WoW Wednesday: The Lore of Kul Tiras and Zandalar

Kul Tiras and the Empire of Zandalar are Azeroth’s greatest naval forces known to the mortal races. The former carved out its legacy on a hostile land and rose to greatness, the latter built itself as the greatest empire that the world has ever known ruled by gods of both troll and men. This week in Battle for Azeroth these two mighty nations join both the Alliance and the Horde in gambits to not only secure their future, but the very future of Azeroth itself. As such we’ll be diving deep into the history of these island nations and where they stand now as they officially enter the greatest war for Azeroth’s survival.

Kul Tiras: A Nation of Sailors

The island nation of Kul Tiras is known by and large as the boldest nation of sailors. While they say every Gilnean is born with the scent of brine in their heart it is only Kul Tirans who are born with it in their very veins. The sea is to Tirisians as it is to the rest of Azeroth; it gives life to its people, protects them from the gravest threats, and becomes one with their very ships. The ocean has seeped into the very essence of the hardy peoples’ lifestyle, from their religion to their commerce, but this was not always the case.

Nearly three millennia prior to the building of the Dark Portal, the humans of the united kingdom of Arathor began expanding their vast empire in size and power unhindered by the blood-drenched Troll Wars. Those who settled in the Gilnean highlands constructed harbors to connect the rest of the world, but the boldest of their kin sailed even beyond that. Eventually they discovered a massive island laden with metal, wood, and plentiful natural resources. The first of these seafarers became what we know today as the Tidesages and guided the remainder of Arathor to the island. Some remained and formed the outpost known as Kul Tiras, which eventually developed into the kingdom of the same name.

Shortly after their arrival, the humans of Arathor began to encounter the native Drust people, barbaric natives that practiced old druidic customs akin to the Harvest Witches of Gilneas. While the mainlanders focused on the cycle of life, the Drust were more about the inverse cycle: Death. Initially meeting on friendly, if cautious terms, the Drust leader Gorak Tul called for an extermination of the humans leading to a generations long conflict. After many years of raiding upon human settlements and outpost, Colonel Arom of the noble House Waycrest decided that the time had come. The Order of Embers rose to counter these deadly attacks and Arom led his House to the city of Gol Osigr. Facing Gorak Tul in direct combat he slew the Drust King, and his armies and constructs fell to pieces.

For this Arom was promoted to Lord and became the head of House Waycrest, which occupied Drustvar until the current day. House Stormsong and their Tidesages would take the northernmost landmass, Stromsong Valley, for its bountiful fields and proximity to the open sea. House Proudmoore remained in Tirigarde Sound to command Kul Tiras’ vast forces, with House Ashvane arising many years later to command commerce. Only in recent history has House Proudmoore ruled Kul Tiras unopposed, with its Lord Admiral in true command of the island nation’s military forces. The island remained a center of commerce for nearly two millennia until the orcish invasions and the Second War.

The Noble Houses of Kul Tiras. From Left to Right: Stormsong, Proudmoure, Ashvane, and Waycrest.

Called on by Anduin Lothar and King Terenas Menethil to combat what was evolving into a global menace, Kul Tiras joined the Council of Seven Nations and formally joined the Alliance. Under the control of the new Grand Admiral, Lord Daelin Proudmoore, the Alliance Navy decimated the Horde’s ramshackle fleet before finding themselves beset by a greater foe. Aware of the Alliance’s naval superiority, Warchief Orgrim Doomhammer ordered the Dragonmaw clan to supply their enslaved Red Dragons as support. Three dragons decimated a sizable portion of the fleet and would continue to harry the naval forces throughout the wars. Among the heavy losses of the Kul Tiran armada was the Third Fleet, which took the Grand Admiral’s son, Derek Proudmoore, to the bottom of the seas.

Kul Tiras would then suffer its greatest blow by its own daughter shortly after the Third War. Ignorant of the tenuous peace Jaina Proudmoore and Thrall of the Frostwolf Clan had made in the founding of Durotar and Theramore, the Grand Admiral landed upon Kalimdor’s shores and made war against the fugitive orcs and Darkspear Trolls. Assisted by Jaina, Thrall’s Horde lay waste to the Tirisian forces, including Lord Admiral Daelin Proudmoore. Survivors of the bloody campaign would go on to create folk-tales of the horrific slaughter, including the now infamous shanty Daughter of the Sea, which described in detail the betrayal of Lady Proudmoore at Daelin’s final battle. While native Kul Tirans called for vengeance, the Alliance was unable to give it while still reeling from the plague of undeath and the slaughter of Lordaeron. The island nation rightfully turned their back on the Alliance, though a second wave of Tirisians returned to Kalimdor to keep an outpost in Durotar. The Cataclysm saw it ravaged and destroyed, while Horde forces in the area saw its survivors wiped out.

In more recent history Kul Tiras was sought by the Alliance to aid them in their total world war for Azerite. Shaken by the death of her husband and son, Lord Admiral Katherine Proudmoore denied both the Alliance and her daughter just in time for a coup by House Ashvane to come to a head. After the end of this sordid affair and the returning of peace to the land, Jaina Proudmoore was named Lord Admiral and Kul Tiras officially rejoined the Alliance to wage war on the open seas.  While seeing a sizable loss at the Battle of Dazar’alor the Kul Tiran Fleet is still Azeroth’s greatest naval force, and may now single-handedly have dominion of the open ocean.


The Zandalari: An Empire of Kings and Queens

The Empire of Zandalar is one that is as old as recorded time. Trolls were the first race of a primordial Azeroth, and they are rightfully proud of that. While some of their siblings have evolved into what others would call more, ‘refined species,’ the Zandalari are still the greatest Empire that has ever existed and have stood the test of time as not only a naval superpower but a military force naught to be reckoned with.

The empire’s earliest origins started with a gathering of trolls about a mountain range in southern Kalimdor. It was here that many Wild Gods, or Loa, lived and blessed some of these trolls with their power. Naming the land Zandalar, these trolls began to build a life on its slopes in small villages and huts. Before the forming of a true nation, Shadow Hunters ruled over these tribes in a similar manner to present day Darkspears, though Dazar was the first king of his people. Leading them away from the swamps of Nazmir and the threat of G’huun, Dazar raised his tribe of Zandalar up and built with them a mighty city of gold. This temple-city of Loa and Trolls became known as Dazar’alor, and the land about it known as Zuldazar.

A Mojo Construct keeping watch over Zuldazar’s temples.

It was here that this society developed upon a caste system, which later evolved into their own peoples and tribes. In such a manner the Gurubashi and Amani first left the kingdom to seek conquests and lands of their own, which then came into fighting for their own lands and territories. Over time, as these empires lived in a tenuous harmony, the Zandalari came to be seen as custodians of their people and the head of their Loa-oriented religions.

There would come a time when this hunger for knowledge and power among the Loa eventually led to the discovering and unearthing of the ancient Aqir race, undisturbed since the ordering of Azeroth. Roused by curious trolls, a great C’Thraxxi known as Kith’ix rose to lead these armies to continue their conquest of Azeroth and rebirth the ancient Black Empire of the Old Gods. This ignited the conflict known as the Aqir Wars, where the Zandalari cemented themselves as rulers of all troll kind. Rallying the disparate tribes and nations the Zandalari commanded their united force which became known as the Empire of Zul. Housed in their sky-scraping temple-city, the Zandalari could see any weak-points and oncoming attacks. Convincing the other nations to quash the forces under heel, the Gurubashi and Amani pushed East, while the Drakkari pushed North. Driving the Aqir underground, they shattered the empire and nearly rode them to extinction.

Shortly after the war a High Priest of Zandalar reached out to the Mogu Empire in the south in an exchange of sorts. While the Mogu would surrender their knowledge of the Arcane, the Trolls would teach and show them the land beyond the vale. Creating a pact built on the safety of mutually assured destruction, both Empires rose to conquer the world together; Zandalar was content that the Mogu would neither have the strength to challenge them, nor would their king seek powers beyond the Vale of Eternal Blossoms. However, with Lei Shen’s disastrous move and a later war against the Pandaren the Empire suffered greatly due to a lack of leadership, its armies decimated by the Cloud Serpents nearly three centuries after. These were crippling blows that the Zandalari could not hope to recover from.

Despite these wars, the Empire of Zul yet found itself eclipsed by an unforeseen kingdom; the Night Elves. Evolved from a subterranean group of Trolls, these refined creatures wove magics unseen by the Troll kingdoms and brought to their doorstep the Burning Legion itself. Despite the threat of the demons the Zandalari opposed them to the bitter end, even up until the Sundering of Kalimdor. With hundreds of spell casters and priests of dozens of castes banding together the trolls shoved their kingdom away from a collapsing Kalimdor, shielding themselves from a disastrous fate. Finding their nation had suddenly became an island of its own, Zuldazar was content to remain just that even as the world around them collapsed. Building itself a great fleet, Zandalar maintained dominion of its seas, and allowed itself to be deployed anywhere across Azeroth should the need arise.

Over the following millennia Zuldazar would do everything in its power to try and assure a future for the troll race, often to poor and unforeseen results. From the breaking of the Amani Empire to the disastrous risings of Hakkar the Soulflayer, the Zandalar were rent asunder as much as their Gurubashi and Amani brethren. Even the Goblins eventually won over the trolls, subjugating an expedition to the holy island of Kezan. An attempt at summoning Atal’Hakkar to Zandalar unleashed a blood plague among their people, nearly eradicating the race. Taking a step back from their warlike ways the Trolls instead tried to turn to the world to support its waning powers. Recruiting adventurers of every walk they subjugated Hakkar twice as the dark Loa rent the Gurubashi Empire in twain. To preserve the Drakkari people priests and prophets of Zandalar attempted to stop them from murdering their own Loa in vain.

These defeats would soon inspire a complacency with the rise of Rastakhan, the latest God King of the Empire. Despite urgings from his most trusted prophet, Zul, Rastakhan did nothing when the Cataclysm came and sunk a portion of Zuldazar into the sea. Taking fate into his own hands despite his King’s wishes, Zul sought twice to empower the nation of Zandalar. Taken the bulk of the Golden Fleet, Zul attempted to unite the Amani and Gurubashi tribes, much to the chagrin of Vol’jin of the Darkspear. After their failure in both Zul’aman and Zul’gurub, Zul took the fleet to Pandaria to attempt and regain the Mogu’s alliance. With the fear of Zandalar sinking into the very sea itself, Zul sent his underling Khar’zul to see that Pandaria was made a Troll Nation by any means necessary. This attack was thwarted once more by heroes of the Horde and the Alliance, with the forces crushed during a siege on the Throne of Thunder. In a last ditch effort the Golden Fleet attempted to rally the Frostmane Tribe of Dun Morogh to war against the Ironforge Dwarves, but this insurrection was quickly stifled by Alliance forces.

God King Rastakhan and his Zulchani Council.

Now in the heart of the Horde and Alliance’s war, Princess Talanji sought aid from the Horde against a shadowy war that was raging along the nation of Zandalar. Usurping King Rastakhan from the throne, the Prophet Zul and his dark benefactor attempted to raise G’huun, a manufactured Old God, to lead the Zandalari to an empire which could once more crush the lands of Azeroth and bring the world under their rule. With the aid of the Horde’s expeditionary forces, Talanji’s forces quashed both a rise of Blood Trolls and the Civil War, uniting Zandalar under her father’s banner. This strength would be tested by the Alliance’s siege upon Dazar’alor, which left God King Rastakhan slain and the Golden Fleet decimated. Now the head of her people, God Queen Talanji has decided to join forces with the Horde, pitting the mighty Empire of Zul and their incredible Loa directly against the bloodthirsty Alliance.

The post WoW Wednesday: The Lore of Kul Tiras and Zandalar appeared first on

WoW Wednesday: What’s New In Patch 8.1.5?

With Patch 8.1.5 just on the horizon, the story of Battle for Azeroth begins to chug on past the utterly deadly siege on Dazar’alor, the capitol of the Zandalari Empire. With the Alliance and Horde returning to lick their wounds and welcome new allies into their ranks, its time for us to take a keen look at what is on the horizon for our heroes of Azeroth. This week we’ll be dissecting what’s coming up for players in this bridge-patch for World of Warcraft, introducing two new allied races, a new raid, and a plethora of additional and returning content.

The first major portion of the patch is of course the introduction of Azeroth’s two newest Allied Races. The Alliance will finally formally invite the kingdom of Kul Tiras into its ranks, while the Horde will stand by the empire of Zandalar. Both require additional pieces of content for players to complete before they are unlocked, which may take you a significant period of time if you haven’t been working away at them. You must have reached Exalted with either the Proudmoore Admiralty or Zandalari Empire factions respectively, as well as having completed all of their home continent’s major storylines. Players must also have completed both components of their faction’s War Campaign from 8.0 and 8.1. For players wanting to make either a Kul Tiran or a Zandalari Troll, you can only create them if that server has a level 110 character on it, similar to old Hero Class Restrictions. For those who have been skipping on their current patch content there is no need to complete any part of the Battle for Dazar’alor raid in order to unlock either Allied Race.
 Starting April 16th and additional bridge-raid will open for players beneath the Shrine of the Storm, similar to the Trial of Valor and the Ruby Sanctum. The Crucible of Storms has been prepared by N’zoth, Old God of the Deeps and Patron of the Naz’jatar, for players to test their mettle. While only comprised of two bosses, the Crucible will offer loot at a higher item level above Dazar’alor, including artifacts with unique abilities and terrible power. Players will also see the return of Xal’atath, Blade of the Black Empire as she is reawakened. Seeking freedom from her eternal prison, she will reveal the darker history of the Stormsong Valley, and reveal to heroes the terrifying truth of what may truly be driving this war forward.

For those looking to escape the battlefront, the infamous Brawler’s Guild returns to both Stormwind and Orgrimmar. While players can return to prove their grit in the pit players will also find that a grizzly murder has twisted the once (relatively) peaceful brawling clubs. As players progress through the ranks they’ll uncover more about the mystery and its supposed suspects, culminating in some clever detective work. Players solving the mystery will find themselves saddled upon the just as dangerous Bruce, while those who top out at Rank 8 will unlock an exclusive Brawler’s Guild transmog set. Challenge Cards and Shirts will, of course, be returning, as well as mysterious additions throughout the clubs…

For those diligent tradesmen, new quests will open up through your Professions for your Tools of the Trade. These epic relics will be unlocked through a series of involved quest chains, some taking you beyond the realms of time itself, in order to achieve these powerful tools. Each item has a unique effect for players to utilize, from stealing the health of the fallen to creating indestructible armor. These will only be created and found by those with crafting professions, but are no doubt a vital addition to any tradesman’s collection.

For those who like to skip beyond the bounds of time, Timewalking will also be expanding its roster. Scaling players back to expansion-based statistics, Timewalking challenges players with Heroic level dungeons from the time, offering the bold a change of pace and unique rewards to go along with it. New to the line-up will be (in)famous dungeons from Warlords of Draenor, Warcraft’s 5th expansion. First planned to appear in May of this year, six dungeons will be available during this timewalking event including: Everbloom, Bloodmaul Slag Mines, Iron Docks, Auchindoun, Shadowmoon Burial Grounds and Skyreach. New rewards will be available with the event’s currency, Timewarped Badges, including two new mounts that made exclusive appearances alongside Beastlord Darmac’s encounter inside the Blackrock Foundry raid.

For the more PvP oriented, two older battlegrounds will be receiving a heavy facelift. Both Warsong Gulch and Arathi Basin have received large-scale cosmetic facelifts to match the ongoing war across Azeroth. While the old physicality and design of each battleground will remain the same, both have been adjusted and uprezed to a more modern world. Included in this update is also the new Arathi Basin Brawl, “The Arathi Comp Stomp,” where players will fight Island Expedition style AI in the Basin! Alongside them, the Siege of Wintergrasp returns for players, which will be accessible through the Epic Battleground group finder.

New to the wonderful, marvelous Darkmoon Faire is the Darkmoon Roller Coaster! Easily noticeable by any entering the Faire’s main gate, this new attraction is best experienced in first-person view, and will set players on the tracks of a turbulent attraction! Just like the Darkmoon Carousel, players will also gain the WHEE! buff based on how long you ride the treacherous coaster. After all, doesn’t fortune favor the bold?

More controversially added into Patch 8.1.5 is the heavily requested Portal Rooms. Located in the Stormwind Mage Tower for the Alliance, and the front Gates of Orgrimmar for the Horde, these rooms now include portals to each major hub across the expansions of Warcraft, including the Jade Forest and the Court of Farondis. However this change has come with an ill-received, and in my opinion poorly made, decision on Blizzard’s part. Across the rest of Azeroth, any major city that contained a portal will now only contain one back to your faction’s major city, including Legion’s version of Dalaran which included portals to the Caverns of Time and Karazhan, two zones which both Alliance and Horde players respectively need to go extremely out of their way for. There is also no manner to travel to Hellfire Penninsula in Outland for players, not on the introductory quest to The Burning Crusade content. These rooms also do not contain portals to other major faction cities outside of expansion locked ones.

But I think perhaps the best, and most overlooked addition is, of course, the new Heirloom pieces which will raise experience-boosting gear to level 120. A necessary addition to those of us looking to finally create our Zandalari Paladins and Kul Tiran Druids.

So what are you most excited for with the release of Patch 8.1.5? Zandalari Paladins or Kul Tiran Druids?

The post WoW Wednesday: What’s New In Patch 8.1.5? appeared first on

Mag’har Orcs and Kul Tiran Humans Will Join WoW’s Allied Races

The roster of the World of Warcraft Allied Races is going to grow eventually, it seems, as the recent developer Q&A livestream confirmed that both the humans of Kul Tiran and the Mag’har Orcs are on their way to becoming allied races in the MMO at some point or another.

warcraft allied races

During the livestream, director Ion Hazzikostas immediately tackled Allied Race questions, confirming that the Mag’har orc and Kul Tiran human races are planned for BfA along with Zandalari Paladins possibly becoming available down the line.

According to information gathered from the livestream, the arrival of Allied Races is currently in pairs for now, but may not arrive for both factions in the long run. To that point, releases are more linked to the game’s lore than any sort of equal representation between the Horde and the Alliance.

Naturally, the livestream covered a variety of other topics touching the broadest possible spectrum of interest for WoW players. It’s, frankly, too much to really detail here so be sure to scour the excellent synopsis put together by MMO Champion for more.

Our Thoughts

If you’ve ever wanted to play humans but slightly different, or orcs but slightly different, then now’s your chance! …well, eventually will be your chance, since there’s no timeline on these upcoming new Allied Race arrivals. That said, we’re sure WoW players are happy to know what is on the way and perhaps plan accordingly.

Source: MMO Champion

Articles Related to World of Warcraft

Blizzard Devs Talk About World of Warcraft Classic Challenges
WoW Wednesday: Levelng in 7.3.5 After Nerfs
WoW Wednesday: Content Cut From Vanilla

The post Mag’har Orcs and Kul Tiran Humans Will Join WoW’s Allied Races appeared first on

How to Unlock Allied Races in Battle For Azeroth

Chances are a lot of you already have the Allied Races unlocked if you have pre-purchased Battle For Azeroth, though I am still seeing a lot of people struggling with the various reputation grinds necessary to play these new races. With that in mind, It’s certainly a good idea to have an easy guide on how to unlock Allied Races for those who are perhaps returning or even new to World of Warcraft and want to play around with the shiny new races.



First thing’s first, and hopefully most obvious, to unlock Allied Races you will need to pre-purchase Battle For Azeroth on your World of Warcraft account. Without the expansion, you cannot access the races. If you are new or returning and want to catch up quickly, that pre-order does come with a character boost to 110 which is the current max level and you will need it to work through a lot of these pre-requisites, so that may be a big help in your journey to unlocking the new races.

  • Nightborne: Exalted with the Nightfallen and completion of Insurrection
  • Void Elf: Exalted with the Argussian Reach and completion of You Are Now Prepared!
  • Lightforged Draenei: Exalted with the Army of the Light and completion of You Are Now Prepared!
  • Highmountain Tauren: Exalted with the Highmountain Tribe and completion of Ain’t No Mountain High Enough

So let’s go down the list.


Unlocking the Nightborne

You will need to complete the Insurrection achievement and be Exalted with the Nightfallen faction to unlock the Nightborne as a playable race, which may look more intimidating than it actually is.

To start Insurrection, you will need to be at 20000/21000 Revered reputation with the Nightfallen and complete the quest “A Change of Seasons”, which culminates the first part of the Suramar campaign. Suramar can be a long, arduous grind so I would recommend you settle in and enjoy the story. Read the quest text, watch the cutscenes, listen to the music, and enjoy the experience, because it is an amazing zone. If, however, you really would rather not then get yourself something to watch or listen to and buckle in. You can complete all of the raid quests on LFR, which makes things a fair bit easier, and you will get the Arcanist’s Manasaber mount for completing Insurrection and killing Gul’dan. The map will usually tell you where to pick up the next major quest, if not just head back to the Arcan’dor and you should find the next part. There’s a lot of feeding fruit to Elves and Artifact Power to gain.

As for the reputation, you will get a lot just for completing all of these quests, and there are a lot, but you can also complete World Quests – of which more will unlock the further through the questline you get – and gain Insignia rep tokens from your Class Order Hall mission table and treasure chests, these are Bind on Account so if you have alts it may be worth checking their mission tables, too.


Unlocking Void Elves

Void Elves are a fair bit easier to unlock than Nightborne for players newer to Legion content as the You Are Now Prepared achievement required only needs you to complete the Argus campaign, which is quite a bit quicker to complete than Suramar. Simply follow the story and you’ll complete the achievement.

Reaching exalted with the Argussian Reach can seem a bit slow, but the further through the Argus campaign you get, the more World Quests you will unlock. There will be emissaries to complete, Insignias you can pick up from missions, chests, and sometimes World Quests which only become Bind on Account, the Insignia you can earn through the Kirin Tor emissary if it’s up, but there are also Weekly Quests you can complete for even more reputation: Fuel of a Doomed World, Invasion Onslaught, and several Seat of the Triumvirate weekly dungeon quests.


Unlocking Lightforged Draenei

You’ll also need to complete You Are Now Prepared to unlock the Lightforged Draenei. The same counts here as for Void Elves.

Army of the Light is the first of the Argus reputations you’ll come across during the Argus campaign and the earliest faction you’ll unlock World Quests for. Just like the Argussian Reach, you can earn Army of the Light reputation through World Quests, emissaries, Insignias, and the weekly quests: Fuel of a Doomed World and Invasion Onslaught.


Unlocking Highmountain Tauren

The Highmountain questline is the only one on this list that you can start pre-level 110 so if you happen to be leveling through the Broken Shore, consider starting in Highmountain. There is quite a lot to work through here in order to complete the Ain’t No Mountain High Enough achievement, though still nowhere near as much as there is in Suramar. Simply work your way through the quests and enjoy the story.

You will gain a lot of reputation with Highmountain just from completing all the quests in the zone, but you will probably still need to do a little more work to reach Exalted. You have a few options here, you can complete any side-quests you come across and, as with Suramar, there are World Quests and emissaries, reputation tokens you may be able to pick up from Class Hall missions and treasure chests.


Speed Up That Reputation Grind

That’s a lot of reputation to grind out if you want to unlock all four currently available Allied Races, but there are several ways you can give that grind a bit of a boost. Firstly, do any Kirin Tor emissaries that pop up and choose the Insignia for the faction you’re struggling with the most, probably Army of the Light or the Argussian Reach which may have more World Quests but there’s less reputation to gain through quest lines. Check your Class Order Hall mission tables and treasure chests in relevant zones on all of your max-level characters to pick up Insignia tokens which offer 250 or 750 reputation. You also have the chance to pick up a Demon’s Soulstone from Argus rares that grants 1,000 reputation points to Broken Isles and Argus factions, basically this expansion’s Medallion of the Legion. This is Bind on Account and can only be used on Argus.

You can also increase the rate you gain reputation in a few different ways. If you have the choice, I would recommend doing any reputation grinds on a Human character as they have the passive Diplomacy racial that increases all reputation gains by 10%. If the Darkmoon Faire is in town, make sure you’re rocking the Darkmoon Faire Top Hat which you can carry around with you and ride the Carousel (these two buffs don’t stack so choose one or the other) for an hour-long 10% experience and reputation bonus. Check each week what bonus event is active because if the World Quest bonus is up you will get a 50% reputation bonus to Broken Isles World Quests.


And that’s about it for now. We know that Zandalari Trolls and Dark Iron Dwarves will also be options somewhere down the line, likely when Battle For Azeroth launches, but we don’t know exactly how they will be unlocked just yet. Perhaps we’ll update this guide when we know more but for now, remember that the grind is totally doable, if a little frustrating, and it’s totally okay if you decide it’s not worth the time. Check this article to see what each Allied Race comes with. If there is anything we missed or you have any additional questions, make sure to leave a comment below and we’ll take a look and get back to you!

The post How to Unlock Allied Races in Battle For Azeroth appeared first on

Unlock Requirements for WoW’s Allied Races Unearthed

Those hard-working dataminers are at it again, plumbing the depths of PTR code and coming back with their hands coated in binary soot to bring us new information. Fresh from the mines this time are some early details on some World of Warcraft Allied Race unlock requirements.

world of warcraft allied race unlock

The information comes from the most recent 7.3.5 PTR build and offers details on how to unlock the Highmountain Tauren, Nighborne, Void Elf, and Lightforged Draenei races:

  • Highmountain Tauren: Earn the “Ain’t No Mountain High Enough” achievement and Exalted with the Highmountain Tribe.
  • Nightborne: Earn the “Good Suramaritan” achievement and Exalted with the Nightfallen.
  • Void Elf: Earn “You Are Now Prepared!” and Exalted with Argussian Reach.
  • Lightforged Draenei: Earn “You Are Now Prepared!” and Exalted with the Army of the Light.

Those who want to play as the Allied Races will also need to have at least one level 110 character, complete a special scenario, and (naturally) have purchased the Battle for Azeroth expansion.

The datamining expedition also uncovered some other items of interest such as Allied Race tabards, new boosted character gear, and some more Cataclysm Timewalking. You can read up on all of the findings over on Wowhead.

Our Thoughts

Presumably, many WoW players have already unlocked most of these requirements already, but if you haven’t at least now you have something of a head start. Unless, of course, there are going to be some additional requirements that aren’t otherwise part of the PTR.

Source: Wowhead

Articles Related to World of Warcraft

WoW Wednesday: Allied Races
World of Warcraft Shows Off the Antorus Raid
WoW Wednesday: Pantheon Trinkets and How They Work

The post Unlock Requirements for WoW’s Allied Races Unearthed appeared first on