WAWK: Warrior Artifact Edition


The artifact edition of the WAWK series comes to a close with this final article: the Warrior edition. Forever a staple in any class-based game, the warriors of Warcraft have undergone many changes for over a decade now, but they’ve always stayed true to a classic fantasy of being armsmasters, berserkers and stalwart knights.

So with the wealth of weapons wielded by legendary warriors in Warcraft, why do we not get legendary weapons of lore such as Gorehowl or Shalamayne? Although the Arms’ artifact was used by one of the greatest leaders of humanity, we’ve never really heard of the artifact itself, just of the king himself. Fury’s artifact is linked with Legion itself with links to the Vrykul, similar to Protection’s shield – though at least the shield is also linked to Deathwing, who I’m sure people are aware of.

Introductory Quests

A champion of your faction will encounter you (Eitrigg for Horde, Sergeant Dalton for Alliance) and will greet you in Dalaran, both of which concerned for other members of their faction (Saurfang for Horde, Danath Trollbane for Alliance), who will ask you to join them in a mission on the Broken Shore.

You fly with Saurfang/Trollbane to the Broken Shore, though before you land you are fired upon by fel cannons, and your partner in reconnaissance gets shot out of the sky and you unfortunately are forced to crash down behind a group of Vrykul at the beach. Once you aid them in killing the Legion forces on the beach. Once you defeat them, a holy val’kyr descends from the sky and raises two of the vrykul that fell in combat. For those that recall, val’kyr were vrykul females raised into undeath by the Lich King a few expansions ago, but as it turns out there are in fact golden versions of them that aren’t under the sway of the Lich King/Sylvanas. After another wave of demons, a pit lord engages your team and slowly takes down each vrykul one by one until it’s just you left. Once you get him to low health, he will detonate himself to kill you, and the val’kyr takes you to your order hall: the Skyhold!

If you enjoy the mythology behind Valhalla and the Nordic afterlife, then this is the class hall for you. Golden halls towering above the clouds, the great mead hall, an arena to test your mettle. It’s anything a warrior could ask for! But only the dead may enter Valhalla just as they may never leave, and that’s usually the case for the Skyhold too, however recently the val’kyr and Odyn have had to reassess that rule in order to recruit more to their forces. The val’kyr saved you just in time before your death in order to bring you into their ranks, and allow you to leave Skyhold to fight against the Legion.

Danica, the val’kyr that saved you, gives you a tour of the Skyhold before being announced to Odyn of your presence within the halls. Odyn sings your praises as the mightiest living warrior and names you Valarjar, the champion of his armies. It is then that you choose your artifact weapon to begin your journey into the Broken Isles.


Arms – Strom’kar, the Warbreaker

The first king of the Humans, Thoradin, was famous for uniting the human tribes, forming the kingdom of Arathor and building the city of Strom, right on the doorstep of the forest trolls to the north in Quel’thalas. He forged an alliance with the High Elves of the region, and played a critical role in the Troll Wars as a master tactician and strategist. This was his weapon, though it was already a weapon of old as it was forged by the vrykul, the ancestors of humans, themselves. When he fought in the Troll Wars, Thoradin had the blade blessed by the elves, though when Thoradin went to discover the origins of humanity, the blade was lost along with the ancient king.

Odyn explains that when Thoradin went on his personal quest, he stumbled upon the tomb of Odyn’s brother Tyr, and the prison of Zakajz the Corrupted. He gave his life to prevent the beast from escaping, and in order for us to get Strom’kar, we have to finish what Tyr and Thoradin couldn’t and kill Zakajz once and for all.

Taking the trip to Dalaran, and then to Arathi Highlands’ location of where Dalaran used to be – remember to save Heroic Leap for the fall – and you’ll be instructed to go to Tyr’s Fall in western Tirisfal (notice the similarity in the name there…? After all these years!). When you approach the tomb, Twilight’s Hammer cultists are torturing Thoradin’s spirit to get him to tell them what’s in the tomb.

When you defeat the three cultists in the middle of the camp, Thoradin will thank you and tell you that he had to leave Strom’kar behind when he drove the sword into Zakajz’s skull. However, the beast is stirring once again so we have to delve into the depths  of the tomb to finish the job once and for all. Thoradin will offer you what aid he can as you go through the tomb.

After diving into the underwater cavern and coming up the other side, you find the place is swarming with old god fleshbeasts and a faceless one. Defeating them will allow you to enter the tomb itself, and you’re met with tendrils corrupting the wards defending the seal on the tomb. Once you interrupt and kill them, Soth’ozz the Guardian will spawn and you’ll have to kill him too.

Killing some more old god minions and you’ll finally get to the Grave-Prison of Zakajz, where he’s struggling for consciousness with a sword stuck in his face. Grab it, and the C’thraxxi wakes up and tries to kill you. After an underwhelming fight, the faceless general falls for the final time and you are able to take up the Warbreaker for yourself!


Fury – Warswords of the Valarjar

Thousands of years ago, long before the first Legion invasion of Azeroth that caused the Sundering, Odyn betrayed the sorceress Helya, killing her and turning her spirit into the first of the val’kyr. One of the methods she used as vengeance against him was to steal this pair of swords and imbue them with her own rage, before giving them to a “helarjar” – a champion of her own. Now infused with both the power of Helya and Odyn, the champion Vigfus Bladewind hunted down the greatest of heroes to serve in Helheim. You are sent by Odyn to go to Tideskorn Harbor and deal with Bladewind’s warband, and make the twin blades yours.

Leaving Skyhold, you crash down back to the mortal realm in Stormheim, and you’re met with an old enemy: the kvaldir! It seems these mist-vrykul are actually the vrykul under the command of Helya, and they don’t seem too pleased to see you there. Set the bonfire alight to clear the mists, and they get even angrier with you, sending a few waves of enemies for you to deal with.

Once they’ve been fought back, you then have to deal with two mystics and then reach the docks. Once there, you realise that Bladewind still refuses to think you’re worthy to deal with, so it’s time to release his cargo – spirits of vrykul, Zandalari and Kul Tiras marines – by destroying the runestones around the docks.

Once all four runestones are destroyed, Vigfus Bladewind finally realises that you have a soul of great power and comes out of hiding. Taking him down to around 50% health makes him flee into the mists. After a few waves of trash standing in your way, it’s time for the final showdown, where a specter of Helya rises from the depths to imbue Bladewind with the fury of Helheim. Once you defeat him, you are able to take the swords for yourself, and Helya waves you off as if this wasn’t a huge setback to her plans.


Protection – Scale of the Earth-Warder

Although many of us know who Deathwing is – and if you didn’t, go look up Cataclysm and Warcraft II – this artifact is a relic from before he became corrupted by the whispers of the Old Gods. This shield is over 10,000 years old, and was primarily used by the vrykul king Magnar Icebreaker after he stole one of Neltharion’s scales and forged it into an impenetrable bulwark. When he was betrayed by Helya, the shield was buried with him in the Path of Kings in Stormheim.

The ancient vrykul king would normally be in Skyhold, though his spirit languishes within his own tomb, so his son, Hruthnir, leads you to it. Leaping from Skyhold allows you to go directly to Stormheim, to where you need to be! Going down the path, and it appears that the dead are restless! Before you reach the tomb, an imp turns all the dead into more imps, and Hruthnir joins you in killing them. Once you defeat the main imp, the doors will open to the guardians, also barring your way into the tomb.

Defeating Reylar the Stormcaller faces you with a new trial, with winds pushing any attempt to run through them. Fortunately, being a warrior you can leap and charge over the winds to meet your goals. Once you defeat all three Windshapers, you can go to your final goal: the Tomb of the Icebreaker… But it’s protected by more storms up in the air! Fortunately, being a warrior you can throw your weapon at the balls of lightning to interrupt their casts of lightning protecting the door.

Hruthnir joins you in the Tomb of the Icebreaker and will attempt to convince his father, the ancient king, to join him in Skyhold. Predictably, it’s not as easy as that, and you fight against Magnus alongside the rest of the spirits within the tomb. Magnus will flee to higher ground once he gets low, and you have to finish off all the waves of spirits before fighting him once again. Once you defeat him, he comes to his senses and realises that his son is indeed trying to get him to join him in the Halls of Valor. He also conveniently leaves behind the Armaments of the Black Wyrm so your new artifact, the Scale of the Earth-Warder, is now yours to keep!

WAWK: Warlock Artifact Edition


As we near the release of Legion, I realise that I have paced this Who Are We Killing Series very badly, but we’re now on our second to last class to explore their artifacts and what we have to do, or who we have to kill to get them. Warlocks have relatively had a good fantasy behind them for a very long time in WoW: Affliction was all about the damage over time and withering the life from their enemies, Demonology focused on demons and turning into a demon, and Destruction was for when Warlocks wanted to pretend they were mages.

Since then, not an awful lot has changed, other than Demonology focusing less on becoming a demon (thanks demon hunters) and more about controlling an army of demons and forming your own Burning Crusade against your foes. In Legion, they can wield the Skull of the Man’ari – a race of demons well known for leading other demons – so the weapon fits the role very well. Affliction uses Ulthalesh, the Deadwind Harvester, to harvest the souls from their victims while Destruction wield the power of the dark titan himself in the Scepter of Sargeras.

Introductory Quests

A warlock cupboard appears and Ritssyn Flamescowl of the Black Harvest walks through, requesting your assistance. The Council plans to bring in powerful demonic allies, but the ritual lacks one person for this since the demise of Kanrethad Ebonlocke. You will be his replacement in the ritual. Take the portal, and aid the warlocks in their summoning ritual.

A pit lord by the name of Jagganoth, Overlord of the Dreadscar comes through the portal, and when Zelifrax attempts to enslave the annihilan to his will, he picks up the gnome and throws him across the room. In return for the attempt to enslave him, Jagganoth summons jailers of his own and captures the Black Harvest members and yourself, taking you all prisoner to Dreadscar Rift.

When you come to, you find yourself in a cage next to Ritssyn, and the elder warlock tells you to enslave the jailer in front of you to set you both free. Ritssyn is too weak to continue, but he tells you to go and free the rest of the council. Walk up the path, and you bump into a demon called Calydus. He tells you that he wishes to see Jagganoth’s undoing, so goes to distract the sentries while you go and continue on your way.

Free the three warlocks, and Shinfel Blightsworn carries on with her desire to enslave the pit lord, while the rest focus more on survival and escape. Destroy the two barrier controls nearby and the next stage of the scenario will open for you, and meet up with Calydus. He tells you that Jagganoth hunts powerful weapons and that you could use those weapons to rule Dreadscar.

Calydus tells you to follow him to the archives to find the Tome of Blighted Implements. Take it to retrieve information on the powerful artifacts you can use to rule Dreadscar, and Jagganoth finally notices what’s going on. He picks up Shinfel Blightsworn and throws her across the room (he seems to have a knack for doing that) and knocks the rest of you back, throwing hellfire all over the Rift.

Trying to make your escape, you lose the rest of your entourage to falling fel meteors until you get to the final portal. Xel’toth the infernal stops your way, but as soon as you defeat him the portal is yours to escape through. When you return to the Underbelly, Calydus tells you that the portal is closed for now, and that Jagganoth can’t follow through. He then explains that the book will embark you on one of three potential quests to find a powerful artifact to defeat Jagganoth: Ulthalesh, the Deadwind Harvester, the Skull of the Man’ari or the Scepter of Sargeras.


Affliction – Ulthalesh, The Deadwind Harvester

Not much is known about the Affliction artifact, only that it was gifted to the first necrolyte of Azeroth, Sataiel, by Sargeras himself. The scythe was used to draw the souls of its victims, and earned its title when it was used to drain the life of all the inhabitants within Deadwind Pass, creating a potent magical nexus there in the process. The Guardian of Tirisfal hunted Sataiel down and turned the weapon on herself, sending her soul to join those of her victims. Since then, the scythe’s location has been kept a secret until recently, where it’s been found in the possession of the Dark Riders of Deadwind Pass. Hunt them down, and the scythe is yours.

Similar to Unholy Death Knights and Balance Druids of previous WAWK artifact articles, you must start your search at Manor Mistmantle in Duskwood. Upon turning up you find Revil Kost (of the comics) injured and telling you that because of your dealings with demons, he cannot help you in your quest to find the Dark Riders, despite sharing a common goal. You have options of different methods to convince him to help you, but they all end up with the same conclusion. He strikes up a deal with you: he will help you get your artifact, as long as you help him return the others in their possession to their rightful places.

Follow Kost while he explains a little backstory to the Dark Riders, about how they were originally a group of travelling merchants that crossed Medivh, and explains that Ariden was their leader. Along the way, you’ll be constantly ambushed by Dark Riders. Kost leads you to Ariden’s last known resting location within Deadwind Pass, and you have to search through the camp to find clues for where the Dark Riders current whereabouts are. Read through the journal, and one entry stands out, about how Ulthalesh calls out to him and the souls in Deadwind pulls his compass in all directions. Find his compass in the camp and talk with Kost.

The journal mentions a stronger pull for the compass, so Kost recommends showing the compass to a few camps of restless spirits around Deadwind Pass to point you in the right direction. Go to Deadman’s Crossing, the church and the bridge near Karazhan and you get to see glimpses into the past where Sataiel harvested the souls of Deadwind Pass. Meet up with Kost in the village surrounding Karazhan, and he tells you that the compass is pointing toward the catacombs beneath Karazhan.

Infiltrate the catacombs, and drop down to the bottom of the spiral stairway. Defeat the Darks Riders at the bottom, and you will be met with a corridor full of spirits grasping at the air above them, in a void zone-like manner. Use your Demonic Gateway to get past the barrier, and Ariden will disappear momentarily, and set The Conservator on you. Kill it, and Ulthalesh lies ahead of you. Attempt to grab it, and Ariden’s trap gets sprung. The Dark Rider leader incapacitates Kost, grabs the artifact and runs off further into the catacombs.

Chase him down and defeat him. The scythe ends up taking Ariden’s soul for itself, and you are able to take Ulthalesh for yourself! Judging by how its previous two owners have been harvested, I’d be careful with that if I were you… Kost enters the room when you have claimed your weapon, and tells you that he will return the rest of the other artifacts to their rightful owners, while hoping that he never has to work with you again.

Return to Claydus in the Underbelly of Dalaran, where he will tell you to return to the Dreadscar, kill Jagganoth and take his heart to the Seat of the Overlord – then claim Dreadscar Rift as your order hall!



Demonology – Skull of the Man’ari

Easily the oldest weapon that warlocks will wield in Legion, if not one of the oldest any of the classes can wield, this skull predates the eredar’s fall to the dark titan. Thal’kiel was one of the first eredar to learn summoning and binding magics. Driven by ambition, he reached into the Void and was answered with knowledge of dark creatures unlike any his race had seen before. Thal’kiel’s apprentice, Archimonde, discovered his master’s dark pact with the Void and shared it with his master’s fellow rulers. They banded together and struck down the eredar leader, gilding and putting his skull on display to present the dangers of the dark arts.

Unfortunately, we know how most of the eredar turned into the man’ari and followed the path of Kil’jaeden and Archimonde many years later, so the skull easily fell into the hands of the Burning Legion. Today, Mephistroth uses it to enhance his ability to summon and command demon armies for the Legion. There is one major weakness of the nathrezim wielding this however: the skull has a mind of its own, similar to the Shadowpriest’s dagger. If you can commune with the skull you may be able to convince it to serve you instead.

Calydus tells you to gather reagents in order to commune with the skull: grave dust, a can of overheated oil, and aged snowplum brandy and a stag blood sample. Collect the reagents from around Dalaran, and return to Calydus at the Violet Gate and perform the ritual to get the Skull of the Man’ari to tell you its location. You find out that the Skull is at Felsoul Hold, and fortunately Calydus can create a portal that will lead you directly to there.

The Skull tells you that the master is gone and that his minions are currently gorging on his power, so head down the path to find the Skull. Defeat the three Doomweavers, and Mephistroth appears to take the Skull before you can, and escape further into Felsoul Hold as he summons an overfiend to deal with you. Dispatch of the demon, and head across the chasm towards Mephistroth. He again flees and tells his minions to deal with you. Kill 3 waves of enemies before Lady Tyrana and Pain Mistress Nikta arrive. When you kill them, Mephistroth will attempt to break the will of the Skull, so you have to go and interrupt his ritual and defeat the nathrezim.

Before you can kill him, he once again escapes, but the Skull is yours to take. He creates a portal for you to get out of the Legion stronghold, back to Dalaran. Return to Claydus in the Underbelly, where he will tell you to return to the Dreadscar, kill Jagganoth and take his heart to the Seat of the Overlord – then claim Dreadscar Rift as your order hall!


Destruction – Scepter of Sargeras

The Scepter of Sargeras is a powerful artifact created by the efforts of hundreds of eredar warlocks, as well as the dark titan himself. It was capable of opening dimensional gateways between world, and the orc shaman Ner’zhul used it to open the portals that ripped Draenor apart, leaving behind the shattered realm of Outland. Thought to be long lost, it has returned to the hand of the Legion – most notably in the hands of Gul’dan.

Gul’dan is planning a major operation, and is calling all Shadow Council members to ritual. One such ritual is taking place at Caer Darrow in the Western Plaguelands, so you have to go investigate. The closest point of entry for you to get there is to take the portal to Dalaran Crater… Despite all the other classes who have to take that portal having access to stopping fall damage, it seems Warlocks have to take the fall with a soulstone already buffed on themselves to save the walk of shame back. Hope you didn’t prepare with elixirs and food buffs! Though sometimes Blizzard is nice and lets you survive with 5% health left anyway.

Make your way over to Caer Darrow and find three bits of information: some notes from the warlock Ur’dan on Caer Darrow’s and Tol Barad’s assets, including the search for the Eye of Dalaran; a forgotten letter in reference to the Book of Medivh; and a Council notice claiming that a new Gul’dan has returned to the Council, and that he’s calling all recruits to action. The last time [the Skull of] Gul’dan, the Book, Eye and the artifact we’re searching for came together, Ner’zhul ripped apart Draenor through the portals he created, so we can only imagine that Gul’dan is at the very least opening at least one portal to bring demons into Azeroth – who knows if he intends to turn it into Outland!

When you’re done searching for clues, Jergosh the Invoker – the previous end boss of Ragefire Chasm before the remake in Mists, and Braelyn Firehand – a quest giver from Stonetalon removed in the Cataclysm revamp, claim that they’ve found the Book of Medivh from the Scholomance, so it’s up to you to take it from him. Kill them both, and you receive the book as well as a letter from Gul’dan telling Jergosh his plans. Return to Calydus at the foot of the hill, and he formulates a plan to try and trick Gul’dan into giving up the scepter, and says that with the book in hand it’ll prove helpful to gaining his trust, though you’ll also need the Eye of Dalaran to earn more of his respect.

Take the portal to Tol Barad, and make your way to the cell blocks. Since people were last here in Cataclysm, it appears that the demons have run amok around the area. Enter the cells, and speak with Allaris, the Nightborn, and Nagaz – another quest target that was removed in Cataclysm’s revamp. They tell you to search for Nagaz’s last disciple as he hasn’t returned from his scouting of the overrun cells.

Once you find Tyranis Malem (hey look, another Cata-removed NPC), you find him holding onto a chain being pulled into a ball of void. You have the choice to either pull him out and save him, or to leave him to the ball of void… He already calls you out for being one of those “hero types” and says that he’ll vouch for you if you save him, but when has the Shadow Council ever kept to their word?

If you let him go, then when you return up the hallway Nagaz noticed that you were conveniently too late, and tells you to follow him to help him with something… Most likely a trap. He’ll attempt to kill you and take the book for himself, but you can easily turn the tables on him and continue to search the cell block with your Nightborn ally. You find a prison manifest on the table at the end of the corridor, and find out that a void terror named Occul’tharon absorbed the essence of the Eye of Dalaran in Baradin Hold.

Enter the Hold, and make your way to the boss room. Kill the void terror, and Narassin will take the Eye for himself allowing you to keep the Book. He tells you to make haste to the Tomb of Sargeras for the ritual, and Calydus appears to tell you to take his portal to Dalaran. He tells you to go to the ritual, steal the scepter and to get back out again to interrupt Gul’dan’s ritual, and tells you that he’ll help when he can.

Take the felbat, and arrive at the Tomb of Sargeras to join Gul’dan. He recognises you from your meddling previously, though still offers you a position at his side. He explains that his plan is to go to Argus to stabilize the anchor between the two worlds, and you will wield the Scepter, Eye and Book to widen the breach and create a myriad of portals. Narassin asks who between you and him should wield the staff, and Gul’dan says that only one needs to wield it. Kill Narassin, and Gul’dan promotes you within the Shadow Council, telling you to take up the Scepter and to begin the incantations.

Calydus tells you that now is the time to ruin the ritual. Overload the portal, and create dimensional rips in the sky above the demons surrounding you and kill them all. Escape through Calydus’s portal and return to the Underbelly, where Calydus tells you to return to the Dreadscar, kill Jagganoth and take his heart to the Seat of the Overlord – claiming Dreadscar Rift as your order hall!

WAWK: Shaman Artifact Edition


Shaman seem to have gotten through the Legion pruning alright, in regards to their Elemental and Restoration specs. Enhancement is another story, where both their single target and AoE seem to have completely changed, despite still having iconic abilities such as Stormstrike and Lava Lash. Their main loss, in an ironic way because of Blizzard’s push for class fantasy, is their loss of the wealth of totems that they could place down in combat. Veteran shaman will always vividly remember their class quests to get their four elemental totems, unlocking branches of buff management to their parties that would slowly be pruned over the years to the point where they no longer have the ability to drop all four totems around them like shaman of old. Now they just throw them around the place and hope they don’t give a fellow raider concussion!

For their artifacts, they certainly get the bigger straw lorewise with links to titans, naga and one of the most famous (and oldest known in the franchise) weapons players can hold: the Doomhammer. I’m totally not biased because of the server I play on. Restoration shaman get to explore the beautiful Vashj’ir once again – though some may groan at that – while Enhancement follow the caverns of Deepholm. Elemental return to Pandaria once more to pay a visit to the Vale of Eternal Blossoms (unfortunately not fixed by the sha spillage) and go to the Temple of the White Tiger in Kun-Lai.

Introductory Quests

Some whispering winds tells you that the four winds have been sent to find you, and tells you to follow them to Thrall in Dalaran. Meeting with him, he tells you that the elders of the Earthen Ring have called an emergency council near the Maelstrom, and asks that you join him there. Head to Stormcaller Mylra at Krasus’s Landing, and she’ll take you to the Maelstrom.

After a short cutscene, you arrive at the Storm’s Eye Overlook where Nobundo will greet you and tell you that what’s left of the shaman of the Earthen Ring are in need of inspiration from the best shaman in the world: you!

Casting Lightning Bolt on the Maelstrom Pillar, Flame Shock on the Damp Campfire and healing Iain Firebeard’s gryphon, Screech, will do the job, but as soon as you do the Legion ambushed the small camp! Defeat the infernals, and Tribemother Torra will offer you her spear to take down the felbat Falthus, then you’ll jump onto the Maelstrom Pillar to boop Geth’xun off the edge into the Maelstrom. Thrall however manages to lose Doomhammer into the abyss too, and claims that his relationship with the elements has changed since his time on Draenor. As a result, he promotes you to being the leader of the Earthen Ring! He then suggests for you to take up a quest for a weapon to use against the Legion – either chasing after Doomhammer, or speaking with Rehgar or Erunak to follow their guidance.


Elemental – The Fist of Ra-den

The gladiator Rehgar knows of a weapon that can be used to harness the power of the storms. After the Pandaren Campaign, the weapons of the storm god Ra-den were discovered beneath the Throne of Thunder, where he lost them in his eternal fight against the Black Empire. It is said that the power of the artifact comes from the Highfather Aman’Thul himself, the leader of the titan Pantheon. The White Tiger Xuen now cares for them, and will only give them to one who is worthy of them – Rehgar will help you prove your worth.

Travel with him to Pandaria, to the base of the Temple of the White Tiger to meet with Xuen. He tells you to go to the Guo Lai Halls in the Vale of Eternal Blossoms and collect the edicts of stone, fire and storm, and cleansing the area of mogu spirits. When you go to collect each of the edicts, Xuen tells you a little more about the history of the artifact, about how Highkeeper Ra reigned over southern Kalimdor, and how the titan Aman’Thul bestowed upon him the power of storms and lightning within Ra’s clenched fist.

With the titan-forged sorceress Helya, Highkeeper Ra created four elemental realms to imprison the elemental lords, and embedded the key to these realms into his shield, “The Highkeeper’s Ward.” Ra walked among the elemental planes, as both their jailor and master. Later, he warred against the Black Empire, and Ra created his own army of stone to combat against them, called the mogu. Years later, they proved to be his undoing however as when they became corrupted by the curse of flesh the Highkeeper was overthrown by Lei Shen.

Xuen finishes his tale by telling you that the Thunder King could not wield the armaments of the Highkeeper as he did not have the mastery over the elements themselves. The White Tiger tells you to return to his temple for your next trial, and Rehgar is confident in yours and his ability to overcome the challenges and beat your rivals.

Your first trial is against Sigurd the Giantslayer, who is a slow and deliberate fighter who’s fairly easy to avoid his attacks. For your second trial, a test of teamwork is at stake, so you team up with Rehgar to fight against Li Li and Chen Stormstout – focus on Li Li first, interrupt her heals and just avoid Chen’s wandering keg to make the trial yours. For the final trial, of which none has ever passed apparently. Claim the Fist of Ra-den once you enter the temple of the white tiger itself, and you’ll be rooted to the ground for several seconds, until the Legion conveniently arrive to try and take the artifact from you.

Free your allies, and taking down Lord Kra’vos becomes a walk in the park. Once you take him down, Xuen congratulates you on your new weapons and tells you to go forth with his blessing and defend Azeroth, while Rehgar creates a portal to return you to your class hall.


Enhancement – Doomhammer

Definitely the most famous of the three weapons in the Shamans’ arsenal, the Doomhammer is probably the most famous weapon of any classes’ options. Originally starting as a warrior’s weapon for Orgrim Doomhammer way back in Warcraft: Orcs and Humans and has been one of the more prominent weapons since then. In Lord of the Clans, the events before Warcraft III, Doomhammer passed the Doomhammer onto Thrall and he managed to unlock its elemental capabilities, and it has been seen as a Shaman weapon ever since. We have to go into Deepholm to retrieve Doomhammer, though we have to watch out for the demon we sent down with it.

Go with Mylra to help Thrall bring Doomhammer topside. She’ll take you down on her gryphon, and Thrall claims that the weapon could be anywhere, so suggests to split up – Thrall will go to the shaman at the Temple of Earth, Mylra will head over to the Earthen at Stonehearth, and you’re tasked with going to Therazane the Stonemother herself to see if she knows where Doomhammer fell.

When you fly into the Throne, it appears that the Stonemother is in a meeting with her crystal rock giants. She says that she hasn’t seen Doomhammer, but knows where to start, but first you must help her by killing a large number of troggs until one of them talks to tell you where the artifact fell. She also asks that you free her stone drakes and reassemble Opalescent Guardians to carry the broodmother’s eggs to safety.

Finishing those three tasks, and Therazane claims that she knows where the Doomhammer is, and says that the stone dragons are able to help us in recovering it. The leader of the stone troggs is called Borlock, and the stone dragon broodmother offers to take you to him as her dragons have a score to settle with the troggs. When you kill him, he cries out that the weapon fell into the Crumbling Depths, though says that the Legion has it by now.

Return to the Throne, and you find that Thrall and Mylra have also returned, with no news. You tell them where it is, and the three of you take Therazane’s portal to retrieve it back from Geth’xun as quickly as possible. Fel blood splatters the floor, and heading down the cavern you’re met with a few waves of imps. Thrall eventually catches up, and goes on a small monologue as how the Doomhammer no longer powered the elements through it, and how it had been that way since he slayed Garrosh in Nagrand.

Fighting through some more fel corrupted shale spiders and gyreworms, Thrall continues his monologue about Doomhammer, about how it’s a symbol of hope and power. Eventually you get into the cave where Doomhammer is laying, and it appears that Geth’xun is also there to take the weapon for his masters. Mylra goes to distract the demon while you break down the earthen barriers protecting the artifact, though just as you claim it the demon strikes down Mylra. Finish off Geth’xun with your new weapon, and revive Mylra so she can take you back to the surface. Thrall carries on his melancholy, and tells you to return to the Maelstrom while he goes his own way to do some thinking. When you return, Nobundo helps you with creating your class order hall at the Heart of Azeroth, at the Maelstrom.


Restoration – Sharas’dal, Scepter of Tides

Another weapon from a famous user, Sharas’dal was the weapon of Queen Azshara 10,000 years ago before she was transformed into a naga. It is said that whoever wielded the weapon would have control over the sea and the waters of life as it swirled with the waters from the Well of Eternity. However, during the War of the Ancients, the artifact was lost when Azshara and her followers were swallowed by the sea. Erunak has long sought after the location of the scepter, and one of his shaman was close to finding it when she disappeared.

Speaking with Erunak, he will tell you that Wavespeaker Adelee had tracked the Scepter of Tides to the Ruins of Vashj’ir, but she hasn’t been heard from since. Erunak asks that you join him in finding the lost shaman and to go get the artifact. He puts you into a bubble and you travel there with him, before he gives you the “Sea Legs” buff to allow you to breathe underwater – so it’s safe even if you haven’t done the Vashj’ir entry quests! Having no access to any water mounts such as the seahorse or turtles will suck though…

Erunak asks that you find three clues to the whereabouts of the Wavespeaker in the ruins. The first clue you find is in front of a chained sea giant, Adelee’s staff, and it is attuned to the Abyssal Maw. The second clue is of a wavestone, of which she told Erunak that it could cloak one’s movements from Neptulon, allowing users such as the naga to slip into his domain undetected. You also find her journal, to bring back to Erunak for him to read it over.

It would appear that she went into the Abyssal Maw, but Erunak thinks that the trail was too easy to track and that we may be walking into a trap. However, he doesn’t care for this theory as he believes that your caliber will overcome any trials the naga may face you with.

When you enter the Throne of the Tides, you find two naga torturing a sea giant. Heal him up and defeat the naga to get him to join your side. Continue through the icy wall and fight through a few packs of makrura and naga until you find and arrive at Wavespeaker Adelee. She claims that the entire realm is a trap and that you should turn back, though Erunak quells her fears, again in his confidence in you.

After you defeat the naga hulk Kra’liss, you can take Erunak’s bubble to the second floor and you are confronted by waves of water trying to push you away. Simply walk around them and your group will follow, with Grash acting as a breakwater should you fail. Get to the end, and Lady Zithreen awaits you in the final room. Defeat her, and Sharas’dal is yours to take. Return to the Maelstrom, and Nobundo will help create your class order hall.