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{{questbox
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[[File:FamousWeapons.png|thumb|300px|Famous Weapons from [[World of Warcraft]].<br />''Note: Not all weapons are player-obtainable''.]]
 
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| name= Socrethar's Shadow
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A '''weapon''' is an [[item]] that can be ''[[equip]]ped'' and used to cause ''[[damage]]''. It must be [[equip]]ped in the [[main hand]], [[off hand]], both hands ([[Two-Handed]] and [[dual wield]]ing), or [[ranged]] weapon [[equipment slot]]. Each [[class]] has certain [[Class proficiencies|weapons it is allowed to use]]. Most of these must be trained; each class of each [[race]] starts with only a few weapon proficiencies.
 
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| faction= Neutral
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| level= 70
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| levelreq = 67
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| type= Group
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| category = Netherstorm
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| start = [[Anchorite Karja]]
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| end = [[Anchorite Karja]]
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| experience = 15800 EXP (or {{cost|9|48|}} at level 70)
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| money = {{cost|4|40|}}
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| rewards =
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| next = [[Quest:Ishanah's Help]]
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| id = 10407
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}}
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== Objectives ==
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Anchorite Karja at [[Area 52]] wants you to obtain the [[First Half of Socrethar's Stone]] from Forgemaster Morug at Forge Base: Oblivion and the [[Second Half of Socrethar's Stone]] from Silroth at Forge Base: Gehenna.
   
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Performing quests for the Aldor will cause your Scryers reputation to decrease.
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Each particular weapon proficiency has a [[weapon skill]] associated with it. You only gain skill with a type of weapon by wielding and using it. You can check your weapon skills by pressing 'k' to pop open the skills window. Any weapon skill that you have not trained yet can be learned from any [[Weapon Master]] in any capital city.
 
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*[[First Half of Socrethar's Stone]]
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*[[Second Half of Socrethar's Stone]]
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== Description ==
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The infamous eredar, Socrethar, leads the Burning Legion in [[Netherstorm]]. Mentioning his name is enough to make most draenei shudder. He gives orders from an island in the northwest that only his most trusted lieutenants can access.
   
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To get there you will need to obtain a teleportation stone, which won't be an easy task. The first half of the stone is in the possession of Forgemaster Morug at Forge Base: Oblivion. The second half is held by Silroth at Forge Base: Gehenna.
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Devices which cause damage when used but are not equipped are not weapons in a game mechanic sense, being more akin to stored spells. So [[dynamite]], [[bomb]]s, [[grenade]]s, and [[mortar]]s are not weapon items, but are [[consumable]] [[explosive]] items.
 
 
== Reward ==
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You will receive:{{cost|4|40|}}
 
== Progress ==
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Have you obtained Socrethar's teleportation stone, &lt;name&gt;?
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== Completion ==
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Your dedication to our cause is exemplary, &lt;name&gt;. With Socrethar's teleportation stone in our possession only one thing remains to be done.
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== Gains ==
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Upon completion of this quest you will gain:
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*15800 [[XP]]
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*350 [[reputation]] with [[The Aldor]]
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*-385 [[reputation]] with [[The Scryers]]
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* One more towards {{achievement|Into the Nether}}
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* One more towards {{achievement|3000 Quests Completed}} (or the earlier ones, if not completed)
   
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== Melee weapons ==
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== Quest progression ==
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{{Deathblow to the Legion}}
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* A weapon classified as "[[Main Hand]]" can only be used in the ''main hand'' slot.
 
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==External links==
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** Every character can train to equip some main hand weapons.
 
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<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
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** Weapons designated 'main hand' tend to be slow.
 
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Links that do not conform to the rules will be DELETED.
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*** This works to the character's advantage - slow means higher base damage, and main hand base damage is the value used to calculate damage for special melee abilities.
 
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Repeat violations may result in a BAN.
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* A weapon classified as "[[Two-Handed]]" will appear in the ''main hand'' slot and prevent the ''off hand'' slot from being used.
 
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Have a nice day. :) -->
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** Most characters can train to equip some two-hand weapons.
 
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{{Elinks-quest|10407}}
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*** Rogues cannot.
 
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** Weapons designated 'two-handed' tend to be slow.
 
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** Fury warriors with [[Titan's Grip]] may hold these weapons in one hand, allowing two to be equipped.
 
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* A weapon classified as "[[off hand]]" can only be used in the ''off hand'' slot.
 
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** Only characters that can dual wield (only certain classes, some require a [[talent]]) can use the off hand slot.
 
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** Weapons designated 'off hand' tend to be fast.
 
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* A weapon classified as "[[one hand]]" can be used in either the ''main hand'' slot or the ''off hand'' slot (with ''dual wield'' ability).
 
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** Weapons designated 'one hand' tend to be fast.
 
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* A character that cannot wield an off hand weapon may carry an off hand object.
 
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** These are considered to be an armor item (does no direct damage).
 
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** Any character can carry one, but most have caster buffs.
 
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*** Stamina buffs, applicable to any class, can be found.
 
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** The ''off-hand'' slot is also the [[shield]] slot, and characters that can use a shield will often be better off using a shield.
 
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* All classes may elect to fight [[unarmed]]; a melee weapon is not required, but without a melee weapon, the damage is greatly reduced.
 
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** There is a type of weapon, [[Fist weapon]], that uses the unarmed weapon skill, but provides weapon damage.
 
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=== Professional tools ===
 
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* A few [[Profession]]al tools can also serve as melee weapons.
 
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** {{loot|common|Mining Pick}}
 
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** {{loot|common|Skinning Knife}}
 
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** {{loot|common|Blacksmith Hammer}}
 
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** {{loot|common|Arclight Spanner}}
 
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* These can be equipped by anybody with the proper profession(s), for use as a weapon.
 
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** They do not need to be equipped for use within the profession, merely need to be in your inventory.
 
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* The damage and other weapon characteristics are generally inadequate, so these are not generally used as weapons.
 
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* These professional tools do not use the normal weapon skills, nor do they work with many class abilities.
 
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* Unlike normal weapons, these tools have no durability and take no damage.
 
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* There are normal weapons in WoW that function as these tools and can replace them.
 
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* Other tools, such as the , the {{loot|common|Jeweler's Kit}}, and the {{loot|common|Simple Grinder}} are not weapons.
 
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=== Fishing poles ===
 
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* [[Fishing pole]]s are the tool used for fishing.
 
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* Fishing poles are two-handed weapons.
 
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** Unlike the other tools, fishing poles need to be equipped to be used for fishing.
 
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* Fishing poles use the fishing skill as the weapon skill, and some do significant damage.
 
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* Using a fishing pole in combat will not grant you fishing skill, unlike other weapons that do give skill increases to their governing skills.
 
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* Fishing poles have durability and take damage.
 
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* Fishing poles do not count to having a melee weapon equipped for skills that require it.
 
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[[Category:Enchanting rods|enchanter's rods]]
 
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== Ranged weapons ==
 
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* Most ranged weapons cannot be used in melee (but see 'Wands').
 
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* [[Hunter]]s, [[rogue]]s, and [[warrior]]s can use or train to use bows, crossbows, guns, and thrown weapons.
 
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** For these classes, the distinction between thrown vs shot is important because an ability that works with one will generally not work with the other.
 
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* [[Mage]]s, [[priest]]s, and [[warlock]]s can use wands.
 
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* [[Death Knight]]s, [[druid]]s, [[paladin]]s, and [[shaman]]s cannot use ranged weapons.
 
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** Each of these four classes have a class of [[Relic]] item they can carry that uses the ranged weapon slot, but is considered to be an armor item (does no direct damage).
 
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=== Bows, crossbows, and guns ===
 
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These ranged weapons require [[ammo]] to fire: [[bow]]s and [[crossbow]]s use [[arrow]]s, which can be stored in a [[quiver]], while [[gun]]s use [[bullet]]s or [[shot]], which can be stored in a [[ammo pouch]]. The ammo provides a damage bonus.
 
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These ranged weapons are ''shot'', using the [[Shoot]] ability. Hunters can [[Auto Shot|auto-shoot]] with a bow, crossbow, or a gun.
 
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Bows, crossbows, and guns tend to be slower than thrown weapons and do more damage per shot.
 
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For rogues and warriors, who may use ranged weapons to [[pull]] [[mob]]s, a single shot will generally do more damage than a single throw.
 
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Hunters should always use a non-thrown ranged weapon as they do not have any special abilities pertaining to thrown weapons and will do far more dps with a bow, crossbow or gun. Hunters should take into consider their racial specialization when deciding on a ranged weapon. Hunters should be given priority over other ranged-weapon using classes as for these classes it is only a stat bonus--with the exception of tank-stat weapons that have [[defense rating]], [[avoidance]], and high stamina. Hunters should carry a decent-quality backup weapon because they will do little dps without it.
 
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=== Thrown weapons ===
 
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* These are obviously ''thrown'', not ''shot''.
 
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* [[Thrown]] weapons, knives and axes, are themselves treated like ammo.
 
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** They have an infinite use. In the past they sustained [[durability]] damage every time they were used, and had to be [[repair]]ed or replaced periodically.
 
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** A single equipped thrown weapon takes no additional storage.
 
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* Thrown weapons tend to be fast, but always manually thrown, and do lighter damage per throw.
 
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** Rogues and warriors can generally throw faster than they can shoot.
 
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* PVP Rogues should always equip a thrown weapon rather than a bow, et all, for their ability [[deadly throw]], useful against fleeing targets.
 
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* For Warriors that have not learned [[Heroic Throw]], using a thrown or ranged weapon can be to pull mobs at a distance or effectively perform a [[Line of Sight]] pull. Be careful though, as this generates low threat and only generates threat on one mob. Priest and Druids should be especially careful as even a single Prayer of Mending (intial cast, i.e. if it wore off before the pull or it was casted late), Shield, or HoT can pull off a warrior that has only the small amount of threat from throw or a ranged weapon.
 
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=== Wands ===
 
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* A [[wand]] is a special type of ranged weapon by [[mage]], [[priest]], and [[warlock]] classes.
 
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* A wand does not require ammo nor mana, and is not used up.
 
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* A wand has a small [[cooldown]], but is generally fast.
 
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* Unlike other ranged weapons, a wand can be used in melee.
 
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* Unlike any other weapon item, a wand does not do weapon damage, but only ''magical'' damage.
 
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** Resistances to types of magic become significant, and these caster classes may choose to carry multiple wands with different damage types.
 
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** Though magic, this is not casting a spell; the caster's spell casting buffs do not affect the wand's damage.
 
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* Wands use the "[[shoot]]" action and the [[wand]] skill. While shooting it will keep using the wand every time it becomes available.
 
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* Using [[shoot]] with a wand will trigger a global cooldown each time the wand is activated.
 
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* Cancelling the shoot sequence can be accomplished by moving, jumping, or pressing the shoot button again between cooldowns, which requires quick timing and is generally unpreferred if needing to stop quickly.
 
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* Wands have higher DPS than other weapons of the same item level, but this is misleading as no stat or attribute increases their damage. They always do less damage than spellcasting.
 
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== Weapon buffs ==
 
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* Weapons are generally selected for their buffs, rather than their damage per se.
 
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* Melee weapons of {{quality|uncommon}} [[quality]] or greater will have [[buff]]s.
 
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** These buffs will tend to be for the classes that can use that type of weapon.
 
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** Two-handed weapons tend to have buffs that are twice what a single hand weapon of comparable quality and level would have.
 
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* Ranged weapons have buffs as well, but often do not at early levels, even among {{quality|uncommon}} or {{quality|rare}} items.
 
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** Melee classes will generally pick ranged weapons solely for this reason as they are not expecting to use them their dps is of little signifigance.
 
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** Many classes do not have a ranged weapon slot; in that space is a [[relic]] slot which allows that class to, at higher level equip class specific items.
 
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== Additional Info ==
 
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* Warriors can train to use any weapon type in the game, except wands.
 
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* Almost any class, except [[paladin]]s and [[death knight]]s, can train to use [[dagger]]s.
 
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* Almost any class, except rogues, death knights, and paladins, can train to use [[staff|staves]].
 
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* Rogues are the only class in the game that cannot use any two-handed weapon (except fishing poles).
 
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** They can dual wield earlier than any other class, which mitigates the disadvantage.
 
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:
 
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* It is generally advantageous to train in every weapon proficiency that is available to you, when you can afford to. Then, you will have more options when weapons become available.
 
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== See also ==
 
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[[Class proficiencies]]
 
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* [[Category:World of Warcraft weapon items|World of Warcraft weapon items category]]
 
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{{equipment}}
 
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[[Category:Game terms]]
 
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[[Category:World of Warcraft equipable items]]
 
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[[Category:World of Warcraft weapon items| ]]
 

Revision as of 15:22, 4 December 2011

NeutralSocrethar's Shadow
Start Anchorite Karja
End Anchorite Karja
Level 70 (Requires 67)
Type Group
Category Netherstorm
Experience 15800 EXP (or 9g 48s at level 70)
Rewards 4g 40s
Next Quest:Ishanah's Help

Objectives

Anchorite Karja at Area 52 wants you to obtain the Inv misc stonetablet 03 [First Half of Socrethar's Stone] from Forgemaster Morug at Forge Base: Oblivion and the Inv misc stonetablet 03 [Second Half of Socrethar's Stone] from Silroth at Forge Base: Gehenna.

Performing quests for the Aldor will cause your Scryers reputation to decrease.

Description

The infamous eredar, Socrethar, leads the Burning Legion in Netherstorm. Mentioning his name is enough to make most draenei shudder. He gives orders from an island in the northwest that only his most trusted lieutenants can access.

To get there you will need to obtain a teleportation stone, which won't be an easy task. The first half of the stone is in the possession of Forgemaster Morug at Forge Base: Oblivion. The second half is held by Silroth at Forge Base: Gehenna.

Reward

You will receive:4g 40s

Progress

Have you obtained Socrethar's teleportation stone, <name>?

Completion

Your dedication to our cause is exemplary, <name>. With Socrethar's teleportation stone in our possession only one thing remains to be done.

Gains

Upon completion of this quest you will gain:

Quest progression

  1. N [25-30] Assist Exarch Orelis
  2. N [25-30] Distraction at Manaforge B'naar
  3. N [25-30] Measuring Warp Energies
  4. N [25-30] Attack on Manaforge Coruu
  5. N [25-30] Sunfury Briefings
  6. N [25-30] Outside Assistance
  7. N [25-30] A Dark Pact
  8. N [25-30] Aldor No More
  9. N [70G] Socrethar's Shadow
  10. N [25-30] Ishanah's Help
  11. N [25-30G5] Deathblow to the Legion

External links