Rune-covered scroll. Broken Shore in WoW Legion
We have prepared a guide to new "reinforced" artifact talents in the WOW 7.2 patch. We will tell you how to open new traits, what they are and how they differ from previous talents.
In patch 7.2, players can unlock new artifact talents as well as the ability to buff existing bronze talents from level 3/3 to level 4/4.
How to unlock new artifact talents in 7.2
In order to get the new enhanced artifact talents in patch 7.2, 2 conditions must be met:
- The artifact must have at least 35 talent points;
- You must complete the Assault on Broken Shore intro scenario.
If both conditions are met, you will automatically receive a quest for new artifact talents.
When the quest for enhanced talents is completed, your artifact will change and you will receive the Armory Master achievement.
What you need to know about improved talents in patch 7.2:
- The special final talent that could be upgraded for 20 points for extra damage/stamina has now been replaced with 2 different talents.
- In 7.2, a new set of "boosted" talents and a special final talent are available.
- All original 3/3 artifact talents can be upgraded to 4/4.
- Accumulated items that grant Artifact Knowledge cannot be used on an empowered Artifact.
- The Artifact Power that was spent on leveling a special talent will be returned. You can spend it on leveling 4/4 of the old bronze talents or on leveling new enhanced artifact traits. The price of talents in patch 7.2 is increasing faster than before.
- If you're interested in the new artifact skins from patch 7.2, you'll need to complete the special quest chain for your specialization (to access the skin-dropping scenario).
- In patch 7.2, a new achievement for artifacts has been added - More Power. To get it, you need to go through the artifact chain of tasks and upgrade new talents (including at least 1 rank of the final talent).
What do enhanced talents on an artifact give?
Each class receives enhanced talents after the quest chain for them is completed.
What the updated 7.2 talents provide:
- The first talent gives a boost to stamina and damage - it is similar to the final talent of the original Legion artifacts.
- Players can then upgrade to 4/4 Bronze Talent, 1/1 Bronze Talent, or 1/1 Gold Talent.
- At the same time, 3/3 original bronze talents can be upgraded to 4/4.
- Once all empowered talents have been upgraded and all bronze traits have been upgraded to 4/4, you will be able to invest in a special final talent - Legionfall Harmony.
- For leveling this special talent, the achievement More power is provided. Obtaining this achievement, in addition to the class mount, rewards the player with new toys, mounts and pets from merchants.
Quest chain for new talents 7.2
A total of 7 quest chains for artifact talents are available in WOW Legion 7.2. Which one you get depends on the role and specialization of the character.
Video of chains for new artifact talents
1. Chain for classes:
- Hunter - Survival
- Rogue - Stealth
- Demon Hunter - Havoc
- Death Knight - Ice
- Warrior - Weapon
2. Tasks for the following classes:
- Magician - Arcane
- Rogue - Assassination
- Paladin - Retribution
- Shaman - Enhancement
- Warlock - Demonology
Guide to the Nine Worlds. Niflheim. Written by Raven Caldera
"Niflheim" literally means "Mist World". This cold world, partly frozen in ice, is one of the two primordial worlds that, colliding with each other, gave rise to the other seven. Glaciers and snowy mountains this realm of frost once arose from the waters of an ancient river called Elivagar - "Ice Waves". This poisonous river turned everything it touched into ice. When Niflheim collided with Muspellheim, in the southern regions the ice began to melt and the first living creature appeared from under them - the frost giant Ymir. But drops of water from the Elivagar River are still scattered in this world, and this is enough to keep it still cold.
Time and seasons
The seasons in Niflheim change, but in much the same way as in the polar regions of our world: for example, a Greenland Eskimo can easily determine what season it is now in his snow-covered country, but for an outsider who is not familiar with the area, all seasons are there will look like winter. The days in Niflheim are long, several times longer than ours, and the nights even longer, especially in winter. However, the sky is almost always covered with clouds, so it is not easy to distinguish day from night. Niflheim comes closest to our world during the Oimelk period - between the winter solstice and the summer equinox.
Geography
More than half of Niflheim is covered with eternal snow and ice. Clear weather almost never happens: this world is called the Land of Mists for a reason. Most often, the land here is really shrouded in fog, thick as pea soup; sometimes fog is replaced by a blizzard, and sometimes snowfall is added to it (exactly what is needed for the wanderer to go astray at the very first step). There are even thunderstorms with snow. Severe frosts are not uncommon in these parts, so stock up on warm clothes or warming magic. As the Abode of Cold, this world is able to instantly suck out all the heat from even the most seasoned traveler. Try not to get stuck here for a long time: it is very dangerous.
As you approach the border with Svartalfheim, the terrain becomes more mountainous; the ice here has long melted, so that the land is mostly covered with water with mountain peaks sticking out from under it like rocky islands. The water remains cold, almost ice cold. It is better for a traveler capable of taking on a bird's form to fly over this area on wings: shreds of drying are rare here.
There are no ground structures in Niflheim: few structures could withstand the fierce storms raging here. All local residents settle underground, in caves and burrows. The only exception is the Tower of Mordgud on the border with Helheim, by the Road to Hel. Frosty etins live in skillfully crafted underground caves with an extensive system of passages, but entering there without an invitation, even just to wait out the bad weather, is a big mistake.
Perhaps the most important of Niflheim's geographic landmarks is the great spring Hvergelmir, the Boiling Cauldron. Unlike the other two sacred wells, which are small in size, Hvergelmir is a huge hot spring, continuously bubbling with white foam. Many rivers flow from it. It is not safe to get too close to it, because it often overflows its banks and floods the surroundings. In cold weather, the banks often freeze over, so that Hvergelmir is surrounded on all sides by bizarre ice statues of natural origin, similar to frozen waterfalls. Sometimes among them there are also man-made ice sculptures: this is one of the favorite types of art among the frosty turs.
Hvergelmir is the source of all rivers in the Nine Worlds. They flow from it up the Tree, why it is not clear: this is one of the secrets of Yggdrasil, echoing the ancient Indo-European ideas that fire that fell from heaven and water that made its way out of the ground are equally sacred. The main rivers flowing from Hvergelmir are named Svöl, Gunntra, Fjörm, Fimbultul, Hrid, Sylg, Yulg, Vid, Leift, Sid, Vid, Sekin, Ekin, Gipul, Gopul, Gomul, Geirvimul, Tyun, Vin, Toll, Boll , Grad, Gunntrain, Nyut, Not, Nonn, Hronn, Vina, Veg, Svinn, Tjodnuma, Slid ("Terrible", a river carrying sharp ice and flint knives) and the great river Gjoll, flowing past the gates of Helheim. On the Gyoll River there is a huge waterfall called Franang, under which secret caves are hidden, accessible only to the brave. Here, under this waterfall, Loki once hid from the aces in the guise of a salmon.
Hvergelmir is located near the gates of Helheim, and next to it, the third, deepest of the roots of the World Tree, Yggdrasil, emerges from the ground. This root is so huge that it does not fit in one world and stretches further, beyond the borders of Niflheim. There he protrudes into the Wall of Helheim, cutting it in two and, at the same time, serving as a small part of this gigantic protective shaft. The serpent Nidhogg, a thirty-foot, wingless earth dragon, painted in all the colors of the rainbow, crawls back and forth through this wall and gnaws at the root of the Tree, now on one side, then on the other side of the border. It is safe to observe Nidhogg from a reasonable distance: she rarely attacks travelers and usually does not even notice them.
The water part of Niflheim is dotted with many islands - mountain peaks protruding from under the water. Some of them are very similar to icebergs that float around and sometimes collide with islands. A number of dwarves who have left their homelands live here. They dug caves for themselves in the bowels of these icy mountain-islands and gave the latter names in their honor. (Frost turs also live on some islets, but their habitats remain nameless.) If you happen to be on a Dvergian island, be courteous: look for the owner and announce your arrival. Some may help you, others will just grumble something and go about their business. Unlike the Nidavellir family dwarves, these hermits are for the most part unsociable bachelors who have gone to Niflheim in search of peace and solitude. They do not really favor guests and try to be left alone as soon as possible.
Lingui Island: Fenris Cave
The most famous of these islands is the island of Lingvi, belonging to the eponymous dverg. It is located in the middle of a small lake Amsvartnir ("Coal Black"), so named because of the dark color of the waters. On this island, the Aesir, with the permission of Lingui, imprisoned the most famous of all the prisoners of the Nine Worlds - the Great Wolf Fenrir (Fenris), the son of Loki. The water at the eastern edge of the island shimmers red: two streams of blood flow from the mouth of Fenris, pierced by the sword, flow here. The entrance to the cave of Fenris is littered with a huge stone (called "Gjoll" and covered with protective runes), but the stone does not fit tightly, so that you can squeeze sideways into the cave. In the center of the stone, there is a magical Gelgya rope, which the aesir wove from their own hair. Its other end is attached to the magic chain that binds Fenris - the dwarves created this chain from six things that do not exist in the world. Finally, the chain itself is tied with the other end to the top of the second enchanted stone - Tweety, also covered with runes. These stones and rope have their own names for a reason: they are alive, they are inhabited by ever-waking guardian spirits.
Fenrir, the son of Loki and Angrboda, was captured by the Aesir as a child. And this did not end well: when Fenrir grew up, he began to have fits of uncontrollable rage, in which he killed and devoured everyone and everything in his path. The gods conferred and decided to shackle him - which was done. He remains imprisoned to this day, although it is said that if Ragnarok comes, he will break free. Loki and Angrboda seem to have mixed feelings about all this: on the one hand, they do not like that Fenrir is chained, but on the other hand, they do nothing to free him. It seems that both of them understand that there is no other way to deal with him.
I met with Fenrir and spoke to him; I mourned his fate. I, too, am well aware of all the reasons why he really cannot be released. But still, it was very hard to look at such a magnificent creature, chained, although I understood: if I let him off the chain (which I still could not do, even if I decided), he would swallow me in the blink of an eye. The paradoxes contained in myself, I revere no less than the paradox of his existence. Not everything in the world is easy, simple and unambiguous, not everything can be divided into black and white, and those who try to reduce the Fenris paradox to only one of its components lose sight of the main thing.
In many ways, Fenris can be called the quintessence of Jotun nature, taken to the extreme. Fenris is what it is. And it is easier for him to die than to become some other. Yes, he is very scary. But it was useful for me to see him, talk to him, listen to his wisdom (and yes, this is real wisdom) about the dark depths of the soul. He is an expert in this area.
It is quite possible to visit Fenris - Lingui does not consider himself a jailer, and he does not care what happens to the prisoner chained in his basement - but we do not recommend doing this without a good, serious reason. If you just want to stare at a big monster or laugh at a shackled one, such a reason cannot be considered a good one. Fenris himself may be powerless, but he has relatives in the Nine Realms who take care of him (including his sister Hela, who makes sure he does not starve), and if you show him disrespect, it will be reflected and on your relationship with some powerful deities. Trying to free him is futile: the divine magic that holds him captive is far stronger than even the most experienced and well-coordinated team of mortal sorcerers is capable of.
Flora
In areas covered with ice, there is no vegetation, with the exception of cave lichens. Some mountain islands in water zones are covered with rare shrubs. Rumor has it that on the islands there are some plants of the tundra type with powerful healing properties - mainly adaptogens that strengthen the body and help cope with stress. But finding these plants is not easy.
Fauna
In the snow zones there are several species of arctic-type animals, and in the aquatic zones there are seals and other mammals that can survive in cold water. They can be hunted, but first make sure you're not invading the hunting territory of some hungry frost turs. If it happens that the owner of the territory finds you with already killed prey, offer it as a gift voluntarily - and maybe he will spare you.
Precautionary measures
One of the problems that travelers in Niflheim mention is that frequent visits to this world can lead to a cold, or even pneumonia. Boost your immune system before you hit the road. Dress warmly and put warm charms on all your clothes, and especially your socks. Fire spells and Kano's fire rune are best. But be careful, because fire magic will draw too much attention to you: in the middle of frosty Niflheim, you will glow like a beacon. To hide from the frosty etins, cast a concealment spell on top.
But even the best disguise charms will not hide real fire, even the tiniest one, from frosty thurses. If it so happened that you cannot do without a “captive fire” (in a lantern, bowl or other container) in Niflheim, experienced travelers advise you to forget about stealth and take coals from the eternal fires of Muspellheim. They, unlike ordinary fire, are able to at least slightly withstand the cold of Niflheim.
It is said that the energy of Niflheim is like a stream of water flowing down a drain. Even in the frozen white tundra there is something that hints at non-stop movement. This is the energy of the compost heap, the energy of decomposition. Partly because of this, many visitors here get sick. Niflheim is located almost at the very base of the Tree - below only Helheim. It seems that gravity is stronger here than in other worlds: travelers get tired faster, so you should not plan long transitions. It is possible to fly over Niflheim, but those who can change into birds should take into account two possible problems: sudden fierce storms and arrows of sharp-sighted frosty ethins.
To travel through the water areas of Niflheim, you can take a boat with you (one that can be magically reduced and put in your pocket). But we would not advise anyone except the most experienced rafters to swim along the rivers in the vicinity of Hvergelrmire.
inhabitants
Only frosty ethins and dwarves hermits live permanently in Niflheim. The nature of the dwarves was discussed in detail in the chapter on Svartalfheim and Nidavellir, so here you can go straight to the frost giants.
Frosty tours (or hrimturs, other Scand. hrimthursar) Niflheim - the oldest of the whole kind of etin and inspire the strongest fear. By this I mean that everyone is afraid of them, except the gods - and even some gods. In addition, they are the largest of the etins: in human form they reach twelve to fifteen feet in height, and in their elemental form - in the form of howling snow whirlwinds - rise above the ground for as much as thirty feet. In their humanoid form, they have pale skin, some almost blue, and hair of almost any color, from pure white (regardless of age) to black. If they dress, it is in skins and skins, although some wear woven clothes traded from other peoples. Sometimes you can find a hrimturs dressed in the whole skin of some huge animal, like a polar bear. The traveler will not immediately understand who is approaching him from behind the wall of a snowstorm - a real bear or a frost giant in the skin of a bear. Before shooting at an oncoming predator, check its aura: it can be used to distinguish a jotun from a beast unmistakably.
The Frost Turses of Niflheim do not have a single ruler. They live in free tribes, and when it is necessary to make some kind of joint decision, they gather for a general gathering. All wise elders of the tribes are equally respected, although some are more famous than others, such as Kari (the North Wind, brother of the fire ethin Logi) and the sea god Aegir. Frost Turs attach great importance to the fact that they are perhaps the oldest sentient beings in all the Nine Worlds, and are very proud of this. One of the strongest oaths they can swear is by the stream of Elivagar, Niflheim's primordial icy river, the waters of which, in a sense, still course in their veins. By nature, frosty thurses are secretive, closed, suspicious and rather cold. They hunt almost silently, and they are excellent hunters. They are said to be able to control Niflheim's weather to some extent and cause storms, which is another reason not to piss them off.
Frosty tours are very problematic. It might even be better to say that they create problems automatically. These are the most unfriendly of all the giants, but they will not pay attention to you until you, in turn, begin to create problems for them. They smell pretty damn fast what's on your mind. In addition, they are unfriendly to people who come in their natural form - keep this in mind when going to their territory. If you are of the fiery ethin type, difficulties will also arise, although of a different kind. I myself come from a family of frost giants, so I fully understand them, probably because I am very similar to them. From the first meeting I never like people; I hate to go where there are a lot of people, unless I need something specific in this place; and noise can drive me white-hot. In general, you will better understand what I mean if you imagine an avalanche as a living being. An avalanche zone is sometimes visible, sometimes not, but in any case, if you make too much noise, step somewhere in the wrong place, or simply aren't careful enough, you will certainly cause a collapse. As far as offerings are concerned, the Frost Turses seem to enjoy milk, tea (especially green and white), and when they are worked for. More precisely - they inject with all their might. By the way, many people forget that the norns are also frosty turs.
Lin, the visionary
If the frost giants decide that you do not belong in their territory, it is useless to persuade them. In this case, you will most likely be looked at simply as food. Hrimthurs live in a harsh, cold climate, in the tundra and among ice fields, so this attitude may be partly due to a lack of food. In the vastness of Niflheim, they are easy to spot from afar, so that the traveler has time to escape; but in their snow form, hrimturs move incredibly fast, so if you're in Niflheim and you see one of them, run away as fast as you can. Some escaped by hiding in a small cave or crevice, where the giant cannot climb because of his huge size.
Fortunately, if you just walk by without touching anyone, most likely they won't touch you either. What you should not do in order not to attract their attention: hunt without permission near their dwellings. Make fire near their dwellings. In general, to walk on their land with fire. Litter. To invade their caves, recklessly deciding that if the cave is empty, then it is a draw. If you really need to hide in a cave, leave an offering for its owner, preferably with a thank you note or a Gifu rune.
If you are spirit-traveling through Niflheim and encounter hostile Hrimturs, one way to avoid being attacked is to tell them that you have been looking for Helverg, the Road to Helheim, but have gotten lost. Frost giants deeply revere the Land of the Dead, bordering their world, and its Lady, and therefore will not offend a pilgrim who is on his way to these sinister lands. But, on the other hand, they know that some resort to this trick only for salvation, and therefore they may not take your word for it and offer the traveler who mentioned Helverg to accompany them to the very road, or at least to the place where the gate tower of Mordgud is visible. Then you will have no choice but to follow the road to Hel; accordingly, if you do not aspire to go there, this excuse should be resorted to only as a last resort. Harsh as Niflheim is, getting out of it is still easier than out of Helheim.
The blood of frost giants predisposes to a certain coldness. As Lyn pointed out, the norns are most likely of this kind of jotun, and the work they do requires composure. Most jotuns are generally not prone to causeless compassion, and frosty thurses are even more so. But, on the other hand, you will not get such deep knowledge about the weather and generally about outdoor survival from anyone else.
The descendants of the frost turs are lightning giants that can live not only in Niflheim, but also in any of the Nine Worlds. These include Thiazzi, Thrym and Kari. It is rather difficult to clearly explain how frosty turs and thunder giants, lords of winds and storms, differ from each other; apparently, even the jotuns themselves do not draw a clear line between them, apart from the fact that the permanent inhabitants of Niflheim are always called frost giants, and those who have gone to other worlds or were born outside of Niflheim can be called differently and have different combinations strength and ability.
offerings
Any food or small thing carved from wood (preferably beautiful and useful at the same time), which will not rot or deteriorate in the cold. Frost Turses are rather indifferent to metal: they prefer stone and wood (if they can get it). Of the edible offerings, fruits and vegetables are especially valued - they are rare in Niflheim. One elderly frost giantess burst into tears of joy when I presented her with edible flowers; it was impressive - neither before nor since I have never seen one of them so openly show emotions.
Translation by Anna Blaze (http://www.weavenworld.ru/books/C42/I228)
P.S. if you want a discount - write to the operator before buying through any of the contacts on our site :)Finally added to Legion new patch 7.2, and players from all over the world got a long-awaited opportunity to get even with the Burning Legion for the past defeat. Now the demons will not be able to hide from hundreds and thousands of people who want to farm a new currency - Void Shards, as well as those who just want to complete quests or get to new dungeons. This guide will help you understand all the new features related to setting up a base on the Broken Shore, as well as completing world quests and farming a new currency.
How to get to the Broken Shore, where to start?
First of all, you will need a character of maximum level 110. Logging into the game with this character after the release of patch 7.2 will shortly receive a message from Khadgar, along with a quest sending you to the Broken Shore. The quest is not difficult - you just need to complete the scenario by recapturing a piece of the Broken Shore from the Legion to build a base. After the base is built, all new world quests, hunting for mini-bosses, as well as events with farming Void Shards, which are necessary for buying equipment or toys for the new faction, will open up for you.
At your base on the Broken Shore, you'll also receive a few simple one-time quests that will unlock new flight points in new location and get some Nethershards or supplies to build buildings at the base.
Among others, there will be a quest " Broken Shore Exploration", the essence of which boils down to knocking out the item Mysterious Rune-Covered Scroll. This scroll can drop from any inhabitant of the Broken Shore.
Hunting for rare mobs
From time to time on the map you will notice green skull icons - these are rare mobs that carry exactly what you need with them - resources, currency, and sometimes even random equipment. Alone, you are unlikely to be able to deal with one such mini-boss, so it makes sense to take a few friends on the hunt or just wait for other players to show up. Sometimes mini-bosses are hunted down by whole groups of players - you can also just follow them and help in the fight.
Rare mobs are also required to complete the Tomb Breaking achievement, and one of them named Lord Hel'Nurath even carries around one of the color options for the warlock class mount (for more details, see our guide dedicated to class mounts).
Also, after the Nether Destroyer is built at the base, new world bosses will become available, from which an item of equipment level 890+ may well drop.
Broken Shore World Quests
The essence of world quests has not changed from the fact that now they are in the Broken Shore - you also get certain useful items for completing them and reputation with the local faction. In addition to the usual Order Resources, Artifact Power, Gold, and random gear items, we've also added Void Shards and Legionfall's Supplies, which are only useful on the Broken Shore. There's also something in store for seasoned pet tamers - there are three new enemies with powerful pets in the Broken Shore.
All available world quests are displayed on the location map and are currently the only way to level up reputation with the new faction, apart from some one-time quests.
Farming Nethershards
As soon as you visit the two new merchants at your base in the Broken Shore, you immediately realize that the first thing you need is the Nethershards. The fact is that new toys and a whole bunch of various items of equipment, including epic and legendary quality, are sold for this currency. Rare Blue Gear can be purchased for as little as 400 Nethershards, but can usually only be purchased on an item with random stats of ilvl 860. If you want to get something really powerful, you will have to drop 5000 Nether Shards at once, but there is a chance that such an item will become legendary. However, you yourself can make epic equipment legendary, although it already costs 8000 Shards. The answer to the reasonable question "where to get such a mountain of Shards?" is a farm.
So, Shards are farmed only from ordinary demons, which are knocked down in herds from low-level portals. At this stage, you may face difficulty in the form of other players of the opposite faction, from the blows of which the demons cease to bring you at least some benefit. To avoid such situations, you can simply choose a couple of portals for yourself, next to which there is no one, and also gather a group to farm Shards and take mobs from representatives of the enemy faction on your own. The most useful farming classes can come from classes with a powerful AOE - warlocks, warriors, monks, etc., as well as tanks, which should hold everything that appears from the portals.
After you farm the Shards at each Cerberax spawn point, you will be credited with the Lightning Lights achievement.
If you do not have the time and desire to farm Void Shards, you can delegate this work to us. You can order the farm of Nether Shards on this page.
Broken Shore Buffs
Scattered throughout the Broken Shore various items, which can help you with farming Shards and completing world quests, the main thing is to know what exactly to look for.
First, you can find elven shrines - if you use a luminous orb in one of them, you will receive a buff for 1 hour, which can increase damage dealt, reduce damage taken, and also increase all primary or secondary stats.
Secondly, Corrupted Flowers and Books can also buff your abilities, but they increase damage taken or reduce your maximum health for the duration of their duration - consider whether such buffs are needed.
Thirdly, if you meet a green core lying alone on the ground, then grab it without hesitation - with its help you can inflict huge damage on any enemy in a small area, but only once, after which you will need to find a new core.
Also, do not forget to rummage through the caches scattered throughout the location - in them you can find gray items with a good value in gold, stronghold resources, Void Shards or supplies of the Legionfall Army.
Farm reputation with Legionfall
Reputation with the new faction builds just as slowly as reputation with the Nightborne, but it's a must if you want to be able to fly around the Broken Isles and buy new toys.
The leveling of reputation is very simple - with the help of world quests on the Broken Shore, but there are also some other ways to do this. The first way is to complete one-time quests that are related to the main plot of the location, and which open gradually until the opening of a new raid - the Tomb of Sargeras. The second way is related to your class hall, but it depends solely on random chance - among the quests for followers in the hall, quests with a reward in the form of reputation may appear, and sometimes this is reputation with a new faction.
Try to visit the Broken Shore regularly to unlock flights to the Broken Isles faster.
Building a base on the Broken Shore
Once you're back at your base on the Broken Shore, you'll be able to invest Legionfall supplies into one of the special buildings - Mage Tower, Command Headquarters, or Netherbreaker. Each building will allow you to advance in the Broken Shore storyline and get closer to flying in the Broken Isles.
Deciding which building will be built first is offered to all players of your game world, so if everyone decides to invest in the Mage Tower, it will be the first one. You can get supplies through world quests or from caches - you need 100 units. to invest in construction. In addition to progressing one of the buildings, you will receive a chest with a random piece of equipment and reputation with the local faction, so stockpiling is useful.
Once the building is built, you will receive significant bonuses, which will be discussed below, however, the demons will try to destroy the building. If the building is destroyed, you will have to repair it, which also requires an infusion of supplies, but the bonuses are worth it.
1) Mage Tower
The tower of mages is a useful thing. She can grant you portals to all locations in the Broken Isles, as well as Dalaran. The Mage Tower will also allow you to complete solo challenges, which reward new skins for artifact weapons. And as a small bonus, you'll be able to find more resource caches throughout the Broken Shore.
If the tower is already built, then talk to Commander Chambers nearby to get one of the buffs that last for the allotted time or until the demons destroy the tower:
1. Informed - You gain more Artifact Power in raids and dungeons in the Broken Isles.
2. Power Overwhelming - You gain more Artifact Power from World Quests.
3. Worthy of Respect - You gain 30% more reputation with the Legionfall of the Fall each time it is earned.
4. Like a feather - you get the ability to ride on water if you are on a mount.
2) Headquarters
The headquarters of command is also a good help for the heroes, providing the bonus "Forces of the Order". This perk will open up additional World Quests for you in the Broken Shore Dungeons, and you will also be assisted by your class NPCs when fighting outside of the Broken Shore Dungeons. AT class stronghold will also open Additional tasks for associates with good rewards.
Just like in the case of the Tower of Mages, after building the Command Headquarters, you can choose one of the additional buffs:
1. War Campaign - you get more Legionfall supplies, which will allow you to invest in construction more often.
2. Worthy Defenders - Follower quests in the stronghold can bring you legendary follower equipment.
3. Powerful Buff - World Quests in the Broken Shore have a chance to drop a Buff Rune, useful in Heroic and Mythic raids.
4. Fully Ready - All of your stats are increased by 10% while in the Broken Shore.
3) Void Breaker
The competition for the other two buildings is the Destroyer of the Void - a magical focus that, according to the plot, does an excellent job with demons, and in terms of gameplay it is a source of good bonuses. First, the Destroyer summons 4 new World Bosses to the Broken Shore, each of which will drop ilvl 890+ gear. Secondly, portals appear on the Broken Shore, from which mini-bosses can appear, carrying a whole lot of resources with them. Thirdly, players with a leveled profession that allows you to make equipment will be able to receive an Armorer Letter of Recommendation, which is necessary for making legendary items equipment.
A rebuilt Nether Breaker will also give you the option to choose from several additional bonuses:
1. Seal Your Destiny - Once a day, you can get an additional Seal of Broken Fate, which is used to get additional items in raids. You will receive the seal provided that the building was not destroyed by demons.
2. Fate smiles on you - when using the Seal in a raid, you can return it back if instead of an item you get the power of artifacts.
3. Netherstorm - whenever you get Nether Shards, there is a chance that you will get additional Shards.
4. Reinforced Reins - allows you to interact with objects and collect resources while mounted.
The Mage Tower is essential for early exploration of the 7.2 content, and also comes in handy if you need more Artifact Power. The command post will greatly simplify your daily visits to the Broken Shore and provide an additional boost to your allies. The Void Breaker is needed, first of all, to get additional and improved equipment, helping to dress your character faster.
This concludes the Broken Shore guide, but it may receive an update in the future. We hope that our guide was useful to you.
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Broken Shore is unlocked by completing a scenario that grants access to the Legionfall's Legionfall faction. After completing the scenario, you can complete world quests in the Broken Shore and earn reputation with the new faction.
With patch 7.2, the currency from the pre-patch Nethershards is back. They are used to purchase Legionfall reputation rewards and "discarded" armor blanks.
THE BUILDINGS
Deliverance Pinnacle is the main base on the Broken Shore. It is there that you can make your “contribution” to the construction of new buildings that give various bonuses (including opening access to new content). The one-time contribution is 100 Legionfall Army Supplies (issued as a reward for completing tasks, obtained from rare elite monsters). The construction is carried out by the forces of one faction from the entire region.
The player can build three different buildings - Mage Tower, Command Headquarters and Nether Breaker. Each of these buildings will provide one permanent bonus that applies to all, as well as one random bonus that changes when a new building of this type is built. To receive bonuses, you need to talk with Commander Chambers, after the construction of a new building.
At the end of the construction, the armies of the Legion will attack the erected building for 3 days, until it is completely destroyed. During the attack period, bonuses from the building will not work. To start new construction, you must wait 1 day.
Mage Tower
Permanent bonus from the mage tower - Fel Treasures. It unlocks Artifact Trials, Wyrmtongue Hidden Chests, and the Portal Network.
Artifact Challenges: This is a solo content that allows you to try your hand at battles with powerful opponents. Upon successful completion, the player receives new look for your artifact. For each attempt, you have to pay with Nethershards. There are 7 different tests for each specialization.
Wyrmtongue's Hidden Chests: Players gain the ability to see Wyrmtongue's Unusual Stash. The Wyrmtongue Cache Key is required to open the chest, which can be purchased for 500 Nethershards from Treasure Hunter Ix'reeged. X'reeged appears after completing the quest chain that starts with Spiders, right? . He sells Wyrmmouth's Wandering Essence for 5,000,000 Nethershards.
Portal Network: The Tower of Mages contains portals that allow you to travel through the zones of the Broken Isles (Azsuna, Highmountain, Val'sharah, Stormheim).
Random bonuses
DISAPPEARED EQUIPMENT BLANKS
The player can buy discarded blanks and Thaumaturge Vashreen. Each of the blanks is worth 5,000 Nethershards. These blanks allow you to get a piece of equipment for your specialization (there is even a small chance that the item will be legendary).
CERBERAX
The Cerberax is a Legion warship that flies over the Broken Shore and attacks certain areas. From opponents who will be in the shadow of the ship, you can get beacons used to open portals with demons. These demons drop Nethershards, as well as materials for crafting items with professions and empowered beacons that serve to summon additional opponents.
There are several types of lighthouses.
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Broken Shore is similar to the Tanaan Jungle and the Timeless Isle, but the content on it opens in stages. The Cathedral dungeon is located on the Broken Shore Eternal Night and the raid dungeon Tomb of Sargeras.
After speaking with Archmage Khadgar at Kras' Landing in Dalaran, you can start a scenario that unlocks the faction and the entire Broken Shore. After completing the scenario, you will be able to complete world quests in the Broken Shore and earn reputation with the new faction.
In patch 7.2, the old currency from the Legion pre-patch, . It is used to purchase Legionfall Reputation rewards and "discarded" gear blanks. Nethershards can be obtained by completing new world quests or killing monsters, and can also be found in chests scattered throughout the Broken Shore.
1. Nether Shards
Nethershards are the currency of the Broken Shore and are used to purchase rewards.
2. Buildings
The main base on the Broken Shore is the Pinnacle of Deliverance. There you can contribute to the construction of buildings that give various bonuses (including opening access to new content). The one-time fee is 100 Legionfall Army Supplies (issued as a reward for completing quests, obtained from rare elite monsters). The construction is carried out by the forces of one faction from the entire region.
You can build three different buildings (Mage Tower, Command Headquarters and Void Breaker). Each building gives one permanent bonus that applies to all, and one random bonus that changes when built new building of this type. To receive bonuses, players need to talk to Commander Chambers after the construction of a new building.
After the construction is completed, the Legion armies will attack your building for 3 days until they completely destroy it. During the attack period, bonuses from the building do not apply. To start new construction, you need to wait 1 day.
Mage Tower
The permanent bonus from the mage tower is called Fel Treasure. It unlocks Artifact Trials, Wyrmtongue Hidden Chests, and the Portal Network.
- Artifact Challenges: The Council of Six will allow you to take part in a series of unique challenges: the perfect opportunity to test your skills!
- This is a single content that allows you to try your hand at battles with powerful opponents. Upon successful completion, the player receives a new look for his artifact. For each attempt, you have to pay with Nethershards. There are 7 different tests for each specialization.
- Hidden chests of wyrmmouths: The Power of the Mage Tower unlocks the location of the Wyrmtongue Hidden Chests in the Broken Shore.
- Players gain the ability to see Wyrmtongue's Strange Cache. To open the chest, you need Wyrmtongue Cache Key, which can be bought for 500 Nethershards from Treasure Hunter X"reeged. X"reeged appears after completing the quest chain that starts with Spiders, so? . He sells Wyrmmouth's Wandering Essence for 5,000,000 Nethershards.
- Portal network: The mages of the Kirin Tor grant you access to portals that allow you to quickly navigate the Broken Isles.
- The Tower of Mages contains portals that allow you to travel through the zones of the Broken Isles (Azsuna, Highmountain, Val'shara, Stormheim).
Random bonuses
- Knowledgeable - Each time you loot an item that grants Artifact Power as loot in a dungeon or raid, you have a chance to gain an additional Artifact Power token.
- Like a Fluff - While on a mount, you can move on the surface of the water.
- Overwhelming Power - Upon completion local job you have a chance to gain an extra Artifact Power token.
- Worthy of Respect - The attitude of the Legionfall army improves 30% faster.
Command rate
The permanent bonus from the command rate is called Order Powers. It unlocks World Quests in the Cathedral of Eternal Night, Legionfall Reinforcements, and Companion Hard Quests.
- Cathedral World Quests: Having organized the command of the troops, you can focus your efforts on storming the Cathedral of Eternal Night.
- Unlocks World Quests in the Cathedral of Eternal Night.
- Legionfall Reinforcements: Legionfall commanders receive additional support in the Broken Isles.
- When fighting monsters in the Broken Shore, you get help from the Legionfall of Fall (for example, demon hunters bombard your opponents from above).
- Difficult tasks: Send the most worthy defenders on difficult missions in the heart of the Broken Shore. If you succeed, a great reward awaits you!
- Unlocks access to special quests for allies, allowing them to receive valuable rewards.
Random bonuses
- Powerful Buff - Completing a World Quest has a chance to drop a Corrupted Buff Rune .
- War Campaign - Gaining Legionfall's Supplies has a chance to grant additional supplies.
- Fully Ready - Increases all primary stats by 10%, only active in the Broken Isles.
- Worthy Defenders - Increases the chances of receiving a follower's legendary item of equipment.
Nether Destroyer
The permanent bonus from the Nether Destroyer is called Epic Hunter. It unlocks World Bosses, Unstable Nether Portals, and Armorer Letters of Recommendation.
- Local bosses: The energy of the Netherbreaker draws the most powerful foes to the Broken Shore.
- Unlocks four world bosses that drop level 890+ loot. Bosses do not spawn until the Nether Destroyer is built. The bosses themselves: Apokron, Brutal, Malificus and Si "your.
- Unstable Nether Portals: Activating the Destroyer will spawn unstable Nether Portals in the Broken Shore– they can be activated to summon powerful enemies.
- Nethergate Breaker is required to activate the portal. It can be bought for 50 Nethershards from Battlemage Kat "lin. Improved loot falls from monsters from the portal.
- Bronnik recommendation letters: Artisans the highest level will receive official commendations allowing them to craft legendary items.
- This effect allows you to talk to Eliezer Hammerbeard and learn how to craft legendary items through professions.
Random bonuses
- Fate Favors You - If you fail your bonus roll in the Broken Shore, there is a chance that your Seal of Broken Fate will be returned to you.
- Netherstorm - When collecting Nethershards, it has a chance to drop additional Nethershards.
- Reinforced Reins - While on a mount, you can interact with objects.
- Set Your Destiny - Each day while the Nether Destroyer is active, you can return to the Broken Shore and complete a quest that grants a free Seal of Broken Fate as a reward.
3. Discarded equipment crafting blanks and obtaining legendary items for certain slots
You can purchase discarded blanks and Thaumaturge Vashryn. Each blank costs 5000 Nethershards. With the help of these blanks, you can get a piece of equipment for your specialization (with a small chance, legendary). These items are the equivalent of the Diablo 3 Kadala merchandise.
4. Cerberax
The Cerberax is a Legion warship that flies over the Broken Shore and attacks certain areas. Enemies in the shadow of Cerberax can drop beacons that are used to open portals with demons. Demons drop Nethershards, profession crafting materials, and empowered beacons that summon additional enemies as loot. There are several types of lighthouses.