
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File:Long_Rifle.jpg|A long rifle
 
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</gallery>
 
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==Cataclysm==
 
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{{cata-section}}
 
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{{bluepost
 
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| poster = Nethaera
 
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| title = Cataclysm Class Preview: Hunter
 
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| date = 09:00, 09 April 2010 (PDT)
 
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| body = A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags -- though each hunter can only have one and non-hunters will not benefit from this change -- and we will not be making any additional quivers.
 
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| link = http://forums.worldofwarcraft.com/thread.html?topicId=24261186675
 
}}
 
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== See also ==
 
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* [[Per Class Proficiencies]] for which classes can learn to use which weapons.
 
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* [[Ammo Pouch]] - Special bags that hold only bullets.
 
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==Refrences==
 
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{{equipment}}
 
[[Category:Game terms]]
 
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[[Category:World of Warcraft guns]]
 
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[[Category:Engineering]]
 

Revision as of 23:42, 21 December 2011

NeutralMaster of Transmutation (1)
Start Alchemist Gribble(Alliance) Apothecary Antonivich (Horde)
End Zarevhi
Level 70 (Requires 68)
Category Netherstorm
Experience 1250 EXP (or 75s at level 70)
Next Quest:Master of Transmutation (1)

Objectives

Speak to Zarevhi at the Stormspire in Netherstorm.

  • WARNING!* You can only select one alchemy specialization.

Description

My knowledge of alchemy is vast. It is, however, general in nature. If you wish to specialize, you will have to find others who have narrower fields of study. If you wish to specialize in transmutation, I would recommend that you seek the help of the ethereal known as Zarevhi. He resides in the Stormspire in Netherstorm. His mastery of transmutation is... well, outlandish! See what you can learn from him, but beware - ethereals drive a hard bargain.

Completion

You want me to help you with your study of transmutations?  Very well, <name>.  Let's see what we can do.

Gains

Upon completion of this quest you will gain:

  • 1250 XP (or 75s at level 70)

Quest progression

  1. Quest:Master of Transmutation (1)
  2. Quest:Master of Transmutation (2)

External links