Since Legion has come to a close, we've taken a look back at the Druid forms that are unlocked via different artifacts and have made a list of those that are open for public use, locked off, or open with prerequisites. You'll find the forms below, with their status.
Fangs of Ashamane (Feral) Appearances
Classic All of these appearances are open to be used by all druids.
Valorous: Primal Stalker All of these appearances are open to be used by all druids.
Hidden: Moonspirit All of these appearances are open to be used by all druids.
Upgraded: Nature's Fury All of these appearances must be first learned from the Druids of the Dreamgrove.
Challenging: Ghost of the Pridemother All of these appearances must be first learned from the Druids of the Dreamgrove.
War-torn: Incarnation of Nightmare All of these appearances are locked to the public, and can only be granted as part of a Legendary item effect.
Claws of Ursoc (Guardian) Appearances
Classic All of these appearances are open to be used by all druids.
Challenging: Might of the Grizzlemaw All of these appearances are open to be used by all druids, as well as the model for a Furbolg character.
Hidden: Guardian of the Glade All of these appearances are open to be used by all druids.
Upgraded: Stonepaw All of these appearances are locked to the public, and can only be granted as part of a Legendary item effect.
War-torn: Fallen to Nightmare All of these appearances are locked to the public, and can only be granted as part of a Legendary item effect.
Valorous: Avatar of Ursol The first (green), third (purple), and fourth (red) versions of these appearances are locked to the public, and can only be granted as part of a Legendary item effect. The second (blue) version is off-limits.
Hey guys! This thread is a list for all staff made Azerite Effects. Unlike player made effects, this effects do not have to be CTSed. Instead they may be slotted, switched out, or completely discarded by players before or after events. The only time Azerite effects cannot be switched out is during event themselves. We also ask you put any of your active Azerite traits somewhere in your TRP. You may have a mix Staff Made and Custom Azerite effects but can only have three active at any one time. Also remember, like Artifact Gold Traits, Azerite Traits will unlock over time. April 27th, 2024 will be the day of the first trait’s unlock. The second will be unlocked in a mini event during a main event break in July or August. The third will be unlocked similarly during the next holiday break (November 2024 to January 2025). So everyone will only start with one active trait before eventually unlocking the second and then finally the third, similar to Artifact traits. For more info, look at this thread
Azerite Traits have sub sections. Generic traits are more rounded and role neutral. Tanking traits are more suited for characters who feel they like to tank. Healing Traits are more suited towards healers. Protection are more role netural ways for players to protect themselves. Location Traits are unlocked once a faction has unlocked a zone. They are not inherently limited to that zone but some effects are. Their may be items in the future that allows players to use those location locked traits to be used anywhere.
Below are a list of the traits. Keep in mind STAFF HAS A RIGHT TO EDIT THESE EFFECTS AT ANY TIME IF WE FEEL THEY ARE OVERTUNED, UNDERTUNED OR JUST NOT WORKING AS INTENDED.
Generic Traits: Can be used once the HoA is Unlocked
Spoiler:
Earthlink: By choosing this effect, you find yourself bound more than ever to the pulse of the planet. Each beat of Azeroth’s heart brings you power but this power reduces over time.
Once per event you may activate this power, syncing yourself with rhythm. At the start of your turn after, roll 1-10. Whatever the number lands on is the amount of rounds your healing and normal attacks are empowered by Azeroth. Your healing is better and your attacks hit harder, as well as doing added arcane damage to melee, ranged and magical strikes. The empowerment of this buff fades each round it is in use and cannot be refreshed. This effect completely fades when the event is over.
Blood Siphon: Choosing this effect makes you more intune with the ebb and flow of the lifeblood within your allies. Their heartbeats become more apparent– thrumming along in concert with your own.
The Heart becomes a conduit, linking you to TWO of your choice of allies. Their pain is yours, their emotions swim in dizzying disarray along with yours. You feel their bodies moving as if they were your own– ghost limbs on the edge of your subconscious.
Twice per event, when one of the linked allies is injured near you in a way that sheds blood, the Heart siphons that shed lifeblood and bolsters your next melee, ranged, or magical attack with an added powerful and potent boost of blood magic. How this manifests alongside your attack is up to you.
Lifespeed: The Heart of Azeroth taps into your very vitality– the untapped potential within yourself. Once per event, you can activate this ability and the Heart siphons some of your vitality to give you a surge of speed giving you a choice. You may empower your speed to be able to dodge ANY counter attack or threshold roll even if it’s claimed to be undodgeable(Dm Discretion) for the rest of the event OR for one encounter you may empower your attack speed, allowing you choose another group to attack with for that encounter.(The second effect can only be used by a max of 3 players during the event and they must choose different secondary groups to go with. You must also put in your TRP what your secondary group is)
On my Way: True veterans of war know that to win a fight, you must work as a team. The heart gifted to you seems to be able to read this as well, channeling the cries of your allies into a gift of speed - urging you on to strike back at what harmed your ally.
Twice per event, when someone near you loses a counter attack, you may initiate a counter attack against whatever hit them and place yourself near your struck ally. (You must declare you’re doing this in a quick raid macro)
Unstable Flames: This trait teaches the user how to cast Azerite Fireball. An Azerite Fireball is an unstable, explosive and deadly version of a normal fireball. This attack can be cast indefinitely, so long as this trait is slotted, and every explosive strike of this weapon leaves behind unstable Azerite Flames.
Once per encounter, you may connect with the Unstable Flames and cause them to erupt wherever they may be, causing an Azerite explosion that tears through enemies and allies alike.
Heed my Call: The Heart of Azeroth pulses energy, allowing you to grasp the Azerite Infused elementals that travel under the earth.
Once per event, you may tap into this web of connections– sending a pulse of energy out in all directions, as far as the eye can see. A smaller errant Azerite elemental heeds your call, lumbering to your side and prepared to do battle on your behalf. This creature acts as a pet and can take actions during your turn as normal pets do. This pet lasts until the end of the encounter it is summoned on but you may use the Heart to roll to keep control of it. If you choose to do this and fail the roll, the Elemental becomes hostile and attacks everyone.
Azerite Globules: The Heart finds itself empowered by Azerite - but it’s not against using its own blood to defend itself and its wearer. Every time you attack, you cause a tiny little globule made of Azerite to form. Upon reaching three spawns, they will join together and swarm over your foe - and promptly explode. These globs will follow you until you decide to send them to explode on an enemy or enemies. However, if you already have three globules, you cannot create more until the current three have been sacrificed. Be warned however, as other creatures made of azerite may be able to absorb them and empower themselves.
Gutripper: Hitting someone while they’re low may not be the most honorable act in the world, but it is hardly ineffective. With this trait, you can make sure you follow up after a successful strike to really press in the point of your efforts.
Once per event, after a successful counter attack, you may make a second quick attack against the same target so long as they survive the first attack. If your first quick emote killed the target, this trait does not carry an additional attack to an additional target. (Make sure to have this as a raid-ready macro.)
Elemental Whirl: Channeling the power of the Heart, you imbue yourself with…elements! Not just any one, but a veritable many! This imbuing extends to any weapons, natural or otherwise, possessed by whomever uses this. At the start of every encounter the user may roll 1-5, corresponding to the list below here.
1- Fire
2- Frost/Water
3- Lightning
4- Earth
5- All of them.
Their subsequent attack is imbued with whatever they roll, and empowered as such at DM discretion. If a 5 is rolled, it might be a bit more chaotic/explosive than intended.
Overwhelming Power: The Heart of Azeroth proves once more to be a useful tool for those who like to spread terror and pain against their foes. Through its connection to you, it has started to store the feedback of your attacks within itself, ready to be unleashed when enough power has been contained.
Each time you strike an enemy, you gain a stack of Overwhelming Power. Upon reaching five stacks, you can unleash a devastating attack five times as powerful as it would normally be (per DM discretion). Stacks can be gained so long as you hit an enemy - be it a normal turn or winning a counter. You only gain one stack in each instance, AoEs and chain attacks only grant one stack. If you should get a Minor or Major Killing blow, if there is another encounter, you immediately start with 5 stacks.
Unstable Catalyst: The Heart of Azeroth seems to react oddly with your presence, becoming more volatile and unstable– the liquid azerite within bubbling and frothing as if agitated.
When casting spells or attacking, a small pool of Azerite forms where your attack hits. The pool lightly empowers any ally standing it but its raw energy is too much to be contained. If a pool is struck by a spell that emits any type of flames, this causes the Azerite Pool to Ignite and explode upon any ally or enemy near it. If a pool is struck by an Azerite Fireball from Unstable Flames all Azerite Pools in the combat area are ignited.
Champion of Azeroth(Cannot be taken with Anduin’s Dedication OR Sylvanas’ Resolve): There is something to be said about remaining neutral in a time of war. Some call it weakness, unwilling to pick a side while both sides see you as enabling another. Some consider it cowardice. Yet, a great many respect the struggle to keep walking the line, willing to see both sides of things. You are not in this for the Horde. You are not in this for the Alliance. You are in this to protect your home, your friends, and your world.
Once per event, you shine with the light of the world, becoming a beacon of inspiration, hope, and a reminder of what is at stake more than the pride of each faction. Choose three other raid members plus yourself and empower them - allowing them to take TWO ACTIONS their next turn, be it attacking twice, healing twice(including removing debuffs), or attacking once and healing the second. (Dm discretion).
Anduin's Dedication(Alliance Only, cannot be taken with Champion of Azeroth): Anduin’s dedication to the Alliance is matched only by his faith in the Light, and by channeling the strength of that conviction, you can mimic one of his greatest feats at the Battle of Lordaeron.
Once per event, you may channel energy into the heart as it takes on a golden hue. While it mimics the Light, it is NOT the Light, so it can still be used to heal undead and demon hunters/forlarren. You may select up to five other members of the raid (not yourself) and heal them back to full from the brink of death, purging them of nearly any debuffs that may be afflicting them in the process (DM Discretion).
Sylvanas' Resolve(Horde Only, cannot be taken with Champions of Azeroth): Much could be said of Sylvanas, and much of it negative. But one thing both her allies and enemies alike can agree on is her resolve and her drive to survive. Even death has failed to claim her, and that same resolve can be found within both your heart and the Heart of Azeroth.
Once per encounter, you can channel that resolve through the Heart of Azeroth, and allow that resolve to flow through you, mending your wounds and purging debuffs that are upon you (DM Discretion). Though it’s not quite powerful enough to bring you back from the dead, it can just as well take you back from the brink.
Tanking Generic Traits: Traits that are more protective. Can be used once the HoA is unlocked.
Spoiler:
Ablative Shielding:The heart projects a semi-solid field of energy around you that slowly chips away as you take hits. In effect, the shield breaks so your body doesn’t. It can withstand a good few hits before fully breaking, but each hit will see more of the damage getting through to you underneath. The shielding will negate the negative effects of the first counter-attack or threshold roll you fail at an event. Your second and third failed counters will only affect you at half strength, and anything beyond that will result in the shielding breaking and you taking the full brunt of attacks made against you again. (All subject to DM discretion) So long as the shield is up, you may also intercede on failed counter attacks made against your allies, taking the damage in their place. You must physically place yourself between your ally and the attacking enemy, and you must be in reasonable distance of your ally to use this. (DM discretion).
Crystalline Carapace: Through the Heart, you channel fortitude, and it answers. Twice per event, you may call upon the Heart to cover yourself, and two allies in a layer of crystalline ‘armor,’ effectively acting as a second skin akin to barkskin. This armor is quite resilient to most attacks, and enables you to effectively weather a failed physical counter, with the armor shattering explosively upon the failed counter–harming up to five foes nearby. This effect does not block mind control or psychic damage effects.(Dm Discretion)
Winds of War: Calling upon the very winds of Azeroth you are able to manipulate them to draw your foes into a trapped melee. Swirling vortexes scream across the battlefield searching for foes of your choosing. Any who are unfortunate enough to be trapped within them would find themselves spiraling to your violent will.
One per encounter, you may call upon the winds of Azeroth to create five 5 whirling tornados that will tear across the battlefield. You may choose to target one enemy per tornado drawing them to you in slashing winds OR you may choose to combine the tornados to create a mighty hurricane that will draw (taunt) the attention of a mighty foe. This grants you advantage to the immediate counter roll only, the hurricane is only able to target boss level mobs. If used to create a hurricane, the effect is considered used up for the rest of the event. (Dm discretion, does not work on immovable bosses)
Strength in Numbers: Though the champions of Azeroth are formidable foes in and of themselves, you know that your strength is that much greater in numbers. However, you also know that not all of your allies are as durable as you, so if you call them to your aid, you should be ready to safeguard them.
Once per encounter, when you are targeted with a counter roll, you may call upon up to four others. They can reject, but should they accept, the heart will teleport them to your side, and you will turn the roll into a group counter. If you still lose the roll, you will take all the damage from the attack and your allies will be safe.
Shimmering Haven: Using the power of Azeroth itself you create a blinding safe haven for both yourself and your allies. You become the beacon of hope that those in the trenches rally to in their hour of dire need. The armor between your allies and the tide.
Once per event, when the tides of battle grow dire you call upon the power of Azeroth to lend aid. Large golden gemstones erupt from the earth creating a protective haven. The haven immediately reacts to enemies and pushes them away and out of the dome. The dome will remain for One Round and vanish at the end of the user’s next turn. During that time up to 4 players may enter the dome and will be granted sanctuary from all forms of damage and debuffs.They may enter and exit out of turn but cannot reenter the dome if they have just attacked an enemy until the end of the following turn. Healers inside the dome may cleanse another player also within the dome of any debuffs out of turn. Those players who remain within the dome may not attack any foe that remains outside of it. The dome itself may be targeted by greater enemies. In the event the haven is targeted, those who are currently in the dome at the time of the attack may roll as a group to protect it. If the group fails the haven shatters and the sanctuary is lost for those in need. (DM Discretion)
Healing Generic Traits: Traits are more healing. Can be used once the HoA is unlocked.
Spoiler:
Synergistic Growth: The Heart you carry forms a bond with the other hearts carried by those of your groupmates. Any healing you impart upon one of them will spread to the others, yourself included, albeit not quite as strong. If your healing would damage other members of your group, the heart they carry will take over and heal them itself.
Once per encounter, you may channel an overwhelming burst of energy through the synergistic link, purging a debuff from every single member of your group, including yourself. (DM Discretion)
Ephemeral Recovery: Azeroth has endured great pain to persevere, and so must her children. Through the heart, you are able to seemingly cleanse debuffs from your allies, even if you are not naturally a healer or if you are, empower yourself to remove a debuff from a second person in the same turn. However, such actions come at cost. If you use this effect, you must draw upon your life force to help your allies and will suffer an unremovable -10 for the rest of the encounter. You may keep using this effect so long as you're alive but if you should ever reach -100 you die.This debuff is removed at the end of the encounter but if you have -50 or above, this effect cannot be used for the rest of the event.
Blessed Portents: The Heart of Azeroth twinkles with light, showering you with an array of dancing, shining pinpricks that all gather around you. You swear these motes of energy contain tiny, nigh-imperceptible voices that all speak of dangers to come. These unknown voices seem intent on preventing calamity, and are equally intent on you doing the same with their knowledge.
You gain 3 ‘Portents’-- these small wisps of future not yet come to pass. You can choose to spend a portent to either:
Bestow a healer with knowledge of the future and what injuries are to befall their allies, gifting them just enough time to better prepare their healing spells, as well as with specifics of injuries that are to come. The healer may choose to spend their portent to double the effectiveness of a healing spell or healing item ability on their turn (DM discretion).
or
Bless an ally with a split second glimpse into the future at a critical moment. The ally may spend the portent to dodge an otherwise undodgeable attack(either Counter or Threshold), saving them from terrible injury.(Dm Discretion)
May have unforeseen consequences in areas heavily affected by the Shadow or Void.
Bracing Chill: Azeroth cares for all her children - regardless of their state of life. Healing for those who find themselves on the tainted side of things tends to be harder to come by. ANY healer who picks up this trait will be able to tap into the natural chill of the world - freezing over wounds instead of outright healing them in order to keep the body together (in the case of undead) and stop any bleeding (in the case of void-tainted/demonicly tainted). While this won’t hurt anyone ‘normal’, freezing their bodies will likely be very unpleasant.
Concentrated Mending: Knowing you are going into the battlefield is one thing, but those who wish to see another battle know the importance of preparation. Through the Heart you are graced with the ability to mark yourself or an ally with a glowing rune of your design and hue (At DM discretion, Once per encounter). Over time this marking will constantly heal your body, and keep you rejuvenated. However this constant healing may not be very potent initially but over time it can heal more serious wounds. However the mark requires concentration.
If you fail a counter roll or a threshold roll, you lose concentration and the mark dissipates.
Savior: The ability to mend one's friends and allies upon the field of battle is important - and the very land you seek to defend is aware that should her defenders fall, she will be in danger. Through the heart, your will and desire to mend others becomes something more than even you intended.
Your healing has become more effective at healing those who are closer to death’s door - almost as if rewarding you for prioritizing those in need over those who are close to you in location and in friendship.
Once per ENCOUNTER, if you heal someone critically injured, the healing will bounce to up to THREE others of your choosing.
Once per EVENT, if you heal someone who is labeled close to death/on death’s door or otherwise about to die, you will trigger a raid-wide heal. Doing this also uses up the previous once per encounter effect.
All effects per DM discretion. Whoever gets this item will need to pay attention to the DMs emotes, as they will note if someone is near death or critically injured.
Woundbinder: Not every healer is one who uses magic - some are trained in traditional medicines and fixing people up with gaze, linen bandages, stitches, saws and some good ol’ whiskey to take the pain away. Somehow, the Heart has prepared for those who are this way.
By wearing the heart while performing non-magical first aid on another, your actions BECOME magical and allow you to patch up any living creatures who need your aid. Any area that you work on starts to heal as if you were a priest, shaman or any other such healer.
For the unliving, it boosts your knowledge of anatomy, allowing you to put them back together correctly and less like a puzzle of ‘this looks right I guess’.
Defensive Generic Traits: Traits that are more defensive, regardless of whether they are a tank or not. Can be used as soon as the HoA is unlocked.
Spoiler:
Gemhide: Selecting this trait puts the wielder in tune with the crystalline minerals of Azeroths crust. You can feel their power seething beneath the surface of the world, like a mage can harness the power of ley lines you can harness the protective strength of crystals.
Once per event you may call upon the crystals of the Azeroth to answer your call. Roll 1d100.
On a 1 or 100 you are encased in a protective prism housed in a colossal crust. You will become a Gemshard Colossus. This effect allows you to tank the heaviest of blows and withstand incredible damage. The effects will last until the end of your next turn or until the construct shell is destroyed. (DM Discretion)
On a 2-99 you attract the gemstones of the crust around you to magnetically graft themselves into an armor-like shell upon your body. This will grant you the temporary effect of Spell Absorption. The armor will absorb and house the type of spell damage you are struck with, giving you medium resistance to future attacks of the same type as well as allowing you to eventually unleash it upon the enemy. The armor lasts until the end of your next turn but when this ability is activated and either you or any ally in the raid group fails a counter attack or a threshold roll, you may shatter the armor around you and unleash the enemies own magic against them. Be warned that getting struck/healed with a possible opposing force of the magic you absorbed may have negative consequences(Dm Discretion)
Impassive Visage: You may activate this ability once per event and the effect lasts the entire event. You can deactivate this ability but not on the same encounter you activated it on.
No matter how badly hurt you are, you don’t look it. You don’t even feel it. It’s virtually impossible for someone to tell how badly hurt you are, and frankly, you find it fairly difficult yourself, requiring a serious moment of self consideration and introspection. With this effect, your wounds will never slow you down and your mind is rock solid. You speak as if you have no emotion. In this state you are immune to any debuffs caused by mental attacks and cannot be mind controlled (DM Discretion). However, because you are so impassive, your emotional state never changes and you cannot benefit from any effect that gives you a bonus or advantage to your counter attack.
Vampiric Speed: While not defensive in the traditional sense, it could be said that ensuring you don’t die is a form of defense. This blessing upon the heart increases the speed of your weapon, allowing it to both strike and parry faster than you may have previously thought possible. Each strike you make and each blow you parry will slightly heal you. Once per encounter, when you win a counter attack, you will be able to fully heal yourself and purge debuffs. (DM discretion)
Longstrider: While armor is good to have for mitigating damage, it’s often been said, it’s better to not get hit at all. With this enhancement on the Heart, you’ll find yourself moving faster, reacting quicker, and all around better able to get yourself out of dodge. Though it has limited use on the offense, it may well save your life. Once per event, you may dodge an otherwise undodgeable counter or threshold roll with the DM’s permission.
Resounding Protection: Those wearing a Heart are forever connected to Azeroth - and through her, we find strength. Her earth, her strength - a power leant to you. Upon starting combat, you find yourself protected by a magical shield of translucent Azerite.
This shield greatly diminishes non-counter attacks against you and environmental effects. Once per encounter, if two turns have passed without you being attacked, you may emote with the third group and break the shield, causing a sonic boom that damages any enemies around you(be sure to make a marco stating you are doing this)
Once per event, if you fail a counter attack or a threshold roll you may activate this ability prematurely and cancel out the failed counter by erupting with a Sonic Boom. If you choose to do this, the ability is deactivated for the rest of the event.
Self Reliance: No one is an island, but you feel you do your best work on your own. Or perhaps you simply prefer to carry your own weight so you don’t burden others. You may activate this effect once per event and it lasts the entire event. This effect can only be deactivated once an encounter has ended.
You will be unable to accept help from others. No one can interrupt your counters,no one can heal you and you cannot participate in group counters. Instead if you are targeted by a group counter, you opt to take it on alone and may choose to either have a +10 or advantage to your attempt. This bonus only counts for counters that are stated to be group counters and you must inform the DM you have this ability active. Additionally while this effect is active, you may purge yourself of any non-mind controlling debuffs and if you do, you slightly heal some of your wounds. You can only remove a debuff on your turn but may still attack.
Azerite Fortification: The Heart of Azeroth senses your willingness to be the shield for your comrades– to be the unstoppable behemoth your foes fear, who shrugs off their attacks like so many flies. And so it taps into that want, that need to protect; and answers.
As long as the Heart is in your possession, you find yourself more difficult to move. You become noticeably heavier, your steps sounding like the hoof-beats of a warhorse.
Twice per event, when an attack hits you that should move you with its force, you may choose to tap into the sturdiness of Azeroth Herself and become immovable. You take less damage from the attack itself, and stay in place while your comrades are thrown like dolls.
Once you use the two charges, you feel the Heart thrum in anticipation– as if it was storing the excess kinetic energy from the last two blows within itself. You can stomp and send a shockwave of thunderous force outwards, expending the saved energies outwards in a cone towards your enemies. Lesser enemies are thrown; scattered and their defenses broken, while greater enemies stumble, their bodies taking heavy damage from the sheer force of the blow (DM discretion).
Bulwark of the Masses: Some fight in the back lines, others in the front line. You? You fight in the enemy's line! You thrive off being in the center of all the chaos and relish in the pain it brings.
Once per encounter, if you are set upon by more than a single lesser foe (a counter with more than one enemy attacking you), you may activate a shield that protects you from all angles. If you win the counter and the DM asks you to roll to see how many enemies you kill, you may instead kill all enemies that struck you(DM discretion). If you fail the counter, you still take half damage and any negative effects but you may roll out of the number of enemies attacking you. The number you land on is the number of enemies you may kill in a quick emote. If your roll allows you to kill all enemies, you may refresh this trait and use it again in the same encounter.
Location Traits: Traits that Unlock once a zone opens up for that faction.
Zuldazar
Spoiler:
Incite the Pack: The wild beasts of Zuldazar are second to none. Their ancient ferocity giving pause the even the most terrifying a foe. Tapping into their Primal powers is not for the feint of heart. But those who are brave enough to call upon the Wilds would find the ancient beasts strength not just their own but their allies as well.
Once per Event: You unleash a terrifying call that mimics the hunters shriek of the Zuldazar raptors. Both you and the group you are in become buffed with a pack like instinct. Your strength, speed, and senses all rise to predatory heights. The pack's terrifying call frees all members of the group from any immobilizing effects as they lust to hunt as one.
Moving in unison your pack may intervene in any counter attack that targets any other pack members and either turn it into a group counter(where bonus to the total is a static +20 irregardless of any other bonuses a pack member may have) or attempt to intervene in a failed counter by a pack member, gaining advantage on that roll. Should an intervening pack member win the roll, then both may attack. If they fail, only the intervening pack member is struck. Only one pack member may intervene per counter attack and cannot intervene on group counter’s or threshold rolls. This effect lasts the entire encounter but failing a group counter or an intervention knocks that player out of the Pack. Incite the Pack cannot be used twice on the same group in the same encounter.
Rezan's Fury: The Heart of Azeroth swirls with ancient, regal power. You swear it thumps against your chest here and there, as if something within is stomping with gargantuan footsteps. Those tied to the Loa may find the energy suffusing the Heart tied to Rezan, the Loa of Kings.
The Heart bestows you too with this regal, powerful energy. Every time you make a counter attack or threshold roll, roll 1-6. If you roll a 5 or 6, a Child of Rezan is summoned from the jungles, rushing to your aid. The devilsaur acts as a pet and can act on your turn as normal pets do. The creature lasts until defeated, or until the end of the encounter– in which time it bows and retreats into the jungles from whence it came.
This ability can only be activated if the player is within the continent of Zandalar, and only once per encounter, and twice per event.
Stormsong Valley
Spoiler:
Tidal Surge: The deep is one that yields calm, and fury alike, and the Heart of Azeroth is one to deliver both. Tapping into the Heart, one is able to cause a wave of Azerite-infused tides to wash over the field, to do one of two once per encounter effects.
1. They may choose up to five allies and cleanse them of ALL debuffs, at DM discretion, as well as significantly mending their wounds.
2. They may designate up to five enemies to be crushed beneath the wave, with any survivors slowed down by how -cold- the wave was. This one is a more reckless attack, capable of harming allies if they are caught in it.
Secrets of the Deep: The Tidesages of Stormsong know the deep waters and what lies within. The secrets of the ocean are laid bare upon the waves for them to see. However, some secrets should remain hidden within it’s depths. The Heart of Azeroth slowly reveals them to you.
By having this trait active, its effect automatically engages. For the entire event, any normal, successful counter or threshold roll attack spawn Azerite Infused Water Droplet near you. On their turn, any player(including you), may interact with a Droplet. This purges all debuffs, and does a moderate heal on any who interact with it, without sacrificing their turn.
However, randomly(at DM Discretion), a Void Droplet will form, created somewhere deep underwater. Players(And Enemies) may interact with this droplet but must roll against the DM. Players who succeed the roll are granted a +15 to all counters and threshold rolls…at the cost of having disadvantage from void whispers during the encounter. This effect can be removed by a debuff purge. Failing the roll blasts players back with a watery void. The more players using Secret of the Deep increases the chance of Void Droplets forming as well as the current location of the players.
Vol'dun
Spoiler:
Swirling Sands: Selecting this trait grants the wielder control over the granular soils of Azeroth, namely sand. Your movements are like the winds themselves commanding a presence over the desert body. You are one with the sands of Azeroth.
Once per event you may call upon any sand that you possess or is in your immediate area to answer your calling. You may use that sand to take the shape of weaponry, armor, medium sized constructs that will act as pets on your turn, and you may also use the sand for defensive abilities or crowd controlling effects. You gain total manipulative control within the confines of your imagination to use sand as its very own arsenal. (All attempts are subject to DM discretion)
Thunderous Blast: Though she is long dead, Sethraliss and her sacrifice have left a permanent mark on the land. Echoes of her power thrum through the very land itself, crackling lightning rumbling over her temple. That power now likewise flows through the Heart of Azeroth, empowered and enhanced by the latent energy of the Azerite within.
Once per encounter, should you win a counter roll, you can follow up with a massive blast of lightning channeled through the heart of Azeroth, inflicting further damage against a foe and giving it disadvantage for its next counterattack as the lightning courses through their body.
Drustvar
Spoiler:
Blightborne Infusion: The Drustvari are a proud people with a rich history. Many of them gave their lives in both ancient and recent times to combat the threat presented by witches and Drust. Many of them, sadly, had their souls taken into Thros to be twisted and infused with the foul energies within. This infusion, while horrifying and sacrilegious, is not without its merit. The Heart has learned to tap into the very same energies that have twisted these souls of Thros. A lost soul of Thros is called upon to fight for Drustvar once more - and through you they will fight again.
Once per encounter, an attack you make will strike twice as hard - whether it be magical or physical, the impact of the attack will be doubled against its target. If this attack kills its target this effect refreshes and can be used again, the lost soul of Thros not yet finished. If it does not kill its target, the lost soul of Thros is consumed - all of its energy used for its final act of defiance against those that would do Drustvar harm.
Ruinous Bolt: The witches aren’t the only things lurking deep within the woods of Drustvar. While the Champions are doing their part in dispatching them, there still remains an unseen and mute victim to their power: The souls used for fuel. Some have passed on to a fate unknown, others linger, lost and attracted to the very power that doomed them. Yearning for revenge. This power, drawn from the Heart of Drustvar, infuses your very weapon and spells.
Once per event, you may activate this trait so your spells, weapons, or attacks become infused with just a hint of Drust magic. For each turn this trait is active, a lost soul of Thros joins you in your fury, attacking whatever it is you attack. The amount of souls that come to serve you is limited to two. At the end of the effect (or event, whichever comes first), these souls are drained of their remaining essence and are destroyed.
Revenge always comes with a price to pay.
Nazmir
Spoiler:
Blood Rite: The Rites of Blood are an ancient and religious rite dating back to the Trolls beginning. However as a new darkness rises, new blood is forced to yield its commanding call. Through the hearts strength you are able to bend the Rites for Azeroth’s benefit.
Once per event, you may call upon the heart as you conjure the Blood Rites of Nazmir. This grants the wielder three (3) bloody images of yourself during combat. For every spell you cast, your bloody triplets copy the spell but as blood instead. For example, Firebolt becomes a Blood Bolt that burns an enemies blood or Blizzard becomes a hail of frozen blood from the sky that freezes any enemy's blood cells. These images remain with you for the rest of the event. Should you lose a counter attack(group counter or threshold roll as well), the damage is dulled somewhat as an image pops, it’s blood healing your wounds. This can happen up to three times
Filthy Transfusion: For mortals, blood is life or death, and the magic the blood trolls command has made staying alive a struggle. The Heart has seen your struggles and grants you a boon, allowing you to take control of your own body.
Once per event, you can establish a link with one of your foes - cleansing the blood of you and TWO of your allies and infesting them with the pain of everything that ails you. This will cleanse you and the chosen two of any debuffs and harm an enemy in the process (DM discretion). Some may be immune to their own infections, or empowered by them, in which case you will only be able to cleanse you and your two allies at the cost of infesting the land you stand upon instead with your own tainted blood. Choose who to use this against wisely.
Tiragarde Sound
Spoiler:
Meticulous Scheming: The best laid plans of mice and men often go awry. Some thug in Dampwick heard the quote, but never understood why it mentioned mice. Nor men. Because in Dampwick, the best laid plans always go right. You, and your Heart, can appreciate that kind of confidence, and your Heart is willing to grant a boon for your own schemes worthy of Dampwick.
Twice per event, you can lay out a plan of attack for those in your group to follow. Point out a specific target to attack (put the target's name in ALL CAPS in your emote) and strike! So long as your allies attack the same foe, some of their strength will flow to you, greatly amplifying your own damage (up to 3x damage so long as two others attack the same enemy.) If everyone in the group attacks the same enemy, the others in your group will have their damage doubled! This ability cannot be stacked with Overwhelming Power or itself. (DM Discretion)
Dagger in the Back: A dagger in the back, is worth two in the hand, as the Rogues say. The art of death is practiced by many but mastered by few. Wielding deception as your ally you are able aid your allies in controlling the battlefield.
Once per event, when you win a counter attack against an enemy, you may attack the enemy normally and then shadowstep (regardless of class) behind a new enemy to stab or throw an Azerite Dagger into that enemy. If you are afflicted by a debuff that does not allow you to move or gives you disadvantage, you may purge that effect when activating this ability.
Tradewinds: The winds that blow across Kul Tiras promise something more. They promise life. Safety. Prosperity. It is no surprise that many covet the winds blowing across the mighty island. Your Heart has become deeply familiar with these winds, and looks to offer something similar as you fight for Azeroth.
Twice per event, and once per encounter, choose to link to two other party members OUTSIDE of your group (put their names in your TRP.) Whenever a boon comes your way, be it a bonus to your roll, a rejuvenating healing spell that dispels debuffs, or a roll advantage, a fair wind will blow towards your chosen allies, granting them a similar boon. This wind cannot grant your allies a bonus that comes from another Azerite Trait (i.e. you cannot extend Ablative Shielding to your chosen allies.) This effect fades at the end of an encounter. (DM Discretion.)
Converted Traits: Traits made from leftover relics in Khadgar's Vault, now free to use for anyone who fits the description.
Spoiler:
Seacursed Mist (Druid/Tidesages ONLY): Within this orb, rolling cyan fog gurgles and curdles for eternity, its mesmerizing mist sloshing against the delicate glass. While wielding it, a faint mist follows you. Why Helheim’s mists were placed within this relic is unclear, but perhaps they will prove useful.
(Druid) The ocean is not the domain of most druids, and yet it is a part of nature all the same. Though druids can often call water to their aid in minor ways, after studying this orb you are able to uncover more secrets of the deep. You gain the ability to slash targets with putrid mists, as if called from the surface of a swamp. You gain the ability to summon an obscuring mist, from which no light can escape, as if called from the seafloor, etc.
Ageless Winter(Mage/Shaman/Warlock Only): An immensely powerful orb of frost left behind by the Shade of Medivh. This orb swirls with Frost and your hand almost becomes frostbitten from holding it too long. You can use this power but the question is can you withstand it?
Once per day you may hold the orb up high and create a Ceaseless Winter storm around you. The air gets cold and immense spikes of frost crash down from the forming clouds.
Enemies(Strong or Weak) within your sight have a High chance to either be frozen solid or gain disadvantage from moving slowly(at DM discretion). This orb can be continuously channeled through your turns but you must roll against the DM, with your rolls going down by ten every time. Failing a roll causes the orb to backlash against you and you are frozen solid until freed by another player on their turn. Canceling the spell or failing the roll immediately unfreezes and warms up any enemies affected by the attack.
Fury of the Scorned (Anyone): It was no secret within the Legion that Trashbite was less favorable than his brother in terms of intelligence and reasoning. Perhaps this little relic now within your possession had soaked up years of resentment, perhaps it was always this way and his scorn was used to bring out the power within.
Once per event, you may mark a target with scorn. While this effect does nothing right away, you feel a link to the marked target. Whenever your target successfully counter attacks someone, you may consume the mark to charge forward and slam into them, forcing them to stagger and making them reroll their attack.
Jagged Emerald(Anyone): At first glance, there appears to be nothing extraordinary about the jagged gemstone - it looks displaced, perhaps, broken off from a grander piece and is about the size to suggest it’d belonged to a piece of jewelry once upon a time. Stage prop, potentially - either way, it’s no longer serving its old purpose.
When held, its innate and chaotic power sparks to life for all to see as it starts to spread like an accelerated moss across its wielder. Worn in a mount of some kind, whether a piece of jewelry or mounted on armour or a semi-permanent fixture on one’s person, the gemstone spreads itself protectively over its wearer to give their armour and underlying skin a subtly green shimmering sheen as if sprinkled by emerald dust, giving it a preternatural toughness so long as the gemstone remains on their person (though it provides no mechanical benefit before it is activated). It is entrancing, beguiling to look at, and very eye-catching.
Once per event, the emerald’s power can be tapped into for a Taunt that lasts for one encounter making enemies more likely to attack (including some stronger enemies and bosses at DM discretion, though the latter may be less compelled and more spiteful). During this round, the wielder’s body is encased in a thicker layer of jagged emerald that spikes outwards from their form like quills, and any enemy that responds to the Taunt by counter attacking may find their attack reflected back onto them. The emerald is thick and heavy, making the user unable to dodge any type of counter attack for the duration of the encounter but gives them advantage.
Hey all, it’s that time of year for a big ol’ announcement about Azerite! Well, specifically Azerite traits, not the substance itself. Since compiling all of this into one big blob of text wouldn’t do so well, it’s going to be in a bulleted list. The following is regarding the Heart of Azeroth itself, then we will cover the traits therein.
The Heart of Azeroth will be available to everyone that is on the ‘good’ side of things in BfA. This means champions that are not strict antagonists or openly loyal to clearly defined evil organizations. However, there is a ‘lower limit’ to who gets a Heart. It is not going to be handed out to every Farmer Joe who happens to come to a main event, but if your character would be regarded as an adventurer, hero, or champion, then having a Heart of Azeroth is available as an option.
Having a Heart of Azeroth is technically optional. If you do not want your character to have one, they do not need to have one. However, they will be unable to use any Azerite traits without one, and may miss out on specific story beats surrounding them. Additionally, if your character has a Heart, and we observe the character abusing its power IC, or you abusing its power OOC, we reserve the right to remove it from a character - it is a lore item, after all!
Acquiring a Heart of Azeroth is simple: attend the intro event where Magni passes them out. If you miss this event, don’t worry! You can assume that Magni passed it along to your character, whether offscreen or in a little thing run by a staff member wherein Magni hands you one.
The Heart of Azeroth will have three Azerite traits initially. April 27th, 2024 will be the day of the first trait’s unlock. The second will be unlocked in a mini event during a main event break in July or August. The third will be unlocked similarly during the next holiday break (November 2024 to January 2025). There may be a fourth trait coming during 8.2, but that is a very long way away.
Those who have a Heart of Azeroth will be unable to use Relics (the specific keyworded items from Legion). Those who do not have a Heart of Azeroth can still use Relics. However, for you Heart of Azeroth wearers who like your Relics, there is an option below. Bear in mind for those considering keeping their Relics as Relics, they will not continue to be made by us.
With the Heart of Azeroth itself covered, now it’s on to the traits of it. They are essentially Gold Traits, but as opposed to prior days, there are a whole lot of them to choose from. And they’re available, generally speaking, to everyone. You are limited to what you choose at the start of an event. Traits can be swapped out with each other, but only between events.
These are the three methods to making traits:
Choosing from staff-generated traits. These will be released separately from this announcement. Each patch will add new ones. Some new ones may be added based on certain locations.
You can generate your own! Just submit via CtS the traits you think you’d like to have, and we’ll consider them in a meeting.
Transform your Relic(s) into traits. This will intertwine the Relic with your Heart of Azeroth, but it will allow you to stay better within our usual item limits. This does, however, permanently disenchant the Relic as its effect is absorbed by your Heart of Azeroth.
Regarding generating your own traits, we will not consider any traits which use “hard” interactions with the counter system. This means;
No bonuses or negatives.
No advantage
No disadvantage
Relics with the above that are turned into Azerite traits are okay, but no NEW traits with the above.
Blocking counters is okay
Debuffs are acceptable, so long as they do not ‘hard’ interact with the counter system.
Out of turn cleansing/dispelling is acceptable.
Additionally, regarding generating your own traits:
We will not consider a trait which allows you to slot in extra traits. Nice try, Genie!
Traits cannot refresh other traits.
Traits cannot be used to swap traits in the middle of an event.
There will be no class specific Azerite traits! Any class can slot in any Azerite trait.
There is one final matter to address: Azerite traits and the Heart of Azeroth will not be usable on other planets or in other realms, unless they are specifically tied to Azeroth itself. For example, the Emerald Dream or Ny’alotha are okay. However, the Heart of Azeroth will not function in the Nether, the Shadowlands, Outland, etc. We realize this isn’t strictly-speaking relevant, given that BfA takes place effectively always on Azeroth, but we wanted to make it known regardless.
As always, if you guys have any questions, please feel free to submit them via Questions for Staff on the discord, or by submitting a CtS.
Hey guys this thread is to catalogue all the Legendary/Lore Items that will be dropping in the final Legion raid. Due to overwhelming interest, none of these items will be decided until after Antorus is over. Additionally Artifact Wielders may apply for these items but will have to wait until the artifacts are retired to get them. Those who do not have artifacts do not have to wait. Keep in mind these items can only remain Legendary/Lore items and cannot be brought up to artifact level.
As a reminder effects for Legendary/Lore Items are as follows : 2 actives and 2 passives.
Imonar The Soul Hunter
Glaive of the Hunted:Demon Hunter/Warlock/Warrior Only. Melee users get priority over casters: When Imonar fell, his weapon fell with him. But exploring whats left of his body has produced schematics for a weapon very similar to his. Able to channel Fel, cut through almost anything and as durable and tough as it is easy to wield, the weapon would be a monster in the right hands if it could be remade...
Aggramar
Taeshalach: Warrior/Paladin/Shaman Only: The Blade of Aggramar himself. Inside the chest he has left behind, he has left a Blacksmithing plan on how to reforge a powerful version of his own blade. You can only barely make out some of it as much of it is written in Titan. You can see it tells you to seek out Odyn as he may have a Blacksmith who can reforge this weapon for you, as no mortal could.
Argus the Unmaker
Aman'Thul's Vision: Spellcasters Only: The final trinket for the complete set. Aman'thul has left behind a fragement of his own power for a Champion of Azeroth to use. While the Legion has been defeated, dark days may still lay ahead as other forces seek to use the power of Azeroth for their own dark ends. Protect the Final Titan. This item as an extra bonus effect:
Bonus Effect: Once per event, Aman'Thul's Vision's can be used to restore any of the Titan Trinkets back to full charge, allowing a secondary use..
Scythe of the Unmaker(Blue Version): Magical Infusion: Death/Arcane. Warriors/Death Knights/Mages/Shadow Priests Only: How did the plans for this item end up here? Is this something the Titans would leave behind? Not only that but also contains everything you would need to craft it...Argunite, a Special form of Titansteel and various other materials. You'll just need to find someone to forge it for you. The Power of the Unmaker in your hands...born of Arcane like all Titans and infused with Death. A powerful weapon and a heavy burden to bear.
Scythe of the Unmaker(Red Version): Magical Infusion: Death/Fel. Warriors/Death Knights/Demon Hunters/Warlocks Only: A second version of his Scythe. Once more it's unknown who exactly put this in here or even why. Only the plans and materials to craft this have some with it, Fel Corrupted Argunite included. Death and Fel..a rare but potent combination, extremely corruptive but immensely powerful. Dangerous in both the right and wrong hands...
Aegis of Aggramar(Replica): Warrior/Paladin/Shaman Only: Another gift from Aggramar. Plans to craft a shield similar to the Pillar of Creation, the Aegis of Aggramar. While you'll no doubt need either Odyn's or one of the Keeper's in Ulduar's help to forge this, this shield can serve to protect not only Azeroth but your allies as well. While it can never be as powerful as the actual Aegis, the power infused into this shield makes it no less formidable.
Insignia of the Grand Army: Open to anyone, 2 can go out: A gift from the Lightforged. A special ring crafted from Argunite and imbued with immense magical powers. The ring can absorb either Void or Light from the Netherlight crucible, allowing the wielder to craft special effects tailored just for them.
Hey guys, a new legendary/lore item has been unlocked and can be turned into! However this comes with some preconditions.
Hammer of Vigilance:
Warlocks/Demon Hunters/Priests/Paladins Recommended: The Maiden of Vigilance's weapon was the only thing that survived her encounter with the champions. The item defies all possible logic. It is evenly imbued with both Holy and Fel magic. By all rights it should have exploded into ashed but has not. The item can neither be cleansed nor further corrupted without causing a disastrous effect, leaving it an enigma for those who might want to wield its power.
This item can be a legendary or turned into an artifact. If turned into a legendary it must have two active effects that are either Light or Fel based and two passives that are Light or Fel Based. If turned into an artifact GT 1, 2, 3 and 4 must be evenly Light and Fel based effects while GT5 is allowed to be a combo between the two.
If you are interested in this item, please make a CTS. If turning it into an artifact please follow the custom artifact guidelines.
Hey everyone! We thought that with so many new players, and several returning ones, that we ought to post a refresher on a few things.
First and foremost, take a look at this lovely guide by Talona for some of the most basic stuff to help you navigate through this server - how to add accounts, change characters from accounts and the ever elusive raid tier numbers for different colored items.
Anything posted within these three forums are always reviewed on Sunday. The staff hosts a meeting that starts at 1pm server time every sunday without fail UNLESS we are on a staff break, which is generally around the holiday time. Any posts must be posted by 12pm SERVER TIME the day before to be reviewed. If it is posted after that time, it will not be looked at until the Sunday after.
Sometimes simple questions/requests can be approved during the week, things like claiming a rare mob to fight for an event. We ask that you do not DM the staff asking them to look over posted CTSs.
Note that for morph requests, the application needs to have the display ID and entry ID. If you cannot find them, ask a GM for help before posting. It will not be approved until those IDs are found.
Order Halls
Order halls are open for all appropriate characters to join. You don’t have to wait for an IC invitation to join them and can just say your character is part of them UNLESS you want to do things ICly, in which case reach out to an order hall lead or the dedicated order hall DM.
Some order halls, like Netherlight and Light’s Hope, are open for anyone to come into with some restrictions. (Death Knights and Demon Hunters are barred from Light’s Hope. Not only did the Death Knights attack it, but it’ll just hurt being there for anything fel/death infused).
Other order halls, like the Tirisgarde, Illidari, Valajar ect are not open for just anyone to walk into. Generally if it has a portal you need to take, you will need someone from that hall to bring you into it. Sometimes it’s as simple as DMing someone RPing there and asking if you can be invited ICly to join in. Respect, however, if you’re told no. Sometimes people might just want strictly mage RP.
Mounts
For the most part, mounts require common sense. The mounts you buy from your city vender are free for all if you have a reason to have them. Profession mounts are generally free game. Store mounts are on a case by case basis and it’s best to ask a staff member before using them.
Mounts that drop from dungeons and raids, however, are off limits. Those are rolled for at the end of the event and whomever wins it ICly has THE mount and there are no duplicates. Sometimes there may be exceptions where we’ll allow a mount to go out again down the line, like First Arcanist Manasaber. Midnight from Karazhan, however, is one and done and only one person owns that mount unless they pass it along to someone else.
General Information for new players
We’ve had a recent influx of players due to Chronicles shutting down, and we welcome you all. However we think a few things need to be clarified.
The server has run the way it currently runs for a long time, and we’ve found the way we do things works fairly for everyone. It doesn’t put too much on the staff, and the players know they will always have a response by Sunday. We want to make sure that anything earned from those who have been on the server is still an achievement, which is why we put restrictions on just what players from other servers can bring over.
We understand how things may be more strict than where you’ve come from, or how they might seem silly, weird, or strange. We are giving a lot more leeway for new players than we normally do, allowing things to be applied for and approved faster than we generally would because we want you to be able to get into the swing of things without too much disruption.
That being said, we do know there’s going to be frustration and displeasure in some of our responses, and we welcome you to talk to us about them. What isn’t going to work is going off on tangents in other chats. We will find out about it and it will not reflect well upon you.
While we’re pretty firm in our ways, we’re not an immovable object. We’re willing to hear things out via a CTS so long as you’re willing to respectfully discuss it with us. Leading in with anger helps no one and will only entrench both sides. We like to think we can be approached if players think we’re being unreasonable.
Thanks for reading and remember, happiness is mandatory citizen.
P.S: One final reminder that harassment is not tolerated, nor is racism, sexism, homophobia or transphobia. There is only one warning and that is the rules page.
Attention Freedom, I, your admin, have another announcement to bring you.
As you may have seen at the end of Morgoth’s event, my character, Zackaroth, stated his intentions of coming back from his one-man war to join with the rest of the heros. Now, we know many of you haven’t had the honor to RP with him for a long time. In fact, most people who are present on the server now have perhaps only met him twice.
That being said, with Zackaroth back in the picture, there are going to be a few changes to how events are going forward.
1. The expansion is no longer about the heroes who repel the Legion. Sure, you can help, but Zackaroth is now the main and named character who saves the world.
2. Due to this, every other character will be required to join the guild called ‘The Side Character’. Membership is mandatory.
3. Also, to avoid continuity issues in the future, killing blows now automatically go to Zackaroth.
4. When Zackaroth is in the event, everyone should be talking about him and only him. They should compliment how he fights, pledge their loyalty to him if he defends them. He’ll also accept naming your children after him.
5. If Zackaroth isn’t at an event, your characters should be asking where he is.They should be lost without him and try to go forward with the event in a way they think would make him proud.
6. Events will now be multi-day events, but ICly are considered to be only a few hours. In each event, Zackaroth must enter the battlefield last, and be the last to leave when the room is exploding so that everyone has to worry about him.
7. The GMs will rotate who hosts events so that Zackaroth can attend events. As a rule, he has a static +20 and advantage in every counter attack.
8. All loot is now Zack’s, that way we can make sure the effect is great as we’ll write with a specific character in mind. This also applies retroactively, so make sure you put down your stuff in Khadgar’s vault. It’ll be an honor if Zack decides to use your weapon!
We know this transition might be hard, so we’ll be rolling it out over time to ease you into it. We’re sure this is what’s best for the server going forward.
This is something we’ve been wanting to address for a while, most of all with lifting the amount of relics a person can possess from three to unlimited. We don’t want events to become bogged down with someone attempting to use every item within their arsenals. So while the amount of items you can own is unlimited, we will be placing limits on how many items you can bring to an event.
Just like in retail, we will be limiting your ‘load out’ equipment. Players will be allowed to bring 2 rings, 2 trinkets, a necklace, and a max of 3 relics per event, plus their weapon, artifact and enchant effects. Enchant effects, while rare, do exist and whatever armor slot they are in is considered taken up. This will mean having to pick and choose what items your characters will bring with them on their adventures and will rely on a trust system. Keep in mind, however, that we will pick up on people who are using more than what’s allowed.
We know there are a fair few characters who have the ability to summon their equipment to them and don’t want to take that ability away, thus we will allow you to swap your load out once per event and only once. That means once your character swaps their equipment, they are stuck with it for the rest of the event, so choose when to do this wisely. This can only be done after combat is complete and not during combat.
For weapons, we understand certain characters can swap them in and out using magic. While there is no official staff ruling on this, we ask that you use common sense. Don’t try to min/max. As with the above, they can only be swapped out after combat and Artifacts cannot be swapped.
We also understand there will be the argument of explaining an OOC restriction as an IC thing. “Well my character has ten fingers so why can’t I use ten rings?”. Simply put, stacking so many magical items and their effects on each other is a bad idea. Here is a PSA from your favorite mage group:
“Too many items in one area will cause magic to cancel each other out and effects will not function properly. The Kirin Tor has found that limiting yourself to two pieces of magical jewelry on your hands, one necklace and two magical baubles elsewhere on your body should be fine. One too many will cause you to explode even. Layering magical items ON each other is a BAD idea.”
As always, if you have any questions/comments/concerns, please reach out to a staff member!
As you know, we had a community meeting on Friday. We received a lot of feedback from players. We're still looking for more feedback, so if you missed the meeting, we encourage you to make a CTS. Below is a general summary of the feedback we received.
Players would like smaller scale events where the world isn't at stake. Social events also came up as something players would like to see more of. There is a worry however that non-combat RP doesn't seem to draw in as many attendants.
'Why would my character be anywhere but the front line?' came up, to which we would like to suggest and remind that characters need breaks. They can't be on the front line 24/7. One can always say that they were commanded to take a break or operate on a rotating schedule.
We all have lives, we're not all in school with a great amount of free-time. We have jobs, children, and families we all need to attend too. Sadly activity will drop as players reach for more in life.
It was brought up that applications have been slowing RP down and that the process may be stifling, that getting things done involves a lot of red tape and that the staff can be hard to approach.
Some mentioned that if they have an issue with staff, that they have no way to express this out of fear the staff member will find out. We just want to remind you that if you have an issue with a member of staff, please please please message Zackaroth.
Some have brought up that not being around and missing a bulk of activity has been discouraging. That not being part of main events have left them feeling excluded. There is a divide between those who attend events and who cannot attend. Inactive order hall leads have been noted to contribute to this problem.
Custom artifacts are more involved than the mainline ones and take away from mainline artifacts as a whole.
Events don't feel like there are enough mobs to really make us of some aspects of the artifacts. We encourage feedback of events to the DM, let them know what is and is not enough.
People expressed wanting more passive and flavor loot items, not always just active items. We're willing to do this going forward, just make sure to let us know if we're reaching a good balance between active/not active items.
We want to make sure that IC is kept IC. When asked to cut back on comments, try to respect that. Don't be calling every Orc in RP a pig due to the mainline story that they have no control over. Communicate OOCly to make sure you're not making RP un-enjoyable.
Lastly, when someone comes back after being gone for a while, it was requested to stop asking 'Where have you been?' because it can be discouraging. It makes it hard for players who have been away to come back if they're getting jumped on by people claiming they abandoned them. Don't ask this ICly either, as it puts characters and players on the spot.
As said above, please continue to give us feedback and if you have comments on what was said above, please let us know. We ask that you make a CTS if you have comments, because comments in general will be lost.
Keep an eye out for future updates. If you have any questions or concerns, let us know, as always!
Hey guys! If you know the Emerald Nightmare loot list, your probably wondering what happened to two very specific items. Well, wonder no more. Both the Horn of Cenarius and The First Satyr's Spaulders can be CTSed as Lore/Legendary items. These are NOT considered Legion legendaries and do not count towards that limit.If you are interested in these items please create a CTS with the effects and the event line to get them.
Horn of Cenarius: Druid, Night Elf and Tauren(Non-dark caster class) ONLY: The fabled Horn of Cenarius, used to summon the power of nature to defeat Archimonde at the end of the Third War and again to rally the ancients of Mount Hyjal to confront the forces of the Old Gods during the Cataclysm.Every time it has been used, Azeroth has always been in great danger. With the Nightmare gone, but the Legion still a threat, the Horn is needed now more than ever.
The First Satyr's Spaulders:Demon Hunters, Shadow Priests, Warlocks, Death Knights and other dark caster classes ONLY: A piece of Xavius still exists in this world. While the evil Nightmare Lord can never return(probably) these shoulder's he wore since his first inception linger with his power.It would take a powerful person to control the evilness that lurks within and use it against the forces that seek to destroy Azeroth.These shoulders can be transmogged but MUST reveal themselves in their true form when the owner is in combat.