Ancient legends of the vrykul. Legends and truth

Comments

Comments

The Tablet is in The Hold section of the instance. You are transported there after the first boss and will find it on the right hand side after the first few mobs, as you head forward.

Comment by andreaenstrom

The tablet is in the Maw of Souls dungeon/instance, besides a couple of mobs. Easy to collect.

Comments

You can actually get back to the Hold to get this item if you have finished the dungeon. Just walk into the holes in the ship until you die. You will resurrect at the 2nd boss and can walk back to the quest item. You can even stealth pick it up without any mobs seeing you if you stand in the corner (watch for the sentry PAT).

Comment by zenithstorm

If you finished a heroic MoS, and then left group before finishing the quest, you can just walk back into the heroic instance. Set instance difficulty to "heroic" and walk through the instance entrance in Stormheim--no need to re-clear the dungeon.

Comments

You have to join a group to Hellmouth Cliffs instance and find there the Raven's Eye Tablet. The tablet can be found in the hold of ship. When you leave cages, yoy'll find the tablet next to right board, where some vrykuls are. Btw you dont have to kill the last boss, you can go turn in the quest asap.

Maw of Souls: Ancient Legends of the Vrykul - https://www.youtube.com/watch?v=t2g_CU6EJUs

Each class in Legion has a long class hall quest chain - campaign. During that chain you"ll raise your power and power of your class hall. Rogue class hall campaign quests are under the spoiler..

Comment by pattycakes

I used the LFG tool and got in a Heroic group that didn't kill the trash near the Tablet, and the group wasn't interested in going back to clear so I could get it. I figured that I "d have to re-run the instance.

But after reading the comments here, I tried going to Stormheim and walking into the entrance, with dungeon difficulty set to Heroic.

I was put in the hold of the ship, and all the trash was gone. Walked right over to the Raven's Eye Tablet and got it!

Comment by Drago77

Tried the above today, and got the message you are not in a instanced group. then it teleported my out.

Comment by Aeus

Having the very common can "t-go-back problem for this, but I ran it on normal and not heroic, and everyone else in LFR left. I did find another workaround though: there are some non-elite birds at the beginning of the instance perched on the bones above the bridge.

Comment by Saerthaera

IF YOU MISS THIS AND MOVE PAST THE ITEM SO MUCH AS ONE SINGLE INCH YOU ARE ^&*!ED. Do *not* go past the quest item or you will NOT be able to go back and get it. You will waste the entire run and the hour and a half you spent queuing as a DPS class.

Comment by XantheBB

I just completed this quest. I "m a ilvl930 assassination rogue and was able to solo the first boss on normal and stealth to grab the tablet. No group needed. Good luck!

Comment by eKatherine

I ran the dungeon on heroic and forgot to look for the tablet.

I went back later set to heroic difficulty and walked in. I emerged in the front of the hold, where all the cells are. There were no mobs. I wandered around until I found the quest item and hearthed out of there without having to rerun the dungeon.

Comments

If you do what I did, and do a Heroic run and get raced through so fast you miss the etching, fly back to Maw of Souls, re-enter. Get kicked to the graveyard. Re-enter again, and you ought to be able to go straight to the tablet.

Comment by PaladinWat

If you click on Legendary Eye of the Raven Tablet and receive Copy of Legendary Eye of the Raven but don"t get credit for the quest, try deleting the item from your inventory and clicking the tablet again.

Comment by blupache

In case you rushed past...

The lore text you"re transcribing can be read on the Etching from the Raven"s Eye Tablet.

TL;DR - An immortal vry"kul (presumably Odyn) gave his two ravens a jewel which they could use to read any language. A Ravencrest night elf tempted them with candy and convinced them to let him "borrow" it, and instead stole it while they were distracted.

Comment by Sparrows413

Soloable in Battle for Azeroth, for anyone who might have skipped their class hall campaign on the way to leveling an alt as I did. I did it as Outlaw, level 114 in quest gear, with the Iron Stomach talent for more Crimson Vial healing (which only really came into play in the Helya encounter, because there was a world quest up for the Maw of Souls and I figured I might as well two-birds-one-stone the whole affair while I was in the area).

Ymiron "s the only boss you have to do for this quest and on normal, he"s a complete pushover. You can stealth past all the trash and the only ability that might cause issues is the Winds of Northrend if it knocks you off the edge.

Assemble a party and copy the text of the legend about the Eye of the Raven from the tablet on the ship of the dead "Naglfar" in the Maw of Souls.

Legend of the Eye of the Raven copied

Description

Our agents in Stormheim have unearthed evidence to corroborate a story. I was sure it was just a myth... They say that long before the appearance of humans, the vrykul created a certain magical gem. This gem, he was capable... I'm not ready to talk about it yet. First you need to collect evidence. To do this, unfortunately, you will have to pay a visit to the Maw of Souls on the Naglfar ... the ship of the dead. The legend doesn't lie! I was right in my suspicions. It is said that during the War of the Ancients, Ravencrest had the perfect team of scouts. Now we know how they collected information.

To tell - no one will believe. You can, of course, keep this find for yourself ...

<На мгновенье Валира задумывается.>

But no. Thus greedy fools wring their necks. We will share this risk with others.

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Legend of the Past - Achievement - World of Warcraft

Comment by Skrat

Around the island in random places there may be items that give you one of the buffs for 10 minutes, in the form of a button with a special ability:

Known spawn locations for these artifacts: /way 49.9 71.7/way 55.6 59.3/way 47.3 80.8/way 55.2 50.4/way 63.1 45.3/way 30.7 55.2/way 55.0 72.8/way 68.4 60.2

Comments

General map with item respawn points

47.3:80.8 - South side of the ramp that leads to the Firewalker Ruins. 55.3:50.3 - Under the broken bridge, in front of the Mysterious Den. 63.1:45.3 - on a ledge west of the Burning Path. 55.6: 59.3 - On the top of the plateau that connects the two highest bridges to Ordos, under a tree. 50.4: 71.7 - Among the stone pillars. after the bridge from Firewalker Ruins. 42.8: 55.4 - Near the podium where Emperor Shaohao stands. 48.0: 51.2 - On a rock, on the north side of Green Moss Lake. Alliance camp.64.5: 72.3 - on a pedestal in Frog Hollow.55.1: 72.9 - Near the ruined tower in the north of the Firewalker Ruins in front of the bridge to the Burning Path.33.8: 54.5 - At the entrance to the Tournament Ground Celestials. 37.7: 41.1 - In a small grove on a pebble north of the Celestial Tournament Site. 39.6: 77.8 - at the broken sanctuary in the village of Pi "Jow. 65.4: 51.7 - On a pebble nearby with Senior Historian Evelyn, who gives the Timeless Question.52.2: 62.6 - Southeast of Green Moss Lakes under a tree. 32.0: 61.5 - Southwest of the Celestial Tournament Ground. 32.6: 32.8 - on a pebble in the western part of Terrace of the Three Brees

Macro for Tom-tom: /way 47.3 80.8/way 55.3 50.3/way 63.1 45.3/way 55.6 59.3/way 50.4 71.7/way 68.4 60.4/way 42.8 55.4/way 48.0 51.2/way 25.0 91.9/way 64.5 72. /way 37.7 41.1/way 39.6 77.8/way 65.4 51.7/way 52.2 62.6/way 32.0 61.5/way 32.6 32.8

Comments

Also, you can add the SuperDuperMacro addon to the TomTom addon and enter all this in one macro: way 25.0 71.9/way 64.5 72.3/way 55.1 72.9/way 37.7 41.1/way 39.6 77.8/way 65.4 51.7/way 52.2 62.6/way 32.0 61.5/way 32.6 32.8

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Halls of Valor: Brewmaster - Quest

brief information
Speak with Melba in the Halls of Valor.

Description

I've made an important discovery about Melba's storm honey.

To prepare it, we need a special cauldron owned by Odin himself.

This cauldron is located in the Halls of Valor.

You can get there only by earning the favor of the god of storms.

You will need to find a way to get into the halls of the warriors. Chances are you'll need allies for this cause<имя>.

Greetings, warrior.

I've been watching you.

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You will receive: 19 40

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To contribute

View the image using the form below.

    Screenshots containing interface elements, as a general rule, are deleted immediately. The same applies to screenshots taken using the Model Viewer or the character selection window.

    The higher the quality, the better!

Just enter the link to the video in the form below.

Wowhead Client (Wowhead client) - a small application with which you can update the data on the site, as well as take advantage of additional features!

The Wowhead client does two things:

    It installs and updates the Wowhead Looter addon that collects data while you play!

    It uploads the collected data to Wowhead, updating the database!

You can also use the Wowhead Client to view recipes learned, quests completed, mounts and companions collected, and ranks gained!

What are you waiting for? Download the Wowhead client.

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legends of ancient brewers - advODKA.com

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The human race in the world of Warcraft appeared in a very peculiar way - as a result of a curse. The vrykul helped the titans, and their fall was helped by the Old Gods, who created a terrible curse of flesh, designed to help them assimilate the servants of the creators of the world.

At the dawn of time

According to Loremaster Norgannon in Uldaman, Azeroth was a unique world that needed a different approach when it came time for the titans to shape it. Matrix synthesis was used to create the primal races, and many of these primordial races (such as earthlings) were mixed with the rock, stone, or other materials that made up Azeroth.

Traces of this can still be seen today in the representatives of these races - tol "virs, mogu, earthen, and, of course, vrykul. However, the earthen and vrykul that exist today were later creations. Like the mogu and tol"vir, the first earthen and vrykul succumbed to the curse of flesh created by the Old Gods. And they used the forges of Ulduar's creation to create iron dwarves and iron vrykul that would bend to their will. True, they served only Loken, and in fact were not representatives of the original races.

But the first vrykul were one of the original races created centuries ago by the titans to help them with their great experiment. And they survived for ages in what is now Northrend, even after the curse of flesh turned their stony guts to flesh.

These people worshiped their creator titans as gods, and adapted to their new nature - unlike the mogu who rebelled against the titan caretaker Ra-Den and used his knowledge to rid themselves of the influence of the flesh curse. This continued until Ymiron came and became the king of the Dragon Tamers clan.

Dragon tamers were powerful humans who rode proto-dragons into battle (possibly trying to imitate Thorim, the warden titan who himself wielded the mighty proto-dragon mount Veranus).


During Ymiron's reign, the vrykul faced a problem. Their children were born different—tiny, weak, and ugly by vrykul standards. These echoes of the curse of the flesh remained incomprehensible to them, because since then, when the titans fought with the Old Gods, a lot of time has passed, and in vrykul society these events were considered barely understandable myths.

These vrykul were far from their progenitors, who served the titans themselves, and simply did not remember that the Old Gods really existed - and therefore, when Ymiron faced this seemingly disaster of his people, he began to puzzle over its cause. What powers could curse the vrykul like that? What powerful energy could hold back their growth like that?

Ymiron could not imagine anything as powerful as a titan. And so he decided that the titans themselves must have put a curse on his family. And, like Li-Shen in Pandaria, Ymiron rebelled against his own gods, but unlike the Thunder King, King Ymiron did not find a titan overseer or a forge of creation like the Nalak'sha engine or the Forge of Covenants.

Instead, Ymiron came up with a plan to end the curse that was ravaging his people. To do this, he had to renounce allegiance to the titans, whom he blamed for the troubles of his people. That is exactly what he did, cursing the very titans who had allowed, if not caused, the troubles that fell on the vrykul.

Will of Ymiron

King Ymiron ordered all parents whose children would be stricken with a curse to immediately put them to death. Those who refuse to obey his decree could themselves end up in Gjalerbron, where they would face the death penalty. And those vrykul who helped most in eradicating these fel-spawn that dared to be born weak to the people of Ymiron were placed in magical sleep in underground fortresses like Gjalerbron or the Halls of the Ancients in Icecrown Citadel. It was so deep that by the time the nerubian ancestors arrived in Northrend, the vrykul had abandoned their lands, leaving strongholds like Utgard Keep or Jotunheim behind.


But despite the cruelty of Ymiron's decrees and his attempts to cheat the extinction of his people, some vrykul could not accept the killing of their own children. Yes, they were retarded, barely waist-high to a normal vrykul, and ugly and miserable by their standards, but they were still their children, and many parents simply couldn't kill them.

And so, instead of meekly waiting for their own execution, they left the current Northrend after the Sundering, and eventually arrived on the territory of the current Eastern Kingdoms - most likely where Arathi is now located. Here, those "shorties" were raised in secret, far from King Ymiron and his people. In time, as they grew into adulthood, their vrykul ancestors made provisions for them and left them in their own care.

This is how the race that dominated most of the Eastern Kingdoms until the advent of the Third War was born - unnecessary, damned outcasts, cut off from their parents and culture, raised on a few myths and legends. For example, about Tyre, which gave the name of the current Hand of Tyr, and inspired the outcast people in their darkest hour. Lacking the stature of their ancestors, they proved to be resilient and prolific, and they quickly outnumbered their progenitors, who were forced into a magical slumber in a vain attempt to survive the curse.

Rise, fall and new rise of mankind

While other races waged wars with each other or split the whole world, humanity slowly became stronger. The ancient trolls have renewed their conflict with the high elves, descendants of the kaldorei who caused the Sundering. The elves fell into despair and decided to seek help from people. They learned that despite their short lives, humans were quite talented mages (possibly due to their creation by the Titans) and fearsome warriors. And they called people as allies, promising in exchange to open them the gift of arcane magic, and also vowing to one day return the debt to humanity.

The keeper of this vow is the Lothar clan - these are the descendants of the human king Thoradin, who once ruled the primitive Arathi. Thus was founded the first real empire in the history of mankind: the nation of Arathor, formed from scattered human clans, who then squabbled and fought throughout the highlands of Arathi.


Human power only grew over time. Even as Arathor collapsed into separate kingdoms, humanity grew stronger, pushing back the trolls from much of the north of the Eastern Kingdoms (the territories of Lordaeron, Gilneas and Alterac) and the south (the Kingdom of Stormwind), also founding the magical kingdom of Dalaran and the island nation of Kul "Tiras. Together with Strom , a kingdom of trollslayers who ruled the highlands of Arathi from the ancient capital of Arathor, these nations formed the Seven Kingdoms, and until the advent of the orcs during the First War, humanity no longer disintegrated.

Today, despite the death of many people in three major wars and the loss of most of their territories in the north, which are captured by either the Scourge or the Forsaken, the kingdom of Stormwind (founded by representatives of the Arathian bloodline, such as Anduin Lothar, who helped stop the orcs at Blackrock Mountain) overcomes adversity and controls most of the south.

Stormwind's military strength is strong enough to place it at the forefront of the new Alliance, and after the siege of Orgrimmar, it's no exaggeration to say that the human race is an evolving force. But the future remains hazy, and the arrival of the Burning Legion in the Broken Isles could reveal the dark side of humanity and their vrykul ancestors.


Today's episode focuses on two in-game books that became available with the release of Update 7.2. We are talking about the history of Odin (according to the most senior curator) and the legends about the heroes of the vrykul. Both monuments with these stories have been available since the release of Legion in the Hall of Warriors, but they were impossible to read:


“The text on this monument appears to have been written by Odin himself, but the words on it shine too brightly to be read. It's as if the monument is declaring you unworthy."


But thanks to the vrykul scrolls of the Broken Isles ( first and second ) dedicated to these texts, the elected Voivode can now finally read these runes in the Celestial Citadel:


"It's an old scroll, but the runes on it glow with gold, just like the ones carved on the runic tablets in the Sky Citadel."



True, in the game itself, scrolls open only the first pages of these in-game books (all pages are translated in the article, because their full text has already been obtained from the game files), and it is not yet known how you can open the rest. Perhaps the subsequent opening of the pages will be somehow connected with this item.


In addition to translating these two books, in this issue you will find a comparison of the "Legend of Odin" with the true story of those events, so this article fits the theme of the series"Legends and Truth" dedicated to the consideration of real versions of events and legends about them, which have become part of the folklore of the peoples of Azeroth.



Legend of Odin


Odin's deeds through the ages


Valor of Odin


Odin once said that every vrykul warrior has a story to tell. Some of them are valiant deeds and acts of self-sacrifice. Others are tales of power and conquest.


I am not a warrior, which is why I have dedicated myself to finding and collecting these stories. But when I asked myself who should I start the story with, I knew that Odin should be the first. His deeds dwarf even the greatest of tales of vrykul majesty. Set out on a journey through the world and you will hear how brave warriors reverently retell the legends about him. If we vrykul are destined to reach our true potential, then surely we will find it by following in the footsteps of Odin.



Great Odin and Lord of Fire


Why does the great Odin, a warrior of iron and bronze, bear the brand of the Lord of Fire on his chin? Old Brignard will tell you this story!


Every vrykul with a head still on its shoulders knows the tale of the mighty Odin and the Lord of Fire. But there is simply no greater story that would demonstrate the inexhaustible strength of the guardian, his indestructible courage and his incredible honor - than the story of the beard of the mighty Odin.


Long before Odin elevated the vrykul to eternal glory, he and his fellow guardian, the valiant Tyr, went to war against the elemental lord Ragnaros. To destroy him, they traveled together into the smoldering domain of this behemoth, slicing their way through his molten army like a scythe cuts through wheat. The Lord of Fire fled in terror from the formidable champions. He wanted to hide from the keepers in his lair, but wherever Ragnaros fled, Odin and Tyr always followed him, devastating his domain.


Inside the Firelord's lair, a veritable hell was seething and raging, supporting the power of the elemental. “I got stronger!” Ragnaros shouted proudly. “Come to me insects if you dare!”


How smug was the Lord of Fire. How stupid it was to challenge the guardians of Azeroth to a duel!


Odin was too brave, and his heart was too pure, so he could not flinch from such empty threats. The Keeper struck the Firelord with the force of a thousand vrykul, raining down sharp spears of light on him, while Tyr pounced on the elemental with his silver hammer, and soon the wretched Firelord was on the brink of defeat.


“Obviously, Ragnaros is no match for our strength, brother.” Tyr said. “I hope you don’t get upset when I deliver the final blow.”


One laughed, “Ha. Rather, I myself will fall from the Lord of Fire!”


And so the two great warriors loomed over Ragnaros - they both wanted to defeat each other. Hearing their wager, the pitiful Lord of Fire summoned smoke that was black as night to envelop his weakened form. None of the guardians could detect their enemy until Tyr, his shining hammer ascending like a torch, broke through the darkness and struck Ragnaros to the very core. However, before he could subdue the Lord of Fire, the fiery fiend spewed gouts of burning flame from his mouth and forced Tyr to retreat.


But our great Odin was not easily defeated. “Let the Fire Lord hit me!” - said Odin. "I am the chosen one of Aman'Thul, not even this so-called overlord can surpass my might!" So Odin ran towards Ragnaros, immersing himself in real inferno and hitting the Lord of Fire with a single blow.


But even as Ragnaros fell, his flames continued to wash over Odin, and it set his face on fire with the fury of the Firelord.


And again the mighty Odin laughed, shaking the very hearts of the world with his joy. Where his beard used to be, now a sea of ​​molten stone and fire raged!


“Brother,” Tyr yelled, “Forget our bet! The Lord of Fire left a terrible scar on you! Will we ever be able to heal your wounds at all?”


“You just say that because I defeated you, Tyr. Forget it." One announced. “Now everyone will know that it was I who defeated the Fire Lord, for his power is no match for my own!”


Written by Old Brignard


Wanderer and Serpent


Long after the Shadow, long before the Breaking, Odin sat on the throne of the Chief Curator of all things. Both keepers and those forged by the titans were subject to his fair and just rule, for there was none greater than him. Odin often wandered the world to watch his servants. He did this by disguising himself as one of them because he wanted to see how they actually lived their lives. Odin once said: “The respect that a warrior shows to a wanderer reveals the true measure of his prowess.”


Sometimes he took the form of an earthling. And sometimes a giant or a vrykul. But in whatever guise he appeared, he always had a raven on his shoulder. One could look at the world through the eyes of birds and thus see the good in anyone's heart. He could hear with their ears and thus recognize when someone was spreading lies. But more than anyone else, he was drawn to the vrykul.


In vrykul form, Odin fought alongside their warriors, sang stories with their weavers, and forged metal with their smiths. “These vrykul are like me,” Odin said. “They are brave and unbending warriors.”


It was at this time that the blue ice wyrm Isildar crawled out of the black hollows of the earth, and immediately began to hunt the vrykul. This beast was so terrible that when it straightened up to the full length of its body, its tail disappeared beyond the horizon. It could devour a dozen vrykul in an instant, crushing their metallic bodies with its obsidian fangs. Some say that Isildar was one of Freya's animal followers who went mad with rage. Others claim that it was something much more ancient and simply indescribable in words - a nightmare born in the era of the Shadow.


One worried about the vrykul. He was ready to shed his disguise and face the beast personally, but he realized there was no need. The vrykul fought as one. They plucked Isildar's iron-like scales to pierce his flesh. They tore out his eyes and blunted his claws.


“How powerful the vrykul were,” Odin said of that day. “How fearless their hearts were.”


Still, Isildar was no ordinary monster, and even the vrykul could not completely defeat him. So Odin ran to the tip of the serpent's tail. No vrykul had ever gone that far. Left alone, he took on his true form, grabbed Isildar by the tail and with one mighty throw threw the beast into the sky. The serpent flew so high that it even flew over the sun, turning day into night. A few days later, he collapsed into the sea and drowned in the cold depths.


Isildar was never seen again.


Halls of Gold and Glory


One day, two vrykul warriors were arguing about how the Halls of Valor came to be. Odin believed that the fortress had been carved by the first vrykul to walk the earth. Another claimed that the halls had existed long before that, ever since Azeroth itself was born.


Their argument went on and on until another vrykul descended from his storm dragon to resolve the issue. Not with violence, but with words. His words carried the weight of an entire mountain, and he calmed the angry vrykul by explaining the true course of events to them with this story:


“You are both wrong about the Hall of Valor. Listen carefully and I will tell you the truth. The halls rose to the Breach, when the titan-forged became weak and indifferent. They are tired of the war against the Shadow and the rebuilding of this world. Who can blame them for wanting to get some rest?


All keepers, with the exception of Odin, have lost faith in themselves. You see, they felt they could no longer protect the world themselves, and so instead, they decided to name the proto-dragons as its protectors. They were going to give these beasts god-like power and trusted that they would use it wisely.


Fools! How could they trust such creatures? The proto-dragons had the blood of elementals, those mindless creatures that served evil in the time of the Shadow. Noble as the proto-dragons seemed, weren't their hearts corrupted by darkness? One believed that it was so. “Trust these winged beasts,” he told the other keepers. “And the day will come when they will cast aside their sacred duty! But grant power to the vrykul by appointing them as guardians in their stead, and you will see true prowess and strength.”


And what did the other keepers say? Not a single word worth mentioning. They ignored Odin's wisdom and bestowed power on those cursed proto-dragons. On that day, the strength and size of these creatures increased. They became the Dragon Aspects and their children became known as dragons.


Yes, Odin was hurt, but he was not offended. Ignore stories that claim otherwise. He simply feared for the future of this world and for the safety of its inhabitants.


Of course, there was someone else who shared this fear - the sorceress Helya. She stayed by his side when everyone else turned their backs on him. She was his true companion. Odin and Helya decided to grant power to the vrykul on their own and raise an army to protect the world when the primitive dragons failed.


The rest of the keepers protested, hissing and stamping their feet. Ha! Of course, they envied Odin, for they could not be the first to think of his plan. Three times he extended the hand of peace to them and gave them a chance to help them. Three times the rest of the guardians refused him: they were too proud to accept his kind offer.


Soon Odin and Helia began their work. They chose a wing of the great fortress of Ulduar for her and asked the earth giants to reshape its halls and cover them with gold. Thus was created the Halls of Valor, a place where keeper and sorceress could assemble their vrykul warriors.


When the giants finished their work, Helya chanted a spell to make the halls light as clouds. The fortress soared up and began to drift through the sky, and Odin and Helya watched from the walls.”


After telling this story, the strange vrykul mounted his storm dragon and flew off into the skies. The warring warriors stopped their fight, for they felt in their bones that the wanderer was telling the truth.


Recorded by Irvar Isilmar


Eye of the Guardian


There are more stories about Odin's lost eye than there are stars in the sky. Some say that the great serpent Isildar ripped it out. Others say that the traitor Helya stole it. But here's the final verdict, here's the truth, from the keeper himself.


The halls of Valor towered majestically above the world, but the great Odin saw that they were empty. “These halls will be the final resting place for my greatest warriors,” he said. “I must see the world of death, for only then can I raise the spirits of the bravest and most fearless vrykul to their rightful place in heaven. They will be called the Valarjar, and in the ages to come they will fill these halls with their glory.”


The sorceress Helia doubted the plans of the keeper. “The essences of death are ancient and powerful, the great Odin.” - she said. “Meddling in the affairs of their world is dangerous even for someone like you.” But Odin did not hesitate, and so they began the ritual to see the Dark Lands.


In the depths of the Hall of Valor, Helya drew a magic circle around Odin with the threads of the arcane magic of the universe. From the energies of this world, she pulled out threads of light from pure green and threads of darkness that were deeper than the purest shadow. The sorceress wove them together around Odin until the veil over the Darklands began to fall.


Before Odin, a great spirit arose, formless and rising from the ephemeral mists. This creature shrouded the guardian in shadow. “What will you give,” the spirit asked, “to look beyond the veil of this world?”


Wise Odin thought about the ghost's question. “I have two eyes.” he replied. “One to see the mortal world in this world, and the other to peer into the spirit world.” And with these words, Odin tore out his own eye and gave it to the spirit. The spirit grabbed the eye tightly and then swallowed it whole. And then the great Odin saw...


Looking through the given eye, the great Odin saw the Dark Lands. He saw life, saw it even in the land of death, and he was pleased that his Valarjar could live beyond the mortal world.


But he also saw death. He saw souls in torment and souls in agony, and the remains of the dead all around him. He saw ghostly phantoms without faces and others that had no form, all created from death itself. And seeing this, even the great Odin, lord of the Halls of Valor, chosen by Aman'Thul, felt fear.


Odin looked back at his world with a different eye. “What did you see, great Odin?” Helia asked. “I saw the answer,” said the wise Odin. “For in life there is death, and in death there may be life. But there are only essences of life and essences of death. My messengers must cover both of these worlds.”


This is how the great Odin conceived the idea of ​​creating the Val'kyr, the entities of life and death that would carry the vrykul to the Halls of Valor. "They will be created from the vrykul," Odin announced. “And their bravery will forever keep their kindred as the Valarjar. Like life, they will be powerful. Like death, they will be eternal.”


Recorded by Riza Hjafmir


First of the Val'kyr


How did the first Val'kyr come about? Better not ask Odin about this, if you do not want to incur his wrath. He answered this question only once, and then the skies themselves turned black, and the seas foamed and plunged into a storm under the weight of his words.


Shortly after the sorceress Helya raised the Halls of Valor to the skies, Odin decided how he would bring the souls of worthy vrykul warriors to his domain. He will summon the living vrykul to his aid. These servants will sacrifice their mortal lives to become something greater - beings known as the Val'kyr who will walk between life and death to guide souls to the halls.


Well, Helya didn't approve of that idea. The very thought of transforming living vrykul into such creatures was too much for her. She demanded that Odin change his mind. And if he refuses, then she will bring the Halls of Valor to the ground, leaving only fire and brimstone from them.


Where did such rage come from? Even Odin wasn't sure about this, but he had his theories. Perhaps Helya was jealous that he didn't ask her to be the first Val'kyr. Or perhaps something truly dark and sinister had taken root in her heart. After all, Helya studied the Shadowlands and their powers. Could an unknown force reach out to her from this accursed place and poison her mind?


Odin begged Helya to change her mind, but she only sank deeper into her rage. She groaned a spell-song to banish the halls from heaven, and the keeper had no choice but to take action against her.


Oh, what a terrible battle followed. Perhaps you are wondering how any creature could ever stand against Odin. Well, Helya was a force to be reckoned with. But the sorceress was defeated not by Odin, but by her own arrogance. Helya was so desperate to win that she reached out to the Shadowlands to capture the power of that realm. And in return, she was pulled into this terrible world. She would have been lost in it forever if Odin had not risked his own life to get her out of there.


When he brought her back to the world of the living, he was shocked by what he saw, by what had become of his dear Helya. Her body turned to dust - only a twisted ghost remained. Odin's heart was broken. He could not bring her back to the Dark Lands, where eternal torment awaited her, but he also could not allow her to roam freely in the material world and terrorize mortals.


The solution to this problem came from Helya herself. Her journey to the Dark Lands gave her humility. She apologized to Odin for what she had done and begged him to turn herself into a Val'kyr. She decided to find redemption through service to the Halls of Valor.


And though his heart was heavy, Odin granted Helia her wish. And so the first of the Val'kyr was born.


Now there are many tales that claim that Odin forced Helya into a Val'kyr against her will. Only a fool would believe such a thing. This story was told by Odin himself, and how can anyone put someone else's word above his own?


Recorded by Kormir Silfverhan


In the hours before the dawn of the vrykul nights, the story is told of how the mighty keeper Odin was imprisoned in the Halls of Valor - the very halls that he himself created. Most claim he was betrayed by the first Val'kyr, the sorceress Helya, and they are right. (May she burn for her betrayal!) But little is known of the dark truth behind her dastardly atrocity. Let it be told here and now.


In penance for her first rebellion against Odin, Helya became the first Val'kyr, and she spent millennia transporting the souls of heroic vrykul to the Halls of Valor, where the keeper trained them and turned them into the Valarjar, warriors of the storm. Odin's followers filled his heart with pride, for they were the best fighters Azeroth had ever known, and they fiercely defended this world.


Helia honestly and faithfully served Odin, returning his trust and favor ...


But the serpent-tongued manipulator Loken, who longed to be the first among the guardians and rule them - and in fact, rule the whole world, knew that in order to achieve his goal, he needed to eliminate Odin and his Valarjar. And so he came to Odin's most trusted servant, Helya. Loken began to play with her mind, planting in it the seeds of suspicion and dissatisfaction with his status. He convinced her that Odin used her in order to preserve his strength and power forever. The trickster Loken then played his final move, offering a deal: if Helya did as he asked, he would restore her free will. (“Why else would you be a slave to Odin if not because he tricked you into believing you were serving him of your own free will?”) Helya was stunned, for she believed she was serving Odin of her own free will. But Loken convinced her that Odin had secretly forced her to serve his will. Now the furnace of her anger was full, and Helya agreed to permanently seal the Halls of Valor from the rest of Azeroth as an act of revenge.


Loken smiled as he saw how readily Helya agreed to the offer to become the caretaker of all vrykul souls instead of Odin after he and his followers were locked up!


And so Loken flattered Helya to abandon the protection of Odin's wisdom - for what other reason could Helya betray Odin so callously? When her master least expected it, she called upon the full power of her arcane magic and brought the cataclysmic energies swirling around Azeroth to her will. She then sealed the Halls of Valor and everyone in them!


Now Loken was free to weave his tricks over the rest of the keepers. As for Helya, having escaped from her service, she took command of the rest of the Val'kyr. But she was unable to see the radiance of the golden halls, for they always reminded her of the betrayal she had committed: therefore, far below, she created for herself a new home that was tied to the oceans of Azeroth. It became known as Helheim.


Recorded by Halsvir Fjinnsonn



Opinion: Legends and truth


As you may have noticed, this version of history largely contradicts the real state of affairs. In these legends, everything is deliberately framed in such a way as to make Odin always right, and his opponents almost incompetent fools. It is possible that this hoax was not his personal initiative, but it clearly took place with his approval and consent.


I note in advance that it is rather difficult to judge the reliability of those events that were described only in the “Legend of Odin” and nowhere else. On the one hand, this text is the only source of information about them, but on the other hand, this legend has already shown itself to be a biased source regarding well-known historical events.


However, it is this version of events that the inhabitants of the Hall of Valor, and indeed the people of the vrykul, believe.


And the question immediately arises: “Why does Odin need so many lies at all?” To answer it, it is worth understanding how Odin looks at the world around him. He is a titan-forged guardian, moreover, he was created by Aman'Thul himself. That is, he was already born as this metal giant, possessing the enormous strength and courage of a lion. Yes, his character, over time, developed and went beyond the initial set of characteristics based on the personality of his creator - this is a natural process that happened to each of the guardians. But still, it is important to remember that this creature was already born as a god-like wise giant, easily throwing spears of light and lightning in all directions. And he initially occupied one of the key roles among the guardians, because of all this, he already considers himself always the right king of the entire planet.


In other words, Odin seems to believe a fairly large percentage of the lies in his legend. Simply by virtue of his perception, he cannot perceive himself guilty of a serious misconduct, or consider someone greater than himself (except perhaps the titans).



“But here's the thing. One, first of all, always thought about his duty. Yes, this does not write off his pride and self-confidence, but it is important to understand this, because this is the cornerstone motive of all his actions. The Chief Curator has always placed his duty to protect Azeroth above all else. He sincerely believed that the Aspects would not have succeeded in their task, and also believed that it was his Valarjar who were destined to become the perfect guardians of this world. And even in Helya's disobedience, the chief curator saw not just disobedience to his will, but also a threat to the security of all of Azeroth. They were driven by the best motives and aspirations. And they are still driving it. That is, there is no doubt that the mighty Titan-Forged will lend a helping hand in this war with the Legion. More precisely, it is already known for certain - Odin will make the chosen warrior hero the general of his Valarjar and join the campaign against the demons. But again, this does not make his actions go away either.


“In Odin's mind, everything he did was for the safety of Azeroth and for the glory of the great Pantheon.” - from the first volume of "Chronicles""


But one question remains, which I will consider at the end of the legend review: “Does Odin believe in fictional events from your legend?


Odin and the Lord of Fire


Frankly, this passage and the story about the blessing of the Aspects surprised me a lot. The thing is that I more than expected from this text a biased and even false history of Helya and dragons. There is evidence of such an attitude towards them both in the game and in the “Chronicles” - everything is clear here. But here's a lie about other guardians? This was unexpected.



“Tyr and Odin have volunteered to take on the most destructive of the elemental lieutenants: Ragnaros the Firelord. Their battle raged for weeks, plunging the earth into fire and magma. Still, the Guardians' solid metal bodies kept them safe from Ragnaros' fiery attacks. With their power and will, Tyr and Odin drove Ragnaros to his volcanic lair in the east. In the vastness of acidic seas and ash-choked skies, the two guardians defeated Ragnaros.”- from the first volume of "Chronicles"


And that is not all. Ragnaros used "smoke screen" to set a trap, not to escape. And at the same time, Tyr used the same "dishonorable" trick by the standards of the "Legend of Odin" to hit the Lord of Fire himself. And Odin took advantage of it. Moreover, they won both working collaboratively, not just the main curator.


"Ragnaros retreated to his lair, where he grew stronger, and waited for the enemies to come to him. He called fire from the sky to suddenly strike Tyr and Odin. The earth was enveloped in smoke, and it became dark as night.

And only the silver hammer of Tyr pierced the darkness with its radiance. Its flames wavered, moving in different directions, and this confused Ragnaros. Believing that Tyr and Odin were afraid of fighting him, he relaxed and lost his vigilance.

The Guardians were just waiting for this.

Tyr shot up like lightning through the smoke and stabbed Ragnaros with his hammer. The Fire Lord staggered, and was immediately attacked by Odin: thus the Guardians defeated their enemy.- recordings of "Guardians of Tyr" and "Tome of Ancient Kings"


It is strange that they decided to make this story in the halls less epoch-making than in reality. Wasn't the true story more... valiant? However, this way it is easier to portray it as an easy victory for the Allfather, in which his brother took only a nominal part.


As for the beard, maybe it was. About. Still, Tyr's words here were very suspicious.


Wanderer and Serpent



Two historical events are mentioned here - the Shadow and the Break. Judging by the texts of this and other legends, the Shadow is the name of the era of the Dark Empire. With the Rift, things are more complicated - perhaps that's what the vrykul call the Rift, or perhaps it's some other event. Somehow, the ascension of the Halls of Valor into the sky preceded the Breaking.


The origin of Isildar is also interesting. On the one hand, it could just be an animal (or even an Ancient one) of enormous size, since there is already a similar example. During the events of WotLK, earthlings and a nameless adventurer used giant trained jormungars to kill the Iron Colossus, the largest of the iron giants, created from an alloy of iron and liquid saronite. So it could be a huge jormungar - plus, they are also inspired by Norse mythology.



But it could well be some unknown monster from the time of the Dark Empire. First of all,hints that something like this exists. just appeared in update 7.2. Secondly, obsidian fangs. Obsidian is often associated with the corruption of the Old Gods. So the constructs of the titans, under their damage, sometimes turned just obsidian: such a case was with the golem in Uldaman, to say nothing of the obsidian destroyers.


But this serpent certainly wasn't that big, and it certainly wasn't thrown so far that it flew across the sun.


Halls of Gold and Glory


This legend seems to have been told by Odin himself. And it got not only dragons, but also other keepers. The legend rightly mentions the apathy and weakness of the guardians, but here's the thing, the only one of all the guardians who escaped the apathy was not Odin, but Tyr. The chief curator at that time shared the general inaction and indifference. A good way to show respect to a dead brother.


“Tyr, the strongest of the guardians, was the first of his kind to notice the danger that Galakrond represented. He warned the other guardians of what he saw, but could not motivate them to take action. Although the keepers were once sworn to protect the world, the war with the Old Gods and the Ordering of Azeroth undermined their common strength and will. They became indifferent to what was going on in the world, focused only on keeping their crypts and magic mechanisms running.

But Tyr was not a victim of the apathy of his brothers and sisters. His will and desire to maintain justice and order in the world propelled him forward.”- from the first volume of "Chronicles"


And here the whole context of the blessing of the Aspects is completely omitted. They were granted power not because the guardians were lazy, but as a reward for their heroic victory over Galakrond, which is not mentioned here. Generally. That is, in the halls they also managed to put the keepers in a bad light - and yet Odin continues to make contact with them during the war with the Legion.


There is also an imaginary accusation of the dragons in the original filth inherited from the elementals (that is, all the elementals, as a whole class of creatures, also got it) and again an important detail is missed - it was not the keepers who blessed the future Aspects, but the titans themselves. That is, this event was approved at the very top. Yes, and Odin's three requests to help him with the Valarjar, judging by the "Chronicles", were not there either - there was only one attempt.



And judging by the syllable from the same “Chronicles”, the Allfather was very much annoyed not only by the very initiative with the dragons, but also by the fact that his opinion on this matter was successfully ignored.


And again self-quoting:


“Was Odin right? He was right, just as a person would be right who said that an orc could not pilot a shredder without crashing, believing that all orcs were too stupid for this. This shredder would eventually crash, not because of the quality of the orc pilot, but because of a gnome mine or a dropped bomb. Let the result be the same, the reasons for it are different. One considered dragons unworthy only because they were, in his opinion, racial inferiority compared to the forged titans in matters of protecting the world.


Yes, the Aspects did not do their best. But not because of their being dragons, but due to the fact that the Old Gods were able to get to Neltharion, whose madness led to the madness of Malygos. There are also green dragons and Nightmare - but this is a completely different topic. With the fall of Nozdormu, too, there are many open questions - it is possible that he was only trying to prevent the appearance of an even more terrible end of time. And the titan-forged just as failed to cope with the threat of the Old Gods and their task. Loken took possession of Ulduar, with the help of Helia, sealed Odin in his flying fortress, and Ironaya and Arkedas, who escaped the sad fate, in the end, simply fell asleep in Uldaman, there is nothing to say about Ra.


The whispers and influence of the Old Gods from their dungeons were a threat that neither the guardians nor the Aspects were ready for. Moreover, empowering a group of local creatures from the newly ordered world is a traditional practice for the Pantheon. And just like that, that the guardians, that the dragons used to sit out when they should have intervened as the protectors of the planet.”


Eye of the Guardian


Another original story. It is possible that Odin did indeed donate his eye to some powerful spirit from the Dark Lands.


“The essences of death are ancient and powerful, the great Odin. Meddling in the affairs of their world is dangerous even for someone like you.”- another reminder of how little we know about the world of the dead and its inhabitants.


First of the Val'kyr


But then we have the apotheosis of the “Legend of Odin”. Here lies are just around the corner. Nor is there a single mention of Odin treating Helia as an adopted daughter. Probably not to rub salt in the wound. The narrator writes off Helya's reaction to the creation of the Val'kyr as some kind of corruption, but in fact, she stood up for the vrykul when Odin announced that he would forcefully turn them into Val'kyr and force them to serve him against their own will. And here's another note - the legend focuses on the fact that it was Helya who flirted with might and main with the Dark Lands, but it was Odin who studied them and quite successfully, since he himself created the Val'kyr. The study of this plane of reality by Odin in the legend is omitted - it is understandable, since this explains the imaginary madness of Helia when she was forged by the titans. So there were no peaceful exhortations from Odin - on the contrary, it was Helya who tried to convince him.


And she did not try to destroy the Halls of Valor by bringing them down to the ground, which Odin allegedly miraculously prevented. Helya only threatened that she would return the Halls to Ulduar if Odin really took up the creation of an army of slaves.


And there was no terrible battle between Helya and Odin, her transformation into a ghost through her own negligence and miraculous salvation, with her request to turn herself into a Val'kyr in the name of redemption. Odin attacked Helya in the middle of their argument and forcibly turned her into a Val'kyr, and then subjugated her to his will and forced other vrykul to turn into winged phantoms. And yes, contrary to the text of the legend, he did not regret what he had done, because in his mind he perceived all this as deeds for the protection of Azeroth and for the glory of the Pantheon.


Sealing Hall of Valor


So Loken didn't need to lie to Helya, just letting her go was enough. Helia was never able to forgive Odin, she dreamed of taking revenge on him for what she had done to herself and other Val'kyr, all these years her anger and the feeling that she had been betrayed grew in her. Loken, led by Yogg-Saron, took advantage of this, who wanted to neutralize Odin and his mighty army. Loken restored Helya's free will, and by playing on her feelings, he was able to convince her to permanently seal the Halls of Valor. And now Helia herself created a new home for herself and her Val'kyr, in which the sorceress, and not Odin, commanded the spirits of the dead. But the indelible scars left by everything that had already happened to her made Helya a cruel and gloomy person. And they did the same with her new home and its inhabitants.


“But still, the darkness that had festered in Helya's heart for so long turned Helheim into a realm of nightmares and shadows. The souls of the dead vrykul that arrived there soon turned into vengeful and ghost-like creatures. These cursed spirits were known as kvaldir. They became one with the mists of the ocean and associated with the ebb and flow of its waters. The eternal fire of malice and torment that burned in their souls led the Kvaldir to devastate and plunder the shores of Kalimdor forever.”- from the first volume of "Chronicles"



Let us return to the question posed earlier: “Does Odin believe in fictional events from his legend?”


As we have already figured out, it is quite logical for Odin to consider Helia a soulless traitor, and himself an innocent sheep. These are the features of his thinking. But how far does he go in these illusions?


It's one thing if he simply twists the story to fit his vision of the problem (or approves such a chronicle from his admirer), it's another if he believes in these distorted facts, like Helya's plea to make her a Val'kyr.


One is much closer to the mythological gods of real world folklore than the other guardians. This is the merit of his selective morality and huge ego, while he does all these sometimes terrible things with the best of intentions and is simply unable to perceive them in a bad light. Therefore, the deliberate concealment of the truth in the name of the common good and blissful ignorance here will be quite in the spirit of his character.


Nevertheless, given the peculiarities of his character, it is theoretically possible to imagine that he still believes even in the wildest propaganda from such tablets - just automatically. But this is just speculation.


Personally, I prefer the first option, and I think it is more logical, but the second one may turn out to be an interesting course of events that will make his story even more odious - but again, this is just speculation.


In any case, it would be interesting to see references to this in the game. For example, Ra, who sheds the light of truth on these legends. Or just some character who tries unsuccessfully to play on the guilt of the Allfather, whose wall of self-conceit of a giant ego is simply impossible to break.



And the second monument from the Heavenly Citadel, with its history, everything is in perfect order:



Odin's Chosen


Tales of the greatest vrykul,

that ever lived in this world


Honor in memory


I dreamed of heroism. I wanted to ride into battle as a warrior with a blade in my hand. I wanted to wipe Odin's enemies from the face of this world.


But this was not destined to happen. I wasn't born the strongest or the fastest. I had no predisposition to mystical power. I could never achieve glory in war. So instead I decided to record the deeds of those who were able to achieve this. I started with Odin himself, telling stories of his greatest battles and exploits during the time he cleansed Azeroth of the Dark Empire.


Now I will record the stories of his followers. Countless vrykul sought Odin's favor with their acts of heroism. They deserve to be remembered in this life and the next. And if I can help them achieve immortality among the living, then perhaps they will invite me to join them in the Halls of Valor so that I can tell tales of them for all eternity.


Anonymous


His name is Dragonblood


After the fall of the gloomy lords of the Dark Empire, the aqirs fell silent for many centuries. But they were not idle. They gained strength in their underground holes: they made plans and insidious plans and increased their numbers. The Akir believed that the Old Gods would one day rise again.


They hid well. They built their caches deep underground. Few vrykul could follow them through the deserts of the southeast.


A vrykul warrior named Octel decided to learn their secrets. He spent years wandering the barren sands alone, learning the ways of the aqir. Slowly, carefully, he studied their habits, territories, and weaknesses. His sightings were recorded and circulated among the vrykul - they greatly aided them in their raids. Octel was confident that if given enough time, he could reveal the location of the aqir's hidden labyrinths.


Akira couldn't let that happen. They started a false trail and waited for Octel to walk on it alone, and then struck. They soared up like a swarm, filling the entire sky, and attacked him from all sides. They practically ripped Octel to pieces and then just left him to die slowly in the terrifying heat - his fate was meant to be a warning to his people.


For three days and three nights he suffered, unable even to move. But he continued to live. On the fourth day, a red dragon found him. She was wonderful, huge and powerful, she circled above him and shouted to Octel: "I can not imagine your agony," she said. “Why do you cling to life for so long?”


“I still have too much to do.” Oktel answered.


“I can bring you back to your people - they will take care of you.” - said the dragon.


“My work is not finished. Lend me a crumb of your strength and I will return to my people myself - with a collection of aqir heads in my hands.” Oktel answered.


The red dragon stood next to him and cut one of her veins. Her blood mingled with his own, and he felt strength returning to him. “I am the Guardian of Life. I give you this power not to take life, but to protect it.” - she said. “Akirs will kill a lot of creatures if left alone. Go, warrior, and complete your mission.”


Octel got up and went far into the deserts, finding there the greatest refuge of the aqirs. He kept his word, destroying the aqir that attacked him and destroying countless clutches of their eggs. He returned to his people with a necklace of insect lord skulls around his neck. The vrykul gave him a new name: Octel Dragonblood.


Over time, he became the thane of his people. In war he was a fearless warrior, but in peace he was a compassionate sower of life. After his death, he was honored by vrykul and dragons alike.


May he now find the relief he fully deserves.


Asgrim the Fearkiller's last words


“You see it, right? We must have driven Helya into a true rage. Here it is her prize - beyond the horizon, floating towards us.


Let you have no doubts: today we will die. This is the dreaded Naglfar ship, and shelling it will reduce our ship to splinters. And what will happen next? His team will attack us and slit our throats, and Naglfar will transport our souls to Helheim, where Helya will completely deprive us of everything that makes us powerful, great and free. She will not waste time on trifles - she wants to doom us to eternal submission and service.


Let him try! May her Kvaldir puppets run towards oblivion! Together, we sent thousands of those damned, corrupted creatures back to their hell. We have rescued countless vrykul souls from their clutches.


We will die, but we will drag their crew with us into the depths of the sea! Keep the song of death in your hearts and keep the blade in your teeth, even if a fountain of blood bursts out of you. If even one of their team remains alive, then all our souls will be finished. But if they die with us, then Naglfar will set sail further and return to Helia ... empty, without our souls and theirs. May our dying breath rob Helheim of its faithful servants.


Years have passed. In the course of her travels, she traveled all over Azeroth. Her battles gave rise to great tales of courage and strength. But still, she didn't celebrate. Look forward, not backward - that was her eternal credo.


When Ashildir began founding the Valkyr Order, she called on the strongest women among the vrykul to join her. Dark forces acted against Odin and the Hall of Valor. The very existence of their people was at stake.


Shieldmaiden Iounn answered the call: “Ashildir gazes through this life into the next. I will help."


Iounn became Valkyra's loyal protector, a thorn in Helia's skin. Again and again, she foiled Helya's plans to destroy the Hall of Valor.


But all this was practically in vain, because Ashildir herself fell in battle. Helya's minions went to retrieve her remains, hoping to capture her soul for Helheim. No one but John stood in their way. She fought bravely, ignoring her wounds and fatigue. She carried Ashildir home to Stormheim, where she was laid to rest. Her spirit ascended and she became the queen of Valkyra forever.


John was badly injured. She lay down next to Ashildir's grave and waited for her life to end. She raised her shield for the last time in salute and died with a smile. Halls of Valor will one day close. Their gates are bolted. Their heroes are rejected.


Black Fist Lessons


The vrykul protect this world. This is our duty, our task, our solemn oath. And yet, we share this world with mortals, whose power and strength are much less than ours. Most of them are selfish little creatures. Some have a sense of honor and order. Only a small handful have the fortitude to achieve true power, mastering the forces that drift in and out of our world through their skill and ingenuity.


The vrykul warrior, Heimir Blackfist, has made it his mission to find the native inhabitants of this world in his travels. He was driven by curiosity. Most vrykul dismissed these outsiders as worthless. But could any of them achieve something more?


Most creatures ran away at the sight of him, and for good reason. Heimir's height and stature was impressive even for a vrykul. But sometimes, the creatures came back, watching him from afar. He didn't mind. With every sunrise, he woke up from his sleep and began to practice with his shield and sword. The guests watched him closely.


Heimir demonstrated to them the stances and techniques that would later become the foundations of honest warfare. And then after weeks, he stopped doing it. He sat down in the open clearing with his sword on his knees and waited. Alone. He waited days. weeks. Sometimes months.


But in the end, one of the curious mortals approached him. Sometimes they came with primitive handmade blades, or if they lacked knowledge of metalworking, they made heavy training swords out of wood. This has always been a good sign. Those who worked were rewarded.


Heimir didn't know any of their languages, and they didn't speak his. So they communicated the only way they could: Heimir raised his blade and waited for them to raise theirs, and then the sparring began. Had any of them attained vrykul novice skill? No. But this was not surprising. They were primitive mortals, not titan-forged warriors.


Heimir stayed with them and trained them until they developed a true warrior spirit. After that, he left. He did not return until several generations had passed.


And during this time, a military tradition developed. The students continued their training. They became masters and taught their skills to new novices. Heimir no longer needed to teach them the basics. He taught them new advanced techniques. Then he left. Generations later, he again gave them new knowledge.


Heimir's dream was simple. Perhaps these outsiders will become mighty warriors themselves, equal to any among the vrykul. But in his entire life, no one has ever beaten him in sparring.


Brave and intelligent, diligent and wise, he was an incredible force on the battlefield. Odin's enemies trembled before Volund. His blade, his bow and his spear secured him many victories and earned him great fame. His attention was drawn to the ancient and mysterious fragments of the Dark Empire. The war between the titans and the Old Gods scattered countless fragments of power across Azeroth. The tools of the Old Gods were too dangerous to even touch, so Volund destroyed them wherever he found them.


But titan artifacts were valuable treasures. On the battlefield, they often gave Volund unfathomable strength. Before that, he was a skilled warrior: now he was simply unstoppable. He moved faster, hit harder, and led troops to victory that were vastly outnumbered by the enemy. Any artifact that he could not use himself, he gave to other warriors, thus granting them miraculous abilities.


But he still wanted more. If he had gathered enough titan power, he could have personally destroyed every enemy on Azeroth and brought eternal peace. So he thought.


In the end, Volund found something that could make his dreams come true. An ancient construct of titans, built for war against the most powerful creatures of the Old Gods, rested under a mountain range near Stormheim. Volund believed that if awakened, he himself would embark on a journey across Azeroth and destroy all traces of evil and chaos. Volund studied it for many years before trying to revive it again.


He has been successful. The construct came to life and began to attack all living beings. That is why it was destroyed and buried: servants of the Old Gods corrupted it, turning it against the allies of the titans.


And although Volund survived the first contact with him, the construct seemed invulnerable. He turned to the nearest titan-forged bulwark, Stormheim itself, and went there to destroy it. He could succeed in this. Volund gathered all his treasures, all his artifacts, all his accumulated tools and armed himself with them to stop the construct.


And see you next time! *)


Thanks again to the readers who support the blog on patreon : pitet, dervesp, Vladimir Kravchuk, Maxim Zuev, Vemy, Denis Matveev, zymko, Leorik, Fadj, Sergey and Dyshik.

In World of Warcraft: Legion, the developers are betting heavily on dungeons, presenting them as a full-fledged alternative to raids. In this regard, Blizzard continued a series of reviews about dungeons on the official website, and today we will talk about the Halls of Valor and the Maw of Souls.

Official Blizzard Quote ()

Heroes of Azeroth will face many challenges - in particular, dungeons scattered across the Broken Isles. In this review, we will talk about two of them: the Halls of Valor and the Maw of Souls.

Halls of Valor

Minimum level: 98
Zone: Stormheim
Number of bosses: 5

High in the clouds above Stormheim, the Guardian Titan Odin summoned Azeroth's finest vrykul warriors and appointed them as his Valarjar. Between feasting and hunting, these honored vrykul prepare for the greatest of wars. Adventurers who hope to stand before Odin and claim the Aegis of Aggramar from him will have to enter the Halls and prove themselves worthy of such a great honor.

    Developer comment: Inspired by the Norse myths of Valhalla, this dungeon was inspired by the Norse myths of Valhalla, so we wondered what the greatest vrykul warriors consider to be a well-deserved reward for their deeds. By answering it, we determined what will happen in each area of ​​the Halls of Valor: feasting, carousing, hunting, forging, martial arts. The majestic architecture reminds us of the role of the titans in the history of the vrykul, as well as the origins of Odin - henchman of the Pantheon in Azeroth before the events that took place in the Storm Peaks during the Wrath of the Lich King expansion.

The Halls of Valor are located in the southeast of Stormheim. You will have to fight your way through the Gates of Valor to be able to enter. This is a multi-level dungeon.

Fields of eternal hunting

Fenrir: The best vrykul warriors hone their skills in the Fields of Eternal Hunting, and each of them strives to take down the biggest beast. But neither people nor predators can compare with the strength of the wolf Fenrir, the true lord of the Fields, whose claws and fangs strike the victim swiftly and without a miss.

high gate

Himdall: clad in shining golden armor and hewn as if hewn from granite, Hymdall serves eternal service at the gates to the Halls of Valor. Odin himself instructed him to stop the attempts of the unworthy to enter the Halls, and Hymdall, along with the storm dragons, obeying the call of his horn, does not intend to let the lord down.

Hyrja: in her lifetime, Hyrja was a consummate warrior capable of defending the Val'kyr from any threat. The titan keeper Eyir drew attention to her courage and valor. After her death and ascension to the Halls of Valor, she honored Hyrja with the greatest honor, turning her into a Val'kyr herself.

Halls of Valor

God King Skovald: Gul'dan approached the vrykul king Skovald with a simple offer - he could join the Legion and gain incredible power, or doom his people to death. Dreaming of glorious victories, Skovald accepted the gift of the Legion, and with it the most important task. Now he must take the Aegis of Aggramar from Odin in the Halls of Valor, in order to then give it to Gul'dan. Only then will he be able to proceed with the promised conquests.

One: The Pantheon endowed the Titan Guardian Odin with the power to lead armies against the Old Gods. Subsequently, he raised the Halls of Valor to the skies, selecting the best of the best vrykul to defend Azeroth. When Ulduar was in the power of Yogg-Saron, Loken betrayed Odin, and Helya cursed him. So the Keeper of the Titans was imprisoned forever in his halls.

Maw of Souls

Minimum level: 110
Zone: Stormheim
Number of bosses: 3

As the greatest vrykul warriors ascend to eternal glory in the Halls of Valor, their cursed brothers and sisters are cast ashore in the Maw of Souls. Shrouded in thick fog, they await the Naglfar, a nightmarish ship of muscle and bone, to take the unfortunate to Helheim, Helya's domain.


Here is a guide to the new Cataclysm profession. Here the questions of leveling a profession, a description of races and rare artifacts are considered. In a word - archeology and all its dusty secrets!



Why archeology?


On the surface, Archeology seems like a game Blizzard made for people tired of hacking away at Bejeweled for days due to the lack of new content. But if this is the real reason, then only half!

Of course, Archeology takes a lot of time with all the flights around the world, and what’s more, no matter how much you get your face dirty digging up artifacts, most of them will just be junk that no one cares about (except for the bowl that summons dancing dwarves with a cooldown of 10 minutes, who doesn't want it!). However, in addition to a bunch of unnecessary gray and blue items, you have a chance to dig up a truly coveted epic artifact. Yes, yes, you are not mistaken, epics!

I won't say they are easy to find. But at the same time, I can’t help but mention that any epic item you find will be account-bound. This means that if you find the sword [Zin-Rok, Breaker of Worlds] and cannot use it, then it will perfectly suit your warrior once he reaches level 85.

Last in order, but not least. If you do not want to bother collecting artifacts yourself, then you can get more than one specie by pumping Archeology. The fact is that each race has its own key fragments used by archaeologists in order to speed up the process of creating artifacts of the corresponding race. And if you still do not want to collect artifacts, other archaeologists will tear off these very key fragments with their hands.

Where to begin?


The first step is to get the skill itself. The easiest way is to visit the capital of your faction, find an archeology teacher and get an Apprentice degree. You can level up a skill with the same teacher, you don't need to go to Outland or Northrend to do this.

Horde: Orgrimmar - Belloc Brightblade
He is in the same room as Garrosh, on the right side of the throne.

Alliance: Stormwind - Harrison Jones
You'll find him in the Stormwind Library on the right side of the room, surrounded by three students.

Once you have learned the skill, you can go looking. The place where you start excavating will depend on both character level and skill level. Let's dwell on each in more detail.

Character level

You have access to excavation sites on continents that match your level. This means that at level 40 you won't be able to see the digs in Northrend and Outland at all. Fortunately, the ability to collect one or another artifact does not depend on the level of the character, but on the skill level.

Skill Level

It depends on him whether you can collect artifacts of a particular race. For example, at level 230, you cannot build Draenei and Orc artifacts, since they require at least level 300. Below is a list of restrictions:

  • No level cap - Dwarves, Night Elves, Trolls, Fossils (Eastern Kingdoms and Kalimdor)
  • 300 and up - Draenei and Orcs (Outland)
  • 400 and above - Nerubians and Vrykul (Northrend)
  • 525 - Tol "viry (Kalimdor - Uldum)

Based on this, you will start exploration in Kalimdor or the Eastern Kingdoms, then move on to Outland, etc.

Excavations


This is the heart of archeology. This is what you'll be looking for when trying to get that elusive rare artifact or those very last skill levels, this is what you'll put all your prayers on because they never show up where you need them! Here's how it all works.

If you look at the map (having previously learned the Archeology skill), you will see small spades scattered throughout the continent. These paddles mark the location of the excavations that you will run non-stop.
Within the same continent, 4 excavation sites are available at the same time. As soon as you clear one, another will immediately appear in a random place on the map, you will not experience a lack of excavations. It is especially pleasant that everyone has their own excavations. No one else can rob your dig, you don't have to compete with anyone, as in the case of Mining or Herbalism, all you have to do is fly to the place and start digging. Well, let's get to work!


How to find artifacts


Once you have chosen a suitable dig site, you need to find out where the item you are looking for is located. Luckily for all of us, Blizzard doesn't make you endlessly point your finger at the sky, instead they provide special equipment, just like Indiana Jones (only without the hat and whip).

When you use your Explore ability while in an excavation area, you will either get incredibly lucky and the relic will appear nearby, or you, like everyone else, will dig everything around until you find that cherished place. After using the Explore ability, a strange device will appear in the form of a tripod with a spyglass and a light bulb. The lamp can light up in 3 colors:

  • Red - you didn't get close to the place
  • Yellow - you are on the right track
  • Green - you are very close

The spyglass points to the location of the nearest fragment, just keep digging until you find it. On each dig you can only find 3 relics, then you can move on to the next location.

Where to upgrade


As I explained above, you will not be able to collect an artifact of a certain race until you reach a certain level in Archeology. Don't worry about it, as it's much easier and faster to level in the low-level zones (Eastern Kingdoms and Kalimdor) than in the high-level ones (Outland and Northrend). This is a purely subjective opinion, and you may well disagree with me if you think that leveling in Outland is much faster than in Kalimdor. But while excavating in the Eastern Kingdoms, and especially in Kalimdor (since I am a Horde), I tried to unearth everything that was possible in the lower part of the continent so that all 4 blades appeared in the upper one, and only then flew there.

Horde

The above method is convenient teleports. Of course, it is most useful for level 85 players who have already completed the required quests, but given the [Stone of Return], it is also useful for low-level players.

In the northern part is Orgrimmar, which can be teleported to with [Stone of Return] and Moonglade for druids. Uldum and Tanaris are located in the southern part of Kalimdor. If you've already completed quests in Uldum, you can port there from Orgrimmar. With the same success, the Wielders of the [Signet of the Kirin Tor] can teleport to Dalaran and from there port to Tanaris.

It goes without saying that low-level characters will have to be much more dodgy, because they cannot teleport so much. Therefore, I recommend that they pump Archeology in the Eastern Kingdoms in order to use airships to fly between Thunder "goal" and Undercity.

Alliance

The alliance does not have capitals on the mainland of Kalimdor, of course, you can teleport to Exodar or Darnassus, but you still have to sail to the mainland. I would advise you to anchor your stone somewhere in the north of Kalimdor if you intend to dig there for a long time, or if you are a Druid, anchor your stone somewhere in the south and use the teleport to Moonglade at any time.

For low lvls, I would also recommend leveling in the Eastern Kingdoms, since the Alliance has 3 capitals there, which gives you faster flights with the ability to install a stone somewhere in the south or in the center of the mainland.

Outland and Northrend

These continents are quite complex. In Outland, for example, there are only 2 races (Draenei and Orcs), but at the same time, as many as 45 fragments are required to create one artifact, instead of the usual 30-35 in Kalimdor and the Eastern Kingdoms. And so that life doesn’t seem like honey to you at all, Northrend also needs 45 fragments, but at the same time you can still be forced to dig up the ruins of Night elves or Trolls, instead of Vrykul and Nerubians, which slightly delays the pumping process.

As a result, I would advise you to download Archeology in Kalimdor or the Eastern Kingdoms, because the number of available excavations there is the same, but due to the [Stone of Return] and a lot of teleports, you will get to them much faster. What's more, I've noticed that in Kalimdor/Eastern Kingdoms, digs appear close together more often than in Outland/Northrend. Among other things, crafting an artifact in Kalimdor/Eastern Kingdoms requires a lot less fragments, which will incredibly speed up the process of leveling the skill as a whole.

Frugal use of fragments


As you probably already noticed, there is a lot of dust and puzzles in the great world of Archeology. So what will increase your skill?

There are 2 ways to develop the Archeology skill, and the first one will only work until you get 50 points (before patch 4.0.6 - until you get 100 points). Each time you dig up a fragment, you will be awarded a skill point, up to skill level 50. And the closer you are to this mark, the harder it is to get a point. Just as the recipes for crafting professions turn green as the skill is leveled up, so the imaginary recipe for “digging up a fragment” also decreases in usefulness. And although it will be difficult for you to get to 50 points just by digging, in no case collect any artifact, you will need them later.

The 2nd method is the compilation of an artifact from the fragments you found. For each artifact collected, you will receive 5 points, regardless of your current skill, whether you have already collected such an artifact, and what race this artifact belongs to. If you are lucky and have dug up a rare artifact, then for compiling it you will be given as much as 15 points! But at the same time, rare artifacts require more fragments, therefore, more time to compile them.

After getting 50 points from digging, you should have tons of fragments, and by collecting artifacts, you will take level 100, at least. This will give you more or less solid ground to level up, as you will no longer be able to level up just by digging.


Races


A brief description of each race and where to find their fragments.

Dwarves
Most often, their digs are found in the Eastern Kingdoms, in places surrounded by a red line or where the dig is part of the location (for example, Steelworker's Digs in Loch Modan). Their fragments look like red Chinese vases. Typical examples of their excavations are ruins in the Burning Steppes, dwarven villages in the Twilight Highlands, or Uldaman.

Draenei
Their excavations are located in Outland in places where they supposedly "been", as well as near the wreckage of their ship and the technologies they left behind. The fragments look like purple and gold Draenei style discs. Typical locations are Auchindoun, devastated villages, and the Netherstorm.

Fossil
They can be found in both Kalimdor and the Eastern Kingdoms, and of all the rare artifacts, the rare fossils are the ones you'll most likely pick up first. There are only 2 of them - [Fossil Hatchling] and [Fossil Raptor]. After you find both, the fossil dig will be completely useless for you, as they don't even have key fragments. Ordinary fragments look like small stones with an imprint. You will find excavations near large accumulations of bones, in desert lands where there are no traces of civilization. Typical locations are the coastline of the Swamp of Sorrows, the river in the Hillsbrad Foothills, or Un'goro Crater.

Night elfs
They are most commonly found in Kalimdor, but also tend to spawn somewhere in Northrend or the Eastern Kingdoms. Thanks to the prevalence of elven ruins, you'll pick up a hefty pile of elven ruins in Kalimdor, which isn't bad if you're on the hunt for one of their rare artifacts. The fragments look like thin brown vases. Excavations are scattered literally throughout Kalidor, such as the ruins in Feralas, Dire Maul, the Wastes or Winterspring.

Nerubians
These excavations are very rare. You will come across more vrykul, troll and elven digs than nerubian ones. You can find them near the "settlements" of the Scourge, (lifeless wastelands, teeming with the dead and green slime). The fragments look like small golden vases. Typical locations are Talramas, Temple City of En'kila, Pletholme.

Orcs
Their excavations are only near the settlements of the "bad orcs". The fragments look like soft clay pots. Typical locations are Hellfire Citadel, Zeth'gor, Burning Blade Ruins.

Tol'vir
The last race you will unlock. The excavations are located only in Uldum. In a word, excavations - the cat cried.

trolls
Eastern kingdoms are literally teeming with troll ruins. Trolls only have 1 rare artifact - [Zin'rok, Destroyer of Worlds] , which is extremely difficult to find. The fragments look like troll signs. Typical locations are Stranglethorn Vale, Arathi Highlands, The Hinterlands.

Vrykul
Their digs are found only in Northrend, around vrykul villages. The fragments look like small wooden boxes. Typical locations are Ymirheim, Utgarde Keep, Jotunheim.

???
A very mysterious race, if only for the reason that it simply does not exist. This is just an empty cell, where some unknown race will show off in the future.

Common Artifacts


A complete list of common artifacts, with the number of fragments required, and whether they are related to the achievement.

Dwarves

[Old Anvil Crest Buckle] (34 pieces)
[Awesome Doorknocker] (35 fragments)
[Dice] (32 fragments)
[Carved Heel] (34 pieces)
[Ceramic Urn] (35 fragments)
[Breaked Shield of Horuz Ravenbreaker] (35 fragments) (achievement)
[Dwarven Baby Socks] (30 fragments)
[Golden night vase] (35 fragments)
[Petrified Ironstar Shield] (36 fragments) (achievement)
[Wrathforge Mithril Chain] (36 fragments) (achievement)
[Inlaid Goblet of the Cast Fist] (34 fragments) (achievement)
[Broken Sword of Tunadil the Redeemer] (35 fragments) (achievement)
[Pewter Cup] (35 fragments)
[Pipe of Franklorn the Artificer] (45 fragments)
[Bronzebeard Scepter] (45 fragments) (achievement)
[Charlga Razorblade's Scepter] (35 fragments) (achievement)
[Charred Staff of Shadow Priest Anund] (35 fragments) (achievement)
[Korl's Silver Curved Dagger] (45 fragments) (achievement)
[Twisted Silver Necklace] (34 fragments)
[Shadowforge Skull Staff] (35 fragments) (achievement)
[Spiked Forgerage Gauntlets] (45 fragments) (achievement)
[Stone Gryphon] (35 fragments)
[Burning Eye Warhammer] (45 fragments) (achievement)
[Winged Hammer of the Deep] (35 fragments) (achievement)
[Wooden whistle] (28 fragments)
[Word of Empress Zoya] (45 fragments)
[Scarred Hunting Knife] (30 Fragments)

Draenei

[Anklet with golden bells] (45 fragments)
[Painted scabbard] (46 fragments)
[Carved exotic wood harp] (45 fragments)
[Stateful Portrait] (45 fragments)
[Delicate Crystal Chandelier] (44 pieces)
[Goad for the Elekks] (45 fragments)
[Nathrezim Scepter] (46) (achievement)
[Strange Silver Paperweight] (46 pieces)

Fossil

[Ancient Shark Jaws] (35 fragments)
[Preserved Lovely Fern] (25 pieces)
[Black Trilobite] (31 fragments)
[Devil's Tooth] (35 Fragments)
[Feathered Raptor Leg] (33 fragments)
[Kraken Tentacle Imprint] (45 fragments)
[Piece of Amber with an Insect] (35 fragments)
[Proto-Drake Skeleton] (45 Fragments)
[Petrified Tree Shard] (30 fragments)
[Strange Velvet Worm] (35 fragments)
[Spiral Ammonite Shell] (35 fragments)
[Predatory Ancient Fish] (35 Fragments)

Night elfs

[Hundred Magician's Necklace] (45 fragments)
[Chest with Small Glass Animals] (34 fragments) (achievement)
[Deer Antler Brooches] (35 Fragments) (achievement)
[Coin of Eldre'Thalas] (35 fragments)
[Cracked Crystal Flask] (35 fragments) (achievement)
[Delicate Music Box] (35 fragments) (achievement)
[Silver Malachite Hair Clip] (35 Fragments) (achievement)
[Highborne Box] (30 fragments)
[Green Dragon Ring] (35 fragments)
[Inlaid Ivory Comb] (30 Pieces)
[Kaldorei Amphora] (35 fragments)
[Elune's Pendant Necklace] (30 fragments)
[Revealing Silk Nightgown] (30 Pieces)
[Xavius' Scepter] (35 fragments) (achievement)
[Glaive Fragment] (35 fragments)
[Silver Case for Scrolls] (45 fragments) (achievement)
[String of small pink pearls] (35 pieces)
[Crescent Blade of Shadows] (45 fragments)

Nerubians

[Jormungar Blood Bottle] (45 fragments)
[Heavy Heart Chest] (45 fragments)
[Abominable Ruby Ring] (45 Fragments)
[Scepter of Nezar'azret] (45 fragments) (achievement)
[Stucco in the form of a six-fingered creature] (45 fragments)
[Spider Sundial] (45 fragments)
[Vizier's Message] (45 fragments)

Orcs

[Demonic Scourge] (45 fragments)
[Furious Wolf Figurine] (45 Fragments)
[Grey Candle Stub] (45 fragments) (achievement)
[Stoneguard Mur'og's Hammer] (45 fragments) (achievement)
[Rusty Butcher Knife] (45 fragments) (achievement)
[Scepter of Nekros Skullsplitter] (45 fragments) (achievement)
[Skull Cup] (45 fragments)
[Glazed Clay Tile] (45 pieces)
[Small Bronze Scorpion] (45 fragments) (achievement)

Tol'vir

[Canopa] (45 fragments) (achievement)
[Sand Castle] (45 fragments)
[Statuette of a cat with emerald eyes] (45 fragments) (achievement)
[Etched Scimitar Handle] (45 Fragments) (achievement)
[Desert Palace Design] (45 fragments) (achievement)
[Soapstone Scarab Necklace] (45 fragments) (achievement)
[Small Oasis Mosaic] (45 Fragments) (achievement)

trolls

[Scepter of the Atal'ai] (35 fragments) (achievement)
[Jade and Coin Bracelet] (35 fragments)
[Cinnabar-dyed decoration] (35 fragments)
[Drakkari Sacrificial Knife] (35 fragments)
[Sinister Smolderthorn Idol] (35 Fragments)
[Gold Feather Earring] (34 Fragments)
[Amulet of Hir'ika] (30 fragments)
[Exquisite Bloodscalp Dining Set] (32 fragments)
[Gahz'rilla Figurine] (35 Fragments)
[Jade Serpent with Ruby Eyes] (35 Fragments)
[Lizard Foot Amulet] (32 fragments)
[Skull flower pot] (35 pieces)
[Gold Filled Tooth] (35 fragments)
[Zandalari Voodoo Doll] (27 fragments)

Vrykul

[Scramsacks] (45 fragments)
[Necklace of Sharp Thorns] (45 fragments)
[Flint and Steel] (45 fragments)
[Elegant Treasure Chest Key] (45 Fragments)
[Fanged Cloak Pin] (45 Pieces)


Rare Artifacts


Brief information about them:

Dwarves

[Bowl of Mountain Kings] - In addition to numerous stones, the bowl is decorated with a runic engraving describing the coronation ceremony of dwarven kings. To be sure, drinking from the cup was part of the ritual; in addition, the runes also describe the "Dance with swords", performed by female warriors, which was a mixture of ritual dance and imitation of battle. Obviously, this dance is an echo of the bloody brawls that accompanied the coronation process in the ancient, wild periods of dwarven history.

4 dwarves appear, bow and perform the traditional hopak, moving in a circle.

[Clockwork Gnome] - Apparently, mechagnomes were created for the same purposes as the earthlings - to serve the titans and protect their property. This mechagnome is clearly damaged as it does not perform any of the above functions. He just follows you everywhere.

Summons a gnome companion with a hypertrophied jaw and devilish gaze. Companion-merry fellow, no more.

[Staff of Sorcerer-Thane Thaurissan] - Arcanist-Thane Thaurissan led a clan of Dark Iron dwarves in the War of the Three Clans. After losing Ironforge to the Bronzebeard clan, Thaurissan retreated to Redridge Mountains and founded the city, giving it his name. During a desperate attempt to crush his enemies, the sorcerer-tan accidentally summoned the demigod Ragnaros, resulting in the instant death of the unfortunate mage and the formation of a volcanic peak on Blackrock Mountain.

The only epic dwarven artifact, the dps staff is coveted by many casters, especially those who don't have the ability to raid.

[Innkeeper's Daughter] - According to legend, Brücher Holdstone once ran a large tavern near Loch Modan. His daughter Qilin went on a wandering journey to distant lands, and soon rumors reached Loch Modan that plunged the old innkeeper into anger and despondency. The disgraced father turned to the warlock dwarf with a request to chain his daughter forever to his father's house, and he turned the girl into a stone of return, which, as you know, always returns to the owner of the tavern.

It works exactly like the Stone of Return, returning you to the tavern where you left off, and, moreover, shares the cooldown with it. Thus, there is no benefit, except for another picture.

Draenei

[Evidence of the Naaru's visit] - It looks like this crystal is some kind of recording device. You cannot fully decipher its contents, but the entry clearly refers to the first meeting between the naaru and the eredar.

After use, 3 draenei will appear, approach the Naaru and bow to him.

[Last Relic of Argus] - Before their arrival in Draenor and Azeroth, the draenei, then still calling themselves "eredar", lived on Argus. When Sargeras sent his troops to their planet, the prophet Velen and part of the eredar left the planet and called themselves the draenei, and their tribesmen who remained on Argus were absorbed by the Burning Legion. This crystal shard Velen took with him when he left Argus. The fragment is engraved with the inscription: "The memory of Mac" Ahri - always with me.

Teleports you to a completely random area when used. There are several famous locations, here they are:

  • Golakka Hot Springs - Un'goro Crater
  • Night Harbor - Moonglade
  • Dire Maul Arena - Feralas
  • dusk wood
  • Bolotina
  • Wailing Caverns
  • Hearthglen - Western Plaguelands
  • Tanaris
  • Badlands
  • Hellfire Peninsula
  • Blasted Lands
  • Stranglethorn Vale

Fossil

[Fossil Hatchling] - By assembling the skeleton with the help of arcane spells, you brought the lizard back to life. He turned out to be an extremely nice companion, and he practically does not need food.

Funny companion.

[Fossil Raptor] - By assembling the skeleton with the help of arcane spells, you brought the lizard back to life.

Cool mount, behaves the same as regular raptors, only without the flesh.

Night elfs

[Bones of Rebirth] - During the explosion of the first Well of Eternity, the capital of cultural life of the kaldorei went under water. To avoid a painful death, Queen Azshara made a deal with a powerful being - perhaps one of the Old Gods or an elemental - which resulted in the transformation of the surviving Highborne into the cruel serpentine creatures now known as the naga.

Turns you into a naga for 20 seconds. You move exactly like them, only you can't dance.

[Statuettes of a female druid and a male priest] - The figurines remind the night elves of that significant and exciting day for their society, when the elves were allowed to choose the path of the druid, and the male elves were able to comprehend the secrets of the priesthood. Until that day, these roles had been strictly divided between elven men and women for many thousands of years.

Illuminates you with a beam of green light for 10 seconds, the beam follows you (noted that if you are in shadow form, the beam will be purple)

[Highborne Soul Mirror] - Prior to the Great Sundering, the Highborne were notorious among the night elves for their arrogance, greed, and passion for extravagant attire. It was believed that for the Highborne there was nothing more beautiful than his own reflection. Mirrors like the one you found showed the elves a three-dimensional reflection, allowing them to see beautiful clothes from all sides. However, they often reflected the spiritual flaws of their owner, turning her already depraved face into a mask of vice.

Summons a mirror image of you that just stands and stares at you. Pretty creepy. Those who have watched "Mirrors" will understand me.

[Kaldorei Windsong] - "Song of the Wind" is assembled from richly decorated bronze tubes of different lengths, tied to a bronze vine. The artifact is clearly magical - the "song of the wind" plays its own melody even in calm.

When you use this, a melody just plays and the message "<Ваше имя>listens to his "song of the wind". And that's it. /facepalm.jpg

[Queen Azshara's Gown] - It is considered an indisputable fact that Queen Azshara was the most beautiful woman among the night elves. Unfortunately, judging by the flashy colors of this peignoir, her sense of beauty was far from perfect. "Always was, is, and always will be... only one Azshara."

Epic honor at level 60. The benefit is rather doubtful, now almost everyone uses heirlooms to level up the viola. But a beginner pumping his first Persian will be happy with him.

[Tyrande's Favorite Doll] - Tyrande Whisperwind is the High Priestess of Elune. She recently married and now rules the night elves with her husband. She grew up in the ancient city of Suramar, far from the first Well of Eternity and relatively close to where brothers Malfurion and Illidan Stormrage were brought up. Tyrande's idyllic childhood is a striking contrast to her later life, filled with bitterness and conflict.

Many healers would be happy to find this barbie. Maybe some still prefer the spirit to the intellect, but you must admit, a good starter accessory.

[Spark Amulet] - The lights are the spirits of nature, and according to popular beliefs, the souls of dead night elves. They live in close proximity to their native forest and assist the night elves in the construction and repair of buildings, as well as the defense of elven cities. Many Wisps sacrificed themselves to defeat Archimonde at the end of the Third War, so there are far fewer Wisps left today than in the old days.

Turns you into a wisp for 20 seconds. You can't take any action, it's like the Hallow's End wand effect, only shorter.

Nerubians

[Ancient God's Blessing]

Transforms you into a Green Beetle of Ahn'Qiraj for 20 seconds.

[Puzzle of Yogg-Saron] - This is a small box with sliding panels, lots of hinges and hidden locks. No matter how you move these devices, you can not open the box to look into it. The decision is greatly complicated by the fact that a whisper is constantly heard from the box: "It's YOUR fault. It's YOUR fault. It's YOUR fault!"

When you try to open it, she will whisper various provocative accusations and frightening phrases into your ear:

  • Ni "alota is a city in which many terrible crimes have been committed since ancient times.
  • The heart of a drowned god is black ice.
  • In Ni'alotha there is only sleep.
  • You resist. You cling to life like it matters. Nothing, you'll find out the truth.
  • Even death can die.
  • In the end, you are always alone.
  • There are no clear boundaries between reality and fantasy.
  • Only insane creatures roam the sleeping city of Ni'alotha.
  • Look around. They will all betray you. Run into the black forest, howling in terror.
  • The cold light of the stars makes people shiver in the darkness.
  • Every place, every object has a soul. Any soul can be consumed.
  • Did you have that dream again? About the black seven-eyed goat that's watching you?
  • Silent, quiet, watching houses always dream. To take them down means to get rid of suffering.
  • A huge rook is watching everyone from the top of a dead tree. No one dares to even breathe under its shadow.
  • Y "knat k" t "rigg k" yi mrr "ungha gr" mula.
  • Do you dream when you sleep? Or are you just walking away from the nightmare of reality?
  • It stands behind you. Do not move. Don't breathe.
  • Open me! Open me! Open me! Only then will you find peace.
  • What can change human nature?
  • He sleeps in a flooded city.
  • The void devours your soul. And will do it slowly.
  • Pisces know all the secrets. They know what cold is. They know what darkness is.
  • At the bottom of the ocean, even light dies.
  • A lamb got lost in a dark forest.
  • The tormented souls of the ancestors cling to you, screaming silently. There seem to be quite a few of them.

Orcs

[First Shaman's Headpiece] - The emergence of the shamanic tradition in orc culture is shrouded in mystery. In all historical documents, shamans are always mentioned along with the orcs. This simple headdress is as old as the world. We will never know the names of its creator and owner.

Epic hat for level 70 enchant shaman.

Tol'vir

[Crawling Foot] - Tol'vir legends tell of an evil genie that Ramkahen was hunting for. To avoid death, the genie tried to move into a monkey. Death overtook him during the transmigration of the soul, and only a small part of the genie moved into the animal - it is barely enough to control one paw.

The hand that moves on the fingers. Cool satellite. Hello Adams.

[Pendant of the Scarab Invasion] - During the reign of Pharaoh Tebhotep, the valley of the Vir "Naal River was invaded by snakes. Nothing could stop the reptiles until unexpected help came from the desert. Clouds of scarabs flew at the snakes and a battle ensued between them, ending in the complete extermination of both armies and the reign of peace.

Summons a horde of... peaceful scarabs. Are you scared too?

[Scepter of Az'Akir] - The Akir are an ancient race of incredibly vicious insects that have been at war with the trolls for thousands of years. At one time, the great civilization of Az "Akir was divided into two parts - Azjol-Nerub in the north and An" Qiraj in the south. The night elves managed to imprison the qiraji in a magical prison, but after a while the ancient god K "Thun again woke up his creatures.

Teaches you how to summon an excellent blue beetle mount.

[Sirocco Scimitar] - A long time ago, the well-known smith Irmaat of Ramhaken forged four scimitars, dedicating them to the genies-lords of the Four Winds. Scimitars are considered lost, but if you manage to recover this sword, then there is hope that there will be others.

A level 85 one-handed sword that is NOT unique. And this means that if you find the same one while playing for another character (because rare artifacts are found only once for each hero), then theoretically you can take one such handsome man in each hand.

[Staff of Ammunae] - Ammunae is one of the guardians of the Halls of Creation. Like other titanic creations in the Halls, it was created to guard a powerful device capable of destroying all life on Azeroth. Each of the guardians embodied one of the main elements. Isiset embodies magical powers, Ammunae embodies life, Setesh embodies chaos, and Raj embodies the light of the sun.

Level 85 Healer's Staff, you can consider it the opposite of [Arcanist-Thane Thaurissan's Staff] .

[Little Emperor's Ring] - Not much is known about Emperor Ningter. Tol "virs vigorously celebrated his coronation, the emperor was predicted a long and happy reign. However, Ningter died at a very young age, without fulfilling even a small part of his destiny.

Epic caster ring. Presumably named after the youngest pharaoh of ancient Egypt - Tutankhamun.

trolls

[Zin-Rok, Destroyer of Worlds] - Research shows that this magnificent sword was one of the greatest treasures of Hakkar the Soul Flayer, who lived in Zul "Gurub. In the years since the fall of Hakkar, the sword has been in the hands of many powerful warriors and paladins, and at some point - apparently from If you have used it too much, it has fallen apart.

Possibly the most coveted epic I've come across. A magnificent two-handed sword that would look great in the mighty hands of a Death Knight or Warrior. A drop rate of around 0.001% is very demotivating (although I may be overly optimistic about the chance of a drop).

Vrykul

[Nifflvar Beard Axe] - Vrykul axes are notable for their unusual shape: the lower part of their blade is extended below the butt. Thus, with a slight difference in weight, the blade width of a vrykul ax is greater than that of a normal axe. The vrykul use this principle to forge weapons and some household tools, and it is no stranger to dwarves as well.

Epic one-handed ax for level 80. Despite the fact that the ilvl is equal to things from Ulduar, it does not shine with characteristics.

I hope this guide helped you at least a little bit to dig in sandboxes around the world in a fun and meaningful way.