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{{For|the (former) in-game reputation faction|Zandalar Tribe (faction)}}
{{source needed}}
 
  +
{{Infobox faction
== Damage Reduction ==
 
  +
|faction = Neutral
[[Image:Damage Reduction Graph.jpg|399 px|frame|Damage reduction in percent for melee attacks taken from a target of the same level. Note that this graph peaks at 75% for all levels, since this is the maximum damage reduction gain from armor.]]
 
  +
|name = Zandalar tribe
  +
|image = Ansari.jpg
  +
|caption = Ansari
  +
|races = {{Race|Zandalar troll}}
  +
|capital = [[Zuldazar]]
  +
|base = [[Dubra'Jin]], [[Zim'Torga]]
  +
|theater = [[Zandalar]], [[Zul'Aman]], [[Zul'Drak]]
  +
|leader = [[Rastakhan|King Rastakhan]]
  +
|affiliation = Independent, Neutral
  +
|pop = 27,000
  +
|alignment = [[True neutral]]
  +
|source = [[Dark Factions]], pg. 166-168.
  +
}}
   
  +
[[Zandalar]] is an island in the [[South Seas]] to the southwest of [[Westfall]] on [[Azeroth (world)|Azeroth]]. On this island live trolls — thousands upon thousands of trolls. It is understandably a difficult place to visit for anyone who isn’t a troll. The Zandalar tribe is the progenitor tribe from which all other troll tribes sprang.<ref name="ReferenceA">{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=166}}</ref> Zandalar has long been the heart of all troll culture throughout the world. Zandalari are their own separate sort of troll — not jungle trolls, not forest trolls, not ice or dark or sand. (However, several groups of other trolls live on Zandalar, including jungle trolls beneath the canopy and ice trolls on snowy Mount Mugamba.) The Zandalari’s overall goal remains what it always has been: to maintain troll history and continue their research. They also again oppose Hakkar.
   
  +
Every 6 years, Zandalar also plays host to a meeting of all troll tribes. Trolls from all over the world meet in the great ziggurat-city of Zuldazar to discuss matters of importance to all trolls. Zandalar is neutral ground for trolls. Though many tribes don’t get along with each other, they all meet on peaceful terms in Zandalar.<ref name="ReferenceA"/>
Armor reduces physical damage done against you by a certain proportion. It depends entirely on the level of the monster (or player) hitting you and your own armor. Your level doesn't matter. By hovering your mouse over Armor on your Character screen, you can see the percentage value of this reduction for damage done by enemies that are at your current level. This percent reduction will actually fall as soon as you gain a level if you're still wearing the same armor. You haven't lost anything, it's merely showing you that your armor isn't as effective against monsters one level higher than you used to be.
 
   
  +
==History==
  +
===Ancient history===
  +
The Zandalari were the earliest known trolls, the first tribe from which all tribes originated. Most Zandalari were scholarly and valued knowledge; however, a significant portion desired conquest instead. These disaffected trolls eventually left the Zandalari to found other tribes. Over time two distinct troll empires emerged — the [[Amani Empire|Amani]] and [[Gurubashi]]. The Amani were forest trolls and the Gurubashi were jungle trolls; Amani and Gurubashi were the names of the two largest and most powerful troll tribes, which is why the empires received their names. These early empires eventually clashed with the nascent night elves. Drawing arcane magic from the Well of Eternity, the night elves shocked the trolls by handing them a rapid and resounding defeat. The night elves pushed the trolls out of some of their lands and were then able to establish the night elf empire.
   
  +
The remaining Zandalari, then, were all of the scholarly and mystical bent. As time went on, other trolls came to regard them as an overarching priest caste for all trolls. The Zandalari preserved troll history, and they worked to further the goals of troll society as a whole. Though they had the respect and admiration of all other trolls, the Zandalari did not attempt to exert any power over them. They averaged (and still average) 8 feet in height: significantly larger than all other trolls save the savage [[Drakkari]] of the far north. Despite their greater size and knowledge and the respect they commanded, the Zandalari did not wield sovereignty over the other trolls, nor did they seek such authority.
The most important thing to remember about armor is:
 
   
  +
When the Sundering came, the wise Zandalari trolls wove swift magics to protect their realm. The land around their territory shuddered; waves crashed in and trees and soil sank beneath the waves. Through it all, the Zandalari’s land remained largely intact. After the Sundering, the Zandalari discovered that their territory was now an island. Seeing no reason to leave it, they set about rebuilding their settlements and continuing their studies.
'''An X% increase in armor means an X% increase in armor's contribution to the amount of damage you can take.'''
 
   
  +
===First war against the Soulflayer===
The formula for the base armor value is
 
  +
Eventually the Zandalari noticed that their Gurubashi brethren on the mainland were growing rapidly in power and territory, attributing their victories to the influence of the god [[Hakkar]]. At first, the Zandalari were glad for the fellow trolls. However, as Zul’Gurub continued to expand, the Zandalari’s pleased surprise turned to disquiet. They consulted myths and delved into historical accounts. What they learned horrified them.
   
  +
Hakkar was also known as the “Soulflayer”, a name he had richly earned. He filled his adherents with murderous rage and reveled in their dark emotions. The carnage that invariably followed Hakkar suited him perfectly, for having consumed blood he had developed a taste for it. Worse, he became more powerful as he consumed the blood shed in his name, and his tie to the world that was feeding him grew stronger.
{| class="darktable"
 
|-
 
| <tt>Base Armor = 2 * [[Attributes#Agility|Agility]] + gear armor + magic armor </tt>
 
|-
 
|}
 
   
  +
Every Zandalari who could fight immediately set out for Stranglethorn Vale and brought the terrible tidings to the jungle trolls. The Gurubashi empire was already in a state of civil unrest due to the numerous sacrifices that Hakkar was demanding. With the Zandalar tribe’s news, the jungle trolls banded together with the Zandalar tribe and rose up in open revolt against the bloodthirsty Soulflayer. The united tribes narrowly defeated the Blood God and cast out the Atal'ai... despite their victory, however, the Gurubashi Empire soon fell.
Gear armor is the armor value from the gear you are wearing. Magic armor is the extra armor from buffs such as scrolls, mage armor, armor kits etc.
 
   
  +
===Wrath of the Soulflayer===
Note that talents which give a percentage bonus to armor (like druid bear form) do not include magic armor in their boost to the armor rating. This is especially important for druids since bonuses received from armor kits, sets and green effects in general are not affected by bear form and Thick Hide.
 
  +
{{Wow-section}}
  +
[[image:Zandalar Tribe.png]]
   
  +
In recent years the exiled Atal'ai priests have discovered that Hakkar's physical form can only be summoned within the ancient and once-deserted capital of the Gurubashi Empire, [[Zul'Gurub]]. Unfortunately, the priests have met with success in their quest to call forth Hakkar — reports confirm the presence of the dreaded Soulflayer in the heart of the ruins.
   
  +
And so the Zandalar tribe arrived on the shores of Azeroth at [[Yojamba Isle]] to battle Hakkar once again. But the Blood God had grown increasingly powerful, bending several tribes to his will and even commanded the avatars of the [[Primal Gods]] — [[Bat]], [[Panther]], [[Tiger]], [[Spider]], and [[Snake]]. With the tribes splintered, the Zandalari had been forced to recruit champions from [[Azeroth (world)|Azeroth]]'s varied and disparate races to battle the Soulflayer.<ref>[http://www.worldofwarcraft.com/info/basics/factions/zandalar/ Zandalar Tribe] at the [http://www.worldofwarcraft.com/ Official site]</ref>
For enemies from level 1 to 59, the reduction to physical damage, as a percentage, is given by the following formula
 
   
  +
===Wrath of the Lich King===
{| class="darktable"
 
  +
{{Wotlk-section}}
|-
 
| <tt>%Reduction = (Armor / ([85 * Enemy_Level] + Armor + 400)) * 100</tt>
 
|-
 
|}
 
   
  +
The Zandalari trolls make an appearance in [[Zul'Drak]], recording the fall of the once-mighty troll city. This is the first time trolls have sacrificed their gods and stolen their power; in [[Zul'Gurub]], the Gurubashi Priests had fallen under the mind control of [[Blood God]] and their Loa's power was merely being stolen through them. In [[Zul'Aman]], the Amani Priests asked their Loa for help in their war against the Horde and the Alliance, and the Loa agreed.
   
  +
===Cataclysm===
For enemies from level 60 and up, the reduction to physical damage, as a percentage, is given by the following formula
 
  +
{{Cata-section}}
   
  +
With the Gurubashi trolls destroyed and the [[Blood God]] no longer an issue, most Zandalar trolls have returned back to their home land [[Zandalar]], leaving [[Yojamba Isle]] empty.
{| class="darktable"
 
|-
 
| <tt>%Reduction = (Armor / ([467.5 * Enemy_Level] + Armor - 22167.5)) * 100</tt>
 
|-
 
|}
 
   
  +
In [[Patch 4.1.0]], the Zandalar tribe was reintroduced to World of Warcraft with a long quest chain revealing the [[Gurubashi tribe]]'s plan to retake [[Stranglethorn Vale]], leading to the re-added [[Zul'Gurub (instance)|Zul'Gurub]] as a level-85 five-player dungeon. Their involvement is also touched in Zul'Aman. They are being opposed by [[Vol'jin]] and his [[Darkspear]] followers, who claim that they are manipulating the Amani and are the real threat. Vol'jin explains that the Zandalari are seeking to create a new troll empire, reaching out to all of the troll tribes, including the Amani, Gurubashi and his own Darkspear tribe - the likes of which would be a grave threat if not immediately dealt with.
   
  +
==Organization==
For level 70 and raid bosses, this simplifies to
 
  +
[[King Rastakhan]], a hoary and formidable witch doctor, rules the Zandalari from his capital of Zuldazar. The Zandalari are mystical and ancient trolls who revere knowledge and history; their organization is loose. They represent an overall priest caste for all trolls, yet they do not attempt to parley this position into real power with those trolls.<ref name="ReferenceB">{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=167}}</ref>
   
  +
===Military===
{| class="darktable"
 
  +
[[File:Troll Zandalar Tribe WoW.jpg|thumb|left|150px|A troll from the Zandalar tribe.]]
|-
 
  +
The Zandalar tribe is a group of mystical trolls who serve as the priest caste for all other trolls. They have few warriors, and what warriors they do have are dedicated to protecting their home island of Zandalar. Thus, when the Zandalari need people to accomplish tasks in the larger world, they work through agents of other races. Were an unfriendly member of such a race to enter Zandalar, however, he would find himself contending with the Zandalari’s warriors. Though few, they are rumored to be excellent fighters.
| <tt> %Reduction for 70 = (Armor / (Armor + 10557.3)) * 100</tt>
 
|-
 
| <tt> %Reduction for 73 = (Armor / (Armor + 11960)) * 100</tt>
 
|-
 
|}
 
   
  +
The Zandalari make their home in the jungle. As such, their warriors prefer to attack from ambush, lurking in the trees’ shadows, in the underbrush, or in the canopy before bursting out to attack. They set themselves up in the wilderness along their enemy’s path well in advance, then leap forward when the time is right. They hurl javelins; then, depending on the reaction, they either continue to fling their weapons, they charge into melee, or they melt back into the shadows to perform the same tactic again.
Note that the maximum damage reduction is capped at 75%.
 
*The 11960 and 10557.5 numbers in the denominator are often confused. The constant is based on the attackers level not the target's level. Use 10557.5 for your attacks (outgoing) and 11960 for damage received.
 
   
  +
Many priests and witch doctors work among the Zandalari, so almost all Zandalar warriors are in possession of a few bottles of brews they can slug back to make themselves stronger, fiercer, or heal their wounds. Zandalar leaders carry many such concoctions and are sure to have witch doctors at their sides who provide them with more. If they expect to go to battle, the trolls drink the brews immediately beforehand, allowing them to crush their enemies with ease.
<br style="clear:both;">
 
   
  +
If battle is joined, Zandalar priests and witch doctors support their warriors with enhancement spells and healing in addition to entering the fray directly. Bloodlust and inner fire are particularly devastating — spells that affect many allies at once. Of course, the spellcasters don’t mind blasting their enemies when the situation calls for it, and Zandalari potion docs spend battles hurling explosive potions into enemy ranks.
== Damage Soak ==
 
   
  +
The few Zandalari warriors take the front lines, though they prefer to soften up the enemy with thrown javelins and axes first. This tactic also allows their spellcasters more time to cast beneficial spells on them before melee is joined. Zandalari warriors are fierce and wild, and they do not often retreat; once a troll throws himself into melee, he isn’t coming back until the enemy’s corpses lie about him.
Although the character sheet tooltip gives the amount of damage that the armor absorbs, it is more useful to think of how much more damage the player can take.
 
   
  +
Zandalar warriors perform other functions as well, including reconnaissance, discovering the best places to set their ambushes. They also harry enemy forces with guerilla tactics, which can make the enemy foolish. Priests and witch doctors help these endeavors with divination magic.<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=188-189}}</ref>
In general, the armor reduction formula can be written as
 
   
  +
==Location==
{| class="darktable"
 
  +
Zandalar is a sizeable island a ways southwest of Westfall. Two huge mountains rise from its green canopy; one of these mountains is in fact the great ziggurat-city Zuldazar, while the other is snowy [[Mount Mugamba]]. Other, smaller ziggurats — the domains of troll priests and witch doctors — also jut from the jungle, and birds and stranger beasts fl it above and among the trees. Troll priests and witch doctors live all over the island. It is a lush and tropical place, and a deadly one.<ref name="ReferenceB"/>
|-
 
| <tt> Reduction = Armor / (Armor + X)</tt>
 
|-
 
|}
 
   
  +
==Membership==
If the enemy is lower than level 60, X = 85 * Enemy_Level + 400
 
  +
You are either born a Zandalari or you are not; you cannot enter into the tribe unless a parent is a Zandalari.
   
  +
The trolls of the Zandalar tribe are among the largest, strongest trolls in the world. (The Drakkari ice trolls of Northrend are just as big.) They are just as ferocious as other trolls, and just as cunning, if not more so.
If the enemy is level 60 or higher, X = 467.5 * Enemy_Level - 22167.5
 
   
  +
A typical Zandalari spends his days hunting in the jungles or fishing along the coastlines. Many spend their days researching ancient lore and cataloguing history. Religion is important to the Zandalari —they are the trolls’ priest caste, after all — and they revere their pantheon of primitive, animalistic gods that take the forms of bats, snakes, and the like. Zandalar priests carve totems and engage in rituals, while Zandalar witch doctors brew potions and administer to wounded trolls. The Zandalari are constantly vigilant against invaders.<ref name="ReferenceB"/>
   
  +
==Known members==
Therefore, the amount of damage that the player takes after their armor's damage reduction is applied is
 
  +
{|class="darktable sortable"
 
{| class="darktable"
 
 
|-
 
|-
  +
!Name!!Role!!Status!!Location
| <tt> Damage_Taken = Damage_Dealt * ( 1 - ( Armor / (Armor + X) ) )</tt>
 
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Scalper Ahunae|Ahunae]]
|or
 
  +
|Scalper
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Ansari]]
| <tt> Damage_Taken = Damage_Dealt * ( X / (Armor + X) )</tt>
 
  +
|Herbalism Supplies
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Female}} [[Asgari]]
|}
 
  +
|Stable Master
 
  +
|Alive
 
  +
|[[Zim'Torga]], [[Zul'Drak]]
So the ratio of damage dealt to damage taken is
 
 
{| class="darktable"
 
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Al'tabim the All-Seeing]]
| <tt> Damage_Dealt / Damage_Taken</tt>
 
  +
|
  +
|Alive
  +
|[[Yojamba Isle]], [[Stranglethorn Vale]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Ba'kari]]
|or
 
  +
|Maces & Staves
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Female}} [[Chronicler Bah'Kini|Bah'Kini]]
| <tt> (Armor + X) / X</tt>
 
  +
|Chronicler
  +
|Alive
  +
|[[Dubra'Jin]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Female}} [[Chin'ika]]
|or
 
  +
|Poison Supplier
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Co'man]]
| <tt> 1 + (Armor / X)</tt>
 
  +
|Reagents
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Female}} [[Element-Tamer Dagoda|Dagoda]]
|}
 
  +
|Element-Tamer
 
  +
|Alive
 
  +
|[[Zim'Torga]], [[Zul'Drak]]
Therefore, the ''increase'' in the amount of damage the player can take compared to having no armor at all, as a percentage, is
 
 
{| class="darktable"
 
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Exzhal]]
| <tt> (Armor / X) * 100</tt>
 
  +
|Servitor of Rastakhan
  +
|Alive
  +
|[[Yojamba Isle]], [[Stranglethorn Vale]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Falthir the Sightless]]
|}
 
  +
|
 
  +
|Alive
 
  +
|[[Yojamba Isle]], [[Stranglethorn Vale]]
Therefore, an X increase in armor (compared to 0 armor) means an 100% increase in the amount of damage the player can take.
 
 
 
e.g. For a level 70 enemy, X = 10557.5. So a player with 10557.5 armor attacking a level 70 enemy would be able to take 100% more damage. A player with 31672.5 armor would be able to take 300% more damage than a player with 0 armor (which is the maximum).
 
 
== Armor required to get X% damage reduction ==
 
 
[[Image:Armorrequired.gif|frame]]
 
 
<br>
 
 
To calculate the amount of armor needed for maximum mitigation against a lvl 59 or below enemy, one can use the following formula:
 
 
 
{| class="darktable"
 
 
|-
 
|-
  +
|{{Neutral}}{{RaceIconExt|DireTroll}} [[Jin'rokh the Breaker]]
| <tt>Armor = 1200 + 255 * Enemy_Level</tt>
 
|}
+
|
  +
|Alive
 
  +
|[[Yojamba Isle]], [[Stranglethorn Vale]]
 
Thus a lvl 59 character who wants to achieve 75% reduction vs. lvl 59 mobs would need 16245 AC. Note that this changes beyond lvl 59, as the formula to calculate damage reduction for levels 60 and up requires much more armor to get the same mitigation. Despite the much higher armor values required for 75% reduction at levels 70 and higher, it is currently possible for a well-geared [[druid]] to reach that point (see [[User:Tejing/ArmorCapExample|this page]]).
 
 
Or a more general formula. The amount of armor needed for a specific reduction is:
 
 
 
{| class="darktable"
 
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Witch Doctor Khufu|Khufu]]
| <tt>Armor = %Reduction * (400 + 85 * Enemy_Level) / (100 - %Reduction)</tt>
 
  +
|Witch Doctor
|}
 
  +
|Alive
 
  +
|[[Zim'Torga]], [[Zul'Drak]]
 
Against a level 59 and less
 
 
{| class="darktable"
 
| <tt>Armor = (400 + 85 * Enemy Level ) / ( 100 / %Reduction - 1)</tt>
 
|}
 
 
Against a level 60 and up
 
 
{| class="darktable"
 
| <tt>Armor = (467.5 * Enemy Level - 22167.5 ) / ( 100 / %Reduction - 1)</tt>
 
|}
 
<br>
 
 
Armor required to get 50%, 60%, 70% and 75% damage reduction against lvl 60, 63, 70 and 73 mobs.
 
 
{| class="darktable"
 
! colspan="5" | Damage reduction
 
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Maaka]]
! Enemy lvl !! 50% !! 60% !! 70% !! | 75%
 
  +
|Flight Master
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Female}} [[Maywiki of Zuldazar]]
| 60 || 5883 || 8824 || 13726 || 17648
 
  +
|
  +
|Alive
  +
|[[Yojamba Isle]], [[Stranglethorn Vale]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Molthor]]
| 63 || 7285 || 10928 || 16999 || 21855
 
  +
|Hand of Rastakhan
  +
|Alive
  +
|[[Yojamba Isle]], [[Stranglethorn Vale]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Female}} [[Nofal]]
| 70 || 10558 || 15837 || 24635 || 31673
 
  +
|Ammunition
  +
|Alive
  +
|[[Dubra'Jin]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Female}} [[Pan'ya]]
| 73 || 11960 || 17940 || 27907 || 35880
 
  +
|Innkeeper
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Ra'wiri]]
| 80 || 15233 || 22849 || 35543 || 45698
 
  +
|General Goods
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
 
|-
 
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Rafae]]
| 83 || 16635 || 24953 || 38815 || 49905
 
  +
|Flight Master
  +
|Alive
  +
|[[Dubra'Jin]], [[Zul'Drak]]
  +
|-
  +
|{{Neutral}}{{RaceIcon|Troll|Male}} [[Rastakhan]]
  +
|King
  +
|Alive
  +
|[[Zuldazar]], [[Zandalar]]
  +
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Rin'wosho the Trader]]
  +
|Zandalar Supplies & Repair
  +
|Alive
  +
|[[Yojamba Isle]], [[Stranglethorn Vale]]
  +
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Female}} [[Saree]]
  +
|Alchemy Supplies
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
  +
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Chronicler To'kini|To'kini]]
  +
|Chronicler
  +
|Alive
  +
|[[Zim'Torga]], [[Zul'Drak]]
  +
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Tol'mar]]
  +
|
  +
|Alive
  +
|[[Dubra'Jin]], [[Zul'Drak]]
  +
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Hexxer Ubungo|Ubungo]]
  +
|Hexxer
  +
|Alive
  +
|[[Argent Stand]], [[Zul'Drak]]
  +
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Vinchaxa]]
  +
|Servitor of Zanza
  +
|Alive
  +
|[[Yojamba Isle]], [[Stranglethorn Vale]]
  +
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Zanza the Restless]]
  +
|Loa
  +
|Alive
  +
|[[Zul'Gurub]]
  +
|-
  +
|{{Neutral}}{{RaceIcon|ZandalarTroll|Male}} [[Zul]]
  +
|Prophet
  +
|Alive
  +
|Unknown
 
|}
 
|}
   
==External links==
+
==References==
  +
{{Reflist}}
<!-- Read http://www.wowwiki.com/WoWWiki:External_links before posting your links here.
 
Links that do not conform to the rules will be DELETED.
 
Repeat violations may result in a BAN.
 
Have a nice day. :) -->
 
Not a reference, since this forum post is not from an official source:
 
{{elink|type=wowus|site="WoW Dungeons &amp; Raids" forum (US)|link=http://forums.worldofwarcraft.com/thread.html?topicId=55006216&sid=1|desc=0. Patch 2.01 and TBC Armor & Damage Reduction &#124; <small>12/07/2006 09:03:47 PM</small> PST by [http://www.wowarmory.com/character-sheet.xml?r=&n=Piousflea Piousflea]}}
 
 
   
   
  +
{{Trolls}}
[[Category:Formulas and game mechanics]]
 
  +
{{Factions}}
  +
[[Category:Zandalar Tribe| ]]
  +
[[es:Tribu Zandalar]]

Revision as of 21:03, 25 March 2011

For the (former) in-game reputation faction, see Zandalar Tribe (faction).
NeutralZandalar tribe
Ansari
Ansari
Main leader King Rastakhan
Race(s) Zandalari trollZandalari troll Zandalari troll
Capital Zuldazar
Base of operations Dubra'Jin, Zim'Torga
Theater of operations Zandalar, Zul'Aman, Zul'Drak
Affiliation Independent, Neutral

Zandalar is an island in the South Seas to the southwest of Westfall on Azeroth. On this island live trolls — thousands upon thousands of trolls. It is understandably a difficult place to visit for anyone who isn’t a troll. The Zandalar tribe is the progenitor tribe from which all other troll tribes sprang.[1] Zandalar has long been the heart of all troll culture throughout the world. Zandalari are their own separate sort of troll — not jungle trolls, not forest trolls, not ice or dark or sand. (However, several groups of other trolls live on Zandalar, including jungle trolls beneath the canopy and ice trolls on snowy Mount Mugamba.) The Zandalari’s overall goal remains what it always has been: to maintain troll history and continue their research. They also again oppose Hakkar.

Every 6 years, Zandalar also plays host to a meeting of all troll tribes. Trolls from all over the world meet in the great ziggurat-city of Zuldazar to discuss matters of importance to all trolls. Zandalar is neutral ground for trolls. Though many tribes don’t get along with each other, they all meet on peaceful terms in Zandalar.[1]

History

Ancient history

The Zandalari were the earliest known trolls, the first tribe from which all tribes originated. Most Zandalari were scholarly and valued knowledge; however, a significant portion desired conquest instead. These disaffected trolls eventually left the Zandalari to found other tribes. Over time two distinct troll empires emerged — the Amani and Gurubashi. The Amani were forest trolls and the Gurubashi were jungle trolls; Amani and Gurubashi were the names of the two largest and most powerful troll tribes, which is why the empires received their names. These early empires eventually clashed with the nascent night elves. Drawing arcane magic from the Well of Eternity, the night elves shocked the trolls by handing them a rapid and resounding defeat. The night elves pushed the trolls out of some of their lands and were then able to establish the night elf empire.

The remaining Zandalari, then, were all of the scholarly and mystical bent. As time went on, other trolls came to regard them as an overarching priest caste for all trolls. The Zandalari preserved troll history, and they worked to further the goals of troll society as a whole. Though they had the respect and admiration of all other trolls, the Zandalari did not attempt to exert any power over them. They averaged (and still average) 8 feet in height: significantly larger than all other trolls save the savage Drakkari of the far north. Despite their greater size and knowledge and the respect they commanded, the Zandalari did not wield sovereignty over the other trolls, nor did they seek such authority.

When the Sundering came, the wise Zandalari trolls wove swift magics to protect their realm. The land around their territory shuddered; waves crashed in and trees and soil sank beneath the waves. Through it all, the Zandalari’s land remained largely intact. After the Sundering, the Zandalari discovered that their territory was now an island. Seeing no reason to leave it, they set about rebuilding their settlements and continuing their studies.

First war against the Soulflayer

Eventually the Zandalari noticed that their Gurubashi brethren on the mainland were growing rapidly in power and territory, attributing their victories to the influence of the god Hakkar. At first, the Zandalari were glad for the fellow trolls. However, as Zul’Gurub continued to expand, the Zandalari’s pleased surprise turned to disquiet. They consulted myths and delved into historical accounts. What they learned horrified them.

Hakkar was also known as the “Soulflayer”, a name he had richly earned. He filled his adherents with murderous rage and reveled in their dark emotions. The carnage that invariably followed Hakkar suited him perfectly, for having consumed blood he had developed a taste for it. Worse, he became more powerful as he consumed the blood shed in his name, and his tie to the world that was feeding him grew stronger.

Every Zandalari who could fight immediately set out for Stranglethorn Vale and brought the terrible tidings to the jungle trolls. The Gurubashi empire was already in a state of civil unrest due to the numerous sacrifices that Hakkar was demanding. With the Zandalar tribe’s news, the jungle trolls banded together with the Zandalar tribe and rose up in open revolt against the bloodthirsty Soulflayer. The united tribes narrowly defeated the Blood God and cast out the Atal'ai... despite their victory, however, the Gurubashi Empire soon fell.

Wrath of the Soulflayer

WoW Icon update This section concerns content related to the original World of Warcraft.

Zandalar Tribe

In recent years the exiled Atal'ai priests have discovered that Hakkar's physical form can only be summoned within the ancient and once-deserted capital of the Gurubashi Empire, Zul'Gurub. Unfortunately, the priests have met with success in their quest to call forth Hakkar — reports confirm the presence of the dreaded Soulflayer in the heart of the ruins.

And so the Zandalar tribe arrived on the shores of Azeroth at Yojamba Isle to battle Hakkar once again. But the Blood God had grown increasingly powerful, bending several tribes to his will and even commanded the avatars of the Primal GodsBat, Panther, Tiger, Spider, and Snake. With the tribes splintered, the Zandalari had been forced to recruit champions from Azeroth's varied and disparate races to battle the Soulflayer.[2]

Wrath of the Lich King

Wrath-Logo-Small This section concerns content related to Wrath of the Lich King.

The Zandalari trolls make an appearance in Zul'Drak, recording the fall of the once-mighty troll city. This is the first time trolls have sacrificed their gods and stolen their power; in Zul'Gurub, the Gurubashi Priests had fallen under the mind control of Blood God and their Loa's power was merely being stolen through them. In Zul'Aman, the Amani Priests asked their Loa for help in their war against the Horde and the Alliance, and the Loa agreed.

Cataclysm

Cataclysm This section concerns content related to Cataclysm.

With the Gurubashi trolls destroyed and the Blood God no longer an issue, most Zandalar trolls have returned back to their home land Zandalar, leaving Yojamba Isle empty.

In Patch 4.1.0, the Zandalar tribe was reintroduced to World of Warcraft with a long quest chain revealing the Gurubashi tribe's plan to retake Stranglethorn Vale, leading to the re-added Zul'Gurub as a level-85 five-player dungeon. Their involvement is also touched in Zul'Aman. They are being opposed by Vol'jin and his Darkspear followers, who claim that they are manipulating the Amani and are the real threat. Vol'jin explains that the Zandalari are seeking to create a new troll empire, reaching out to all of the troll tribes, including the Amani, Gurubashi and his own Darkspear tribe - the likes of which would be a grave threat if not immediately dealt with.

Organization

King Rastakhan, a hoary and formidable witch doctor, rules the Zandalari from his capital of Zuldazar. The Zandalari are mystical and ancient trolls who revere knowledge and history; their organization is loose. They represent an overall priest caste for all trolls, yet they do not attempt to parley this position into real power with those trolls.[3]

Military

File:Troll Zandalar Tribe WoW.jpg

A troll from the Zandalar tribe.

The Zandalar tribe is a group of mystical trolls who serve as the priest caste for all other trolls. They have few warriors, and what warriors they do have are dedicated to protecting their home island of Zandalar. Thus, when the Zandalari need people to accomplish tasks in the larger world, they work through agents of other races. Were an unfriendly member of such a race to enter Zandalar, however, he would find himself contending with the Zandalari’s warriors. Though few, they are rumored to be excellent fighters.

The Zandalari make their home in the jungle. As such, their warriors prefer to attack from ambush, lurking in the trees’ shadows, in the underbrush, or in the canopy before bursting out to attack. They set themselves up in the wilderness along their enemy’s path well in advance, then leap forward when the time is right. They hurl javelins; then, depending on the reaction, they either continue to fling their weapons, they charge into melee, or they melt back into the shadows to perform the same tactic again.

Many priests and witch doctors work among the Zandalari, so almost all Zandalar warriors are in possession of a few bottles of brews they can slug back to make themselves stronger, fiercer, or heal their wounds. Zandalar leaders carry many such concoctions and are sure to have witch doctors at their sides who provide them with more. If they expect to go to battle, the trolls drink the brews immediately beforehand, allowing them to crush their enemies with ease.

If battle is joined, Zandalar priests and witch doctors support their warriors with enhancement spells and healing in addition to entering the fray directly. Bloodlust and inner fire are particularly devastating — spells that affect many allies at once. Of course, the spellcasters don’t mind blasting their enemies when the situation calls for it, and Zandalari potion docs spend battles hurling explosive potions into enemy ranks.

The few Zandalari warriors take the front lines, though they prefer to soften up the enemy with thrown javelins and axes first. This tactic also allows their spellcasters more time to cast beneficial spells on them before melee is joined. Zandalari warriors are fierce and wild, and they do not often retreat; once a troll throws himself into melee, he isn’t coming back until the enemy’s corpses lie about him.

Zandalar warriors perform other functions as well, including reconnaissance, discovering the best places to set their ambushes. They also harry enemy forces with guerilla tactics, which can make the enemy foolish. Priests and witch doctors help these endeavors with divination magic.[4]

Location

Zandalar is a sizeable island a ways southwest of Westfall. Two huge mountains rise from its green canopy; one of these mountains is in fact the great ziggurat-city Zuldazar, while the other is snowy Mount Mugamba. Other, smaller ziggurats — the domains of troll priests and witch doctors — also jut from the jungle, and birds and stranger beasts fl it above and among the trees. Troll priests and witch doctors live all over the island. It is a lush and tropical place, and a deadly one.[3]

Membership

You are either born a Zandalari or you are not; you cannot enter into the tribe unless a parent is a Zandalari.

The trolls of the Zandalar tribe are among the largest, strongest trolls in the world. (The Drakkari ice trolls of Northrend are just as big.) They are just as ferocious as other trolls, and just as cunning, if not more so.

A typical Zandalari spends his days hunting in the jungles or fishing along the coastlines. Many spend their days researching ancient lore and cataloguing history. Religion is important to the Zandalari —they are the trolls’ priest caste, after all — and they revere their pantheon of primitive, animalistic gods that take the forms of bats, snakes, and the like. Zandalar priests carve totems and engage in rituals, while Zandalar witch doctors brew potions and administer to wounded trolls. The Zandalari are constantly vigilant against invaders.[3]

Known members

Name Role Status Location
NeutralIconSmall ZandalarTroll Male Ahunae Scalper Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Male Ansari Herbalism Supplies Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Female Asgari Stable Master Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Male Al'tabim the All-Seeing Alive Yojamba Isle, Stranglethorn Vale
NeutralIconSmall ZandalarTroll Male Ba'kari Maces & Staves Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Female Bah'Kini Chronicler Alive Dubra'Jin, Zul'Drak
NeutralIconSmall ZandalarTroll Female Chin'ika Poison Supplier Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Male Co'man Reagents Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Female Dagoda Element-Tamer Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Male Exzhal Servitor of Rastakhan Alive Yojamba Isle, Stranglethorn Vale
NeutralIconSmall ZandalarTroll Male Falthir the Sightless Alive Yojamba Isle, Stranglethorn Vale
NeutralIconSmall DireTroll Jin'rokh the Breaker Alive Yojamba Isle, Stranglethorn Vale
NeutralIconSmall ZandalarTroll Male Khufu Witch Doctor Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Male Maaka Flight Master Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Female Maywiki of Zuldazar Alive Yojamba Isle, Stranglethorn Vale
NeutralIconSmall ZandalarTroll Male Molthor Hand of Rastakhan Alive Yojamba Isle, Stranglethorn Vale
NeutralIconSmall ZandalarTroll Female Nofal Ammunition Alive Dubra'Jin, Zul'Drak
NeutralIconSmall ZandalarTroll Female Pan'ya Innkeeper Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Male Ra'wiri General Goods Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Male Rafae Flight Master Alive Dubra'Jin, Zul'Drak
NeutralIconSmall Troll Male Rastakhan King Alive Zuldazar, Zandalar
NeutralIconSmall ZandalarTroll Male Rin'wosho the Trader Zandalar Supplies & Repair Alive Yojamba Isle, Stranglethorn Vale
NeutralIconSmall ZandalarTroll Female Saree Alchemy Supplies Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Male To'kini Chronicler Alive Zim'Torga, Zul'Drak
NeutralIconSmall ZandalarTroll Male Tol'mar Alive Dubra'Jin, Zul'Drak
NeutralIconSmall ZandalarTroll Male Ubungo Hexxer Alive Argent Stand, Zul'Drak
NeutralIconSmall ZandalarTroll Male Vinchaxa Servitor of Zanza Alive Yojamba Isle, Stranglethorn Vale
NeutralIconSmall ZandalarTroll Male Zanza the Restless Loa Alive Zul'Gurub
NeutralIconSmall ZandalarTroll Male Zul Prophet Alive Unknown

References