You will notice around 5 elites missing when you are in Darkshore. When you open your quest log, click the new icon. Those missing elites are marked with red icons. Navigate to the following link, and read the first comment. It includes the coords to those missing ones. Log out and back, then click the button. If your corpse is gone and you cannot find it, use the spirit healer.
I have managed to get most of the pets, toys, and one mount so far. I got around 3 items after farming Darkshore elites on multiple characters not worth the time. Keep in mind that some items disappear on use like:. I have personally lost it after farming it on all my chars a single drop. It was a very painful experience. So, you may want to hold on the items for now and not use them until they are fixed.
Posted December 7, Posted July 4, Sorry for the late reply. If Darkshore is controlled by alliance, you get the quests, and vice versa. Posted October I open the treasure chest, but only get the gears and the Azerite Armors have only 3 powers, how can players get higher level ones?
You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! A Game Master's role is to help players, to guide them in their journey and to make sure that everyone's stay on Firestorm is as pleasant as possible, by making sure that we all respect the rules, and each other.
You will thus be a support for the whole international community in game, and on the forum. Prerequisites: A good knowledge of WoW as a whole, but with a strong emphasize on the expansion you are applying on. Proper english skills, including a flawless spelling and the capability to follow and answer in a voice conversation. Having a great level of patience and compassion when in contact with players!
These worn pillars and crumbling structures are not totally abandoned - stories abound that murlocs and naga are slowly taking the ruins for their own. The night elves have a limited presence in Darkshore. They spend much of their time keeping the area directly around the port town of Auberdine safe. The night elves subsist mainly on what they can catch in the ocean and what they can get through trade. When not fighting one another, naga and murlocs that lurk elsewhere in the ruins of Darkshore attack any travelers who look like easy pickings.
Furbolgs inhabit a series of caves beneath the port. Uncultured but friendly to night elves in the past, their time in the ruins has turned many of them feral. Darkshore consists of a long strip of coastline in northwestern Kalimdor. It is sheltered to the east by mountains, which protect the wildlife in Darkshore from most the taint of the Felwood.
Unfortunately the taint has spread into Darkshore via the various rivers flowing through the zone from their sources in Felwood; bringing the taint with them which is turning the land grey and dead, and poisoning the wildlife and furbolgs with an insatiable rage.
Between the mountains and the beach lies a forest consisting mainly of evergreens. To the south, the forest thickens and the mountains recede, leading into the deep wilderness of Ashenvale. Darkshore contains no dungeons of any type, and no battlegrounds. The night elf village Auberdine is the region's only travel hub, and Alliance aligned. Auberdine is the only travel hub in the zone, and is Alliance aligned. It provides flight paths to many areas in northern Kalimdor , and has boat access to the Eastern Kingdoms , as well as to Darnassus.
Darkshore is home to several night elves of note. In the village of Auberdine, Terenthis sends promising young night elves to investigate the corruption of the local furbolgs. Then there's the Maw of the Void, something which is best to be discovered. I jumped into the whirlpool not knowing what to expect, and ended up discovering the secrets of a Demon Hunter.
The vehicle sections are also awesome, as are the normal quests. Darkshore in Cataclysm is, and I can say this with full honesty, my new favorite zone. One last note: it's absolutely beautiful. Comment by It's tricky to get around with a mount now, so the added flight paths are welcome.
The new quests are defintely a bonus, but be sure you know exactly what you're being asked to do before you set out, because many require more than simply grinding and you'll waste a whole lot of time if you don't. However, there is a throughly evil sound around the Grove of Ancients: maybe it's the sibilant wind from The Eye of the Vortex, but it seems alien and mis-placed, almost prompting me to call the police because I thought a child was being tortured next door.
It's a horribly uncomfortable sound. Thanks also to Girog for the Void tip. No boats Comment by roguedragon Darkshore is one of the most changed zones after the Cataclysm; very few of the old quests even remain, and those that do have been tweeked somewhat.
One of the new features in the zone is the free transportation in the form of nightsabers from the sentinels: you can use them kind of like a flight path to get to various points throughout Darkshore, including Lor'Danel, the Ruins of Mathystra, and some other highborne ruins south of Lor'Danel.
There has also been a new flight path added in the Master's Glaive and the old boats that ran out of Auberdine have been moved to the new Rut'theron village. On a silly note: though its commonly believed that the devastation in Darkshore has been caused by one of Chuck Norris' roundhouse kicks, it really was due to a sneeze from Deathwing A roundhouse kick from Chuck Norris wouldn't have left anything behind.
Comment by Volviga I used to hate this zone, because of the silly design of the quests wich let you walk from the almost most-southern point of Darkshore to the north, wich was devistating at the time, without mounts at lvl 20 etc.
And even after that, I hated the zone. It just didn't do it for me. But now This zone has jumped from "Probably the most terrible zone to quest" to "Might be the most awesome zone" on my zone-list.
I never had so much fun doing quests before, except maybe for the Elwynn and Duskwood quests Or wait, no I don't want to know it. I want to find it out myself ingame, if possible, ofcourse Comment by JohnPWest My only complaint is that my Worgen was 13 by the time he left Worg newbieland, and a lot of these quests had turned green. I wish there was a way to shortcut the new newbie zones.
Warg Shadow Priest of Gnomeregan. There is no docks in Darkshore since cataclysm! Comment by It looks like an achievement is missing called Ghosts in the Dark. I played a Worgen character in Darkshore, and, on the advice of another player, I jumped into the Maw of the Void the really big whirlpool in North Darkshore and I was "sucked down the drain" to another area.
I got the Going Down achievement on entering due to the drop. There is a Cenarion Circle druid sitting there. Ignore her for now. Go up the embankment, fight a few undead, then you will see a Demon Hunter at the top.
Kill him and he will drop a quest item that gives a quest to go to Ranger Glynda Nal'shea in Lor'Danel. Upon turning it in, the achievement will be gained. I have it on my worgen hunter.
I found it on Wowhead under Kalimdor Quest achievements, but I wonder why it is not here, under zone achievements. Comment by There's a couple quests in that camp, when you follow the chains they send you up there. Comment by dimos47ki7 anyone else having problems to complete the 90 quests in darkshore for loremaster? Comment by Is it just me or is darkshore one of the most bland zones created in the game.
Not only is the zone just structured poorly but the questing is so by the numbers boring that I feel it could discourage new players from hopping on to one of the best games out at the moment. Comment by OK for those of you like me who couldn't figure out how to get here with new dranei toon since cat came out Comment by This is a very nice play to level during The quests here are quite fun, and you can get a free, nice companion pet Withers.
After the Sundering, some night elves settled in the continent's northern reaches, on and near Mount Hyjal , including the port at the mountain's northern foot. However, the few night elves in Darkshore left the area in the course of the Third War , moving to the safety of Mount Hyjal and the Moonglade.
A small number of night elves returned after the war to the cold and desolate beach to revive the port. They dwelt in the village of Auberdine , which was used as a ferry outpost. The remainder of the seaside is left in ruins. Darkshore is one of the last refuges of the night elves, distant enough from Mount Hyjal to have been spared the worst damage from demonic attacks.
After the night elves returned here after the Third War, they found to their dismay that small parts of the land are tainted by the corruption from Felwood in the east. Auberdine keeps the majority of Darkshore under control, but the eastern border is gradually getting more and more corrupted. The fishing and boating industries are exceptionally strong. The night elves have a limited presence in Darkshore. They subsist mainly on what they can catch in the ocean and what they can get through trade.
When not fighting one another, naga and murlocs that lurk elsewhere in the ruins of Darkshore attack any travelers who look like easy pickings. Furbolgs inhabit a series of caves beneath the port. Uncultured but friendly to night elves in the past, their time in the ruins has turned many of them feral. Darkshore covers northwestern Kalimdor, and the tainted land of Felwood rises toward Hyjal to the south. The rocky cliffs, sandy soil, and ever-present sea mist ensure that little worth noting grows in Darkshore.
Kelp, seaweed, and rocks litter the beaches, and a few sparse trees dot the landscape away from the beach. Once a thriving night elf settlement, it is little more than a desolate beach dotted with ruined buildings. The weather is cold and stormy much of the time, with a wicked wind stirring up the waves. Rain and fog are prevalent for a good part of the year, allowing only the most talented sailors to navigate the dangerous waters.
Shipwrecks of the less talented litter the shallower waters and beach. The night elves currently living in Darkshore have focused their attention on rebuilding Auberdine. Most of the town is made of new buildings, as the night elves cleared away the ruins they could not restore. Many ruins remain through the coast, and harsh winds and salt water continue to corrode the once sturdy buildings. These worn pillars and crumbling structures are not totally abandoned - stories about that murlocs and naga are slowly taking the ruins for their own.
Rains, winds, rocky beaches, and sheer cliffs that have split the ground make the place inhospitable. Besides natural dangers typical of the area, aggressive wildlife roams the grassy hills and stalks among the dark trees. As a coastal area, Darkshore is cooled by a sea breeze and is perpetually humid.
Rain is frequent but mild. The majority of the forest is peaceful and tranquil, but a few spots have been corrupted by the presence of warlocks or tainted furbolgs.
Darkshore is dotted with several bodies of water, including at least one fairly large waterfall on the eastern side; I thought I saw movement behind the falls as I passed, but I can't be sure. The eastern edge of Darkshore is marked by a large mountain range, which separates Darkshore from Felwood directly east and Moonglade northeast. Brann Bronzebeard arrived in Darkshore by boat from Menethil Harbor, to work his way from the top of Kalimdor down, and thus Auberdine was a better option than Theramore.
Darkshore was the first he had seen of Kalimdor and was impressed.
0コメント