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{{Racebox
{{WorldEvent/Elemental Invasion}}
 
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| image = Plagueborn Meatwall TCG.jpg
[[File:CataclysmOrgrimmarElementalInvasion.jpg|thumb|right|Fire elementals attacking [[Orgrimmar]] as part of the pre-Cataclysm event.]]
 
  +
| name = Abomination
The '''Elemental Unrest''' is a [[world event]] that heralds the ''[[World of Warcraft: Cataclysm|Cataclysm]]''. The event leads up to elementals attacking [[Stormwind]], [[Orgrimmar]], [[Ironforge]], and [[Thunder Bluff]]. If players can defeat these elementals and free trapped citizens within their entire city, they will be granted access to two special boss encounters. Until the name '''Elemental Unrest''' was used by a Blizzard employee on the official forums<ref>{{ref web|author=Zarhym|url=http://forums.worldofwarcraft.com/thread.html?topicId=27508585253&sid=1|title=The Impending Cataclysm|date=11/02/2010 07:00:27 PM PDT}}</ref>, the community generally referred to this event as the '''Elemental Invasion'''. This alternative name persists in the community, however, and is used by many other fan sites to refer to the same event.
 
  +
| capital = [[Undercity]], [[Naxxramas]]; [[Icecrown Citadel]] (presumed)
  +
| faction = [[Scourge]], [[Forsaken]], [[Knights of the Ebon Blade]], [[Burning Legion]]
  +
| character = [[Barbarian]] (RPG)
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| mount = n/a (some of their parts may be from mounts)
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| homeworld = [[Azeroth (world)|Azeroth]]
  +
| language = [[Common]]
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| leader = n/a
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| height = Varies (average of 15 feet)
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| alignment = Usually [[neutral evil]];<ref>''[[Horde Player's Guide]]'', page 204</ref> Formerly "usually [[chaotic evil]]"<ref>''[[Manual of Monsters]]'', page 99</ref>
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}}
  +
{{for|the Warcraft III unit|Abomination (Warcraft III)}}
   
  +
'''Abominations''' are [[undead]], [[ogre]]-like creatures, mounds of corpses cobbled together. The stomach-churning reek is choking, and a green-brown haze surrounds them. Their guts spill from a jagged gap in their stomach, and flies buzz about it, feasting. Three disproportionate, arm-like limbs emerge from their bloated body, two bearing bloody cleavers, and the other a thick chain with a hook on the end. Their tongues are thick and round and dangle from between crooked, yellow teeth.<ref name="Horde Player's Guide 204">''[[Horde Player's Guide]]'', pg. 204</ref>
The event is currently in its fourth and final phase, making it possible for players to complete all parts of the event including leading quest chains, defending against the invasions and hunting elementals to seek the {{achievementlong|Tripping the Rifts}} feat of strength. It is not yet clear how long the event will run, but it is probable that it will end no later than when the [[Shattering]] takes place.
 
   
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Almost all abominations lack any real intelligence, having an I.Q. closest to that of an ogre on average. Abominations outwardly appear strangely joyful due to their absent-minded expressions and mannerisms, though this is most likely due to their low level of mental capacity. Like their undead cousins, abominations lust for flesh and are known to eat not only the living but the dead as well.
{| class="darktable zebra"
 
|+ Event progression
 
|-
 
! style="width: 8em" |Date
 
! Event
 
|-
 
| 8 December 2009
 
| '''Prelude:''' Rare [[#Prelude|Earthquakes]] begin on Azeroth.
 
|-
 
| 12 October 2010
 
| Earthquakes increase in intensity and frequency. Magni Bronzebeard and Thrall call [[Elemental Unrest meetings|meetings]] in Stormwind Keep and Grommash Hold respectively.
 
|-
 
| 1 November 2010
 
| '''Phase 1:''' [[#Phase 1|Twilight's Hammer cultists appear]] in cities, elementals begin invading questing zones. Quests are available from Stormwind and Orgrimmar.
 
|-
 
| 8 November 2010
 
| '''Phase 2:''' [[#Phase 2|Additional quests]] from Earthen Ring NPCs are available.
 
|-
 
| 12 November 2010
 
| '''Phase 3:''' [[#Phase 3|Further additional quests]] are available. The Twilight's Hammer cultists infiltrate both Stormwind and Orgrimmar and are preparing to summon forth elementals to raze the cities.
 
|-
 
| 15 November 2010
 
| '''Phase 4:''' The event climaxes with [[#Phase 4|elemental invasions]] against Stormwind, Ironforge, Orgimmmar and Thunder Bluff. The event bosses are available upon successful city defenses.
 
|}
 
   
  +
Important [[Scourge]] abominations include [[Glutton]] (a constantly hungry abomination found in [[Razorfen Downs]]), [[Ramstein]] (the ruthless guardian of [[Baron Rivendare|Baron Rivendare's]] slaughterhouse in [[Stratholme]]) and the titanic [[Patchwerk]] (whom [[Kel'Thuzad]] uses as his "Avatar of War").
==Prelude==
 
[[File:Meeting at Stormwind Keep.jpg|thumb|The Alliance leaders meet at Stormwind Keep.]]
+
[[File:Abomination.gif|thumb|An abomination in Warcraft III]]
Starting with the release of [[Patch 3.3.0]] (8th of December 2009 for US realms), earthquakes begin in Azeroth.<ref name="wor091228catapre">{{ref web|url=http://www.worldofraids.com/news/1040-is-the-cataclysm-pre-launch-event-starting.html|title=Cataclysm pre-launch event starting?|author=Kody|date=2009-12-28|accessdate=2009-12-30|publisher=World of Raids}}</ref> They are very infrequent and of mild intensity. Many players failed to notice they were even occurring.
 
   
  +
==Introduction==
Starting with the release of [[Patch 4.0.1]] (12th of October 2010 for US Realms) the random earthquakes begin to occur more frequently and with much greater intensity. They now have an accompanying sound effect and are very obvious when they occur. In response, the faction leaders of the Alliance and Horde [[Elemental Unrest meetings|have gathered]] in Stormwind and Orgrimmar respectively to deal with this turn of events. {{npc||Gavan Grayfeather}} stands at the entrance of [[Stormwind Keep]]'s [[Throne Room]].
 
  +
Abominations are large created creatures, similar to [[flesh golem]]s. Mutilated bodies and limbs from many creatures combine into a single twisted, hideous form. A viscous trail of blood leaks from it with each laborious step, and the ripe decay of the slaughterhouse wafts from its body. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors. The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses. These enormous warriors love to carve flesh and tear apart their enemies. They carry large cleavers into combat and wield various sicklebladed hooks on their disproportionate limbs. The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh. This creature is a singular entity with a united soul and, because of this unique makeup, is considered both an undead creature and a construct. It is certain that the abomination remembers nothing concrete of its previous lives, although snatches of memory occasionally plague the beast at times of great stress or unusual pressure.<ref name="Manual of Monsters 153-154">''[[Manual of Monsters]]'', pg. 153-154</ref>
   
  +
They are slow of body and mind, but tough and strong — excellent troops for the Scourge and the Forsaken. Disease spreads about them in visible clouds, but their enchantments ensure that, while they rot, they remain horribly alive. Abominations are some of the most powerful undead creatures in Azeroth. The Forsaken use them to guard Undercity and the Scourge employs them in a similar role. While not speedy, they are excellent at staying in one area and pounding anyone who gets close. Abominations understand Common and speak it…sort of.<ref name="Horde Player's Guide 204"/>
On 16th of October 2010 the earthquakes have longer durations. Whenever there are earthquakes near the Orgrimmar or Stormwind Auction houses, or the bank in Ironforge, dust comes down from the ceilings.
 
   
  +
Abominations are fearless, tenacious, and resilient, capable of pressing their advantage in combat for hours at a time without growing weary or weak. Their strength and ability are based on their unusual construction — they truly are more powerful than ten ordinary human men. Although mostly mindless creatures, they do occasionally show a flash of insight, modifying their orders to be more advantageous (such as attacking the most powerful opponent first when commanded into a battle). They are not particularly intelligent in most cases, however, and relying on an abomination’s sense of tactics is an exceptionally poor idea.<ref name="Manual of Monsters 154">''[[Manual of Monsters]]'', pg. 154</ref> Abominations’ dim brains don’t allow much room for tactics. They follow their master’s orders, trundling to where they are supposed to trundle and then hacking and ripping until their opponents are no longer recognizable.<ref name="Horde Player's Guide 204"/>
On 27th of October the earthquakes become more frequent.
 
   
  +
<blockquote>The twisted, mutilated bodies of the abominations are comprised of multiple dead limbs and body parts from many different corpses. These enormous warriors, scarred by loose stitchings and putrid, open sores, love to carve flesh and tear their enemies apart. The slow-moving and dull-witted abominations constantly drip blood and smell like disease-ridden slaughterhouses. They carry large cleavers into combat and wield various sickle-bladed hooks on their disproportionate limbs.<ref name="Warcraft III manual 102">''[[Warcraft III]] manual'', pg. 102</ref></blockquote>
==Phase 1==
 
This phase was released on the 1st of November, 2010. The day the phase started, [[Zarhym]] stated "There are four stages of the event. We're on the first."<ref name="4phases">{{ref web|url=http://forums.worldofwarcraft.com/thread.html?topicId=27509093985&sid=1&pageNo=1#8|archiveurl=http://blue.mmo-champion.com/topic/122217/problem-with-elemental-invasion#post8|author=Zarhym|date=11/01/2010 04:40:24 PM PDT|archivedate=2010-11-01|title=Problem with Elemental Invasion|accessdate=2010-11-13}}</ref>
 
   
  +
==History==
The following changes are made to the world:
 
  +
[[File:Abominations legends.jpg|thumb|Abominations in [[Warcraft: Legends]].]]
===Alliance===
 
  +
Abominations are large, strong, virtually brainless amalgams of animated corpses. The Scourge created them from bits and pieces of various corpses, and they served as powerful troops in the Third War. When the Forsaken split from the Lich King’s control, they took a number of abominations with them — and, so some say, the ability to create more. Forsaken abominations guard Undercity and perform various tasks for their masters. Abominations love ripping and tearing apart living creatures. They also are breeding grounds for disease, and clouds of flies and putrid sick surround them. Their rotting guts hang from gashes in their stomachs. All of these traits make them poor traveling companions, and most who must deal with abominations make sure they do it from a distance. Abominations are also exceedingly dumb, but they possess enough intelligence for rudimentary problem solving and task resolution. They don’t possess much in the way of emotion, though. They have four basic states: pleasantly standing around and waiting for orders; being impatient that they aren’t killing things; feeling happy because they’re on their way to kill things; and being ecstatic when they’re actually killing things. If asked to do anything more — for example, to run an errand for its master — an abomination becomes confused. It wants to please its master — that’s why necromancers originally created them, after all — but tasks that don’t involve ripping take brainpower that most abominations don’t possess.<ref name="Horde Player's Guide 22">''[[Horde Player's Guide]]'', pg. 22</ref> ''{{quest|Gordo's Task|Gordo's Task}} is an example of this.''
* Doomsday Cultists set up camp at [[Mirror Lake Orchard]].
 
* Groups of {{npc||Earthen Ring Emissary||Earthen Ring Emissaries}} consisting of both [[Broken]] and [[Wildhammer]] shamans appear in Alliance capitol cities. A second Ironforge group appears in the [[Hall of Explorers]].
 
** {{npc||Erunak Stonespeaker}} leads the group in [[Trade District]].
 
** {{npc||Stormcaller Mylra}} leads the group in [[The Commons]], [[Ironforge]]. A [[gryphon]], {{npc||Stormbeak}} at her side.
 
* {{npc||Captain Anton}} is added to [[Stormwind Keep]].
 
* {{npc||Worried Citizen||Worried Citizens}} gather around Captain Anton in [[Stormwind Keep]], {{npc||Justine Demalier}} and {{npc||Melris Malagan}} in [[Trade District]], and {{npc||General Marcus Jonathan}} in [[Valley of Heroes]].
 
* {{npc||Commander Cragfist}} is added to entrance to [[Ironforge]].
 
* {{npc||Doomsayer||Doomsayers}} appear on [[Old Town]] to recruit {{npc||Stormwind Citizen||Stormwind Citizens}} into to the Doomsday Cult.
 
* [[Elemental Device|Elemental Devices]] appear scattered around Stormwind.
 
   
  +
For all these reasons, few abominations are adventurers. An abomination on an adventure is probably a guard or servant for another adventurer — and it serves well (if a guard) or middling (if a servant) in that capacity. An abomination adventuring without a master is unheard of, but not unbelievable. If an abomination takes it into its head to go exploring, few are going to stand in its way. Such creatures likely strike out on their own, or perhaps with Forsaken allies who tag along. An abomination’s disease cloud means that any living creatures who attempt to venture with it have to remain far away, or be possessed of remarkably hearty constitutions.<ref name="Horde Player's Guide 22-23">''[[Horde Player's Guide]]'', pg. 22-23</ref>
===Horde===
 
* Doomsday Cultists set up camp at [[Jaggedswine Farm]].
 
* Groups of {{npc||Earthen Ring Emissary||Earthen Ring Emissaries}} consisting of [[Orc]], [[Tauren]] and [[Darkspear Troll]] shamans appear in Horde capitol cities.
 
** {{npc||Earthmender Norsala}} and {{npc||Earthcaller Torunscar}} lead the group in [[Valley of Honor]].
 
* {{npc||Warden Gartok Ragefist}} is added to the entrance to the [[Ring of Valor]].
 
* {{npc||Blood Guard Torek}} is added to [[Valley of Honor]].
 
* {{npc||Blood Guard Kang}} is added to the south entrance of [[Orgrimmar]].
 
* {{npc||Worried Citizen||Worried Citizens}} gather around Blood Guard Torek in [[Valley of Honor]] and Blood Guard Kang at the south entrance of [[Orgrimmar]].
 
* {{npc||Doomsayer||Doomsayers}} appear on [[The Drag]] to recruit {{npc||Orgrimmar Citizen||Orgrimmar Citizens}} into to the Doomsday Cult.
 
* [[Elemental Device|Elemental Devices]] appear scattered around Orgrimmar.
 
   
  +
The abominations of the Third War were assembled in [[Slaughterhouse]]s which are still be found in the [[Eastern Plaguelands]]. Opposing the Scourge, however, the Forsaken abominations are made in the [[Apothecarium]] of the [[Undercity]] and are composed of the parts of [[human]]s that are in the captivity of the Forsaken. While for the Forsaken the abominations are primarily kept as guards, some have become highly regarded Forsaken representatives in the military such as [[Lieutenant Murp]] of [[Alterac Valley]]. However in patch 2.4.0 he was removed from [[Alterac Valley]] and is now in [[Wintergrasp]].
===General===
 
Rifts have begun to form randomly in all questing zones, spawning elementals; the spawn timers are erratic, and not tied to the beginning of the hour. The first phase of the quest chains are now active. Earthquakes are now felt around the world, and not just in capital cities. Doom-preaching cultists and mysterious devices have appeared in Orgrimmar and Stormwind.
 
   
  +
==Construction==
To obtain the [[Feat of Strength]] {{achievementlong|Tripping the Rifts}}, players must obtain a buff from each type of elemental portal that spawns in [[Kalimdor]], [[Eastern Kingdoms]], [[Outland]] and [[Northrend]] (Earth, Fire, Water, and Wind). Players do not have to kill rifts of their level to qualify for the achievement. The daily quests {{quest|Hammering It Out}} and {{quest|A Natural Occurrence}} are obtained from the mysterious devices left after the portals have been defeated. Player level must be within typical honor/experience granting range to receive the quest.
 
  +
[[File:factora.jpg|thumb|Abomination Factory in Undercity]]
  +
[[File:factorb.jpg|thumb|Abomination Factory in Undercity]]
   
  +
An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator. It includes the dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper.<ref name="Manual of Monsters 155">''[[Manual of Monsters]]'', pg. 155</ref>
See {{questlong|Both|5-80|Prophecies Of Doom}} to begin the quest chains.
 
   
  +
A golem’s creator, any necromancer of Ner’zhul, or any death knight can command an abomination if it is within 60 feet and can hear and see its creator. If left to its own devices, the abomination will make the best of its situation, carrying out its last order to the letter until it is no longer capable of following that directive. The creator can also give the abomination a simple directive to govern its actions while the creator is not in the area, such as: “Attack all who enter here” or “Remain here, and do not allow the chest or its contents to leave this room.” Because abominations do not need to breathe and are immune to most attack forms, they can continue to fight even when the terrain is exceptionally dangerous (underwater, for example) or difficult.<ref name="Manual of Monsters 154"/>
'''For a full list of Elemental Rift spawn locations, see {{achievement|Tripping the Rifts#Locations|Tripping the Rifts}}.'''
 
   
==Phase 2==
+
==Notable Abominations==
  +
[[File:Borgoth the Bloodletter.jpg|thumb|Abominations as seen in WoW]]
This phase was released on the 8 November 2010 and simply opened up a few more quests in [[Orgrimmar]], [[Stormwind]] and [[Ironforge]].
 
  +
* {{RaceIconExt|Abomination}} [[Bloodfeast (Warcraft III)|Bloodfeast]]
  +
* {{RaceIconExt|Abomination}} [[Butcher (Warcraft III)|Butcher]]
  +
* {{RaceIconExt|Abomination}} [[Tartek the Enraged]]
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* {{RaceIconExt|Abomination}} [[Borgoth the Bloodletter]]
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* {{RaceIconExt|Abomination}} [[Knucklerot]]
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* {{RaceIconExt|Abomination}} [[Luzran]]
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* {{RaceIconExt|Abomination}} [[Stitches]]
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* {{RaceIconExt|Abomination}} {{horde}} [[Gordo]]
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* {{RaceIconExt|Abomination}} {{horde}} [[Goutgut]]
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* {{RaceIconExt|Abomination}} {{horde}} [[Lieutenant Murp]]
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* {{RaceIconExt|Abomination}} {{horde}} [[Sergeant Gorth]]
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* {{RaceIconExt|Abomination}} [[Glutton]]
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* {{RaceIconExt|Abomination}} [[Ramstein the Gorger]]
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* {{RaceIconExt|Abomination}} [[Meathook]]
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* {{RaceIconExt|Abomination}} [[Patchwerk]]
   
  +
==Other Abominations==
===NPCs===
 
  +
[[File:Abomination HPG.jpg|thumb|Abomination in ''[[Horde Player's Guide]]'']]
* {{NPC||Doomsday Cultist}}s walk in areas of Stormwind and Orgrimmar wearing the {{item|Doomsday Message}} and are {{quest|Spreading The Word}}.
 
  +
*[[Flesh beast]]
* {{NPC||Courier Tormun}}, a dwarf explorer appears at [[Stormwind Harbor]]. He is injured, and surrounded by the scorched bodies of several Footmen and Twilight's Hammer cultists.
 
  +
*[[Flesh giant]]
* {{NPC||Durak Flamespeaker}}, an orc shaman appears by Orgrimmar's western [[Zeppelin Tower]]. He is injured, and surrounded by the scorched bodies of several Grunts and Twilight's Hammer cultists.
 
  +
*[[Flesh titan]]
===New quests===
 
  +
*[[Flesh golem]]
{{Cataclysm event part 2}}
 
  +
*[[Fungal monster]]
  +
*[[Plague-dog]]
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*[[Wight]]
  +
*In ''[[Manual of Monsters]]'' [[Manual of Monsters/Appendix Three|Appendix Three]] other types of abominations are mentioned: the [[Manual of Monsters/Appendix Three#Howling Abomination|Howling Abomination]], the [[Manual of Monsters/Appendix Three#Ettin|Ettin]] and the [[Manual of Monsters/Appendix Three#Troll Abomination|Troll Abomination]]; however the validity of the source is disputed.
   
==Phase 3==
+
==References==
  +
{{Reflist}}
This was phase released on 12 November 2010.<ref>{{ref web|url=http://us.battle.net/wow/en/forum/topic/1020862687?page=1#9|archiveurl=http://blue.mmo-champion.com/topic/130537/phase-3-of-the-elemental-invasion#post9|author=Zarhym|date=November 13, 2010 12:31:16 AM UTC|title=Phase 3 of the Elemental Invasion|accessdate=2010-11-13|archivedate=2010-11-13}}</ref>
 
===NPCs===
 
* Additional {{NPC||Doomsday Cultist}}s populate [[Stormwind]] and [[Orgrimmar]] with their {{item|Doomsday Message}}.
 
* {{NPC||Cultist Infiltrator}}s appear scattered throughout Stormwind and Orgrimmar. They are (poorly) stealthed, and attempting rituals to summon powerful elementals to destroy the cities.
 
* {{NPC||Stormwind Citizen}}s and {{NPC||Orgrimmar Citizen}}s are being held up at the gates to their respective cities by city guards.
 
* In Stormwind, {{NPC||Cultist Incanter}}s appear in a vacant tavern in [[The Park]], the unused [[Argent Dawn]] building in [[Cathedral Square]], and the Ironforge "bank" in [[Dwarven District]].
 
* In Orgrimmar, {{NPC||Cultist Incanter}}s appear outside the Inscription building in [[The Drag]], behind [[Hall of the Brave]] in [[Valley of Honor]], and east of the building housing {{npc||Keldran}} near the western entrance to [[Orgrimmar]].
 
* The Alliance leaders have ended their meeting and left for their various home cities. {{npc||Gavan Grayfeather}} has left the [[Throne Room]] to meet up with Thrall.
 
* Thrall has also ended his meeting and as he stated he would, has arrived at the [[Throne of the Elements]] in [[Nagrand]]. He is in a meeting with {{NPC||Aggra}} and Gavan Grayfeather. They are surrounded by a large number of level 1 {{NPC||Disturbed Element}}s.
 
* {{npc||Vol'jin}} and {{npc||Eitrigg}} have returned to their usual spots within [[Grommash Hold]].
 
* {{npc||Garrosh Hellscream}} now stands at the Warchief throne.
 
===Quests===
 
{{Cataclysm event part 3}}
 
   
  +
{{undead}}
==Phase 4==
 
  +
{{WoW RPG classes}}
This phase was released on 15 November 2010.<ref>{{ref web|url=http://us.battle.net/wow/en/blog/1123263|archiveurl=http://blue.mmo-champion.com/topic/132028/the-invasion-has-begun|title=The Invasion Has Begun|date=Nov 16, 2010 1:07:24 AM UTC|archivedate=2010-11-16|author=Blizzard Entertainment}}</ref> The [[Elemental Rift (Cataclysm)|elemental rift]]s in Kalimdor and Eastern Kingdoms now spawn with very high frequency, about every 10-15 minutes.
 
   
  +
[[Category:Abominations| ]]
===Preparing for the invasion===
 
  +
[[Category:Creature classes]]
Before every invasion event starts, city guards will yell, warning players and citizens about incoming danger. {{npc||Orgrimmar Citizen}}s, {{npc||Thunder Bluff Citizen}}s, {{npc||Ironforge Citizen}}s, and {{npc||Stormwind Citizen}}s will periodically spawn in buildings of their respective cities and run to the main entrance or nearest Evacuation Portal (the portals won't actually appear until the invasion begins, though the citizens will continue to spawn after it does. After 5 minutes have elapsed, the battle against the invasion begins.
 
   
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[[es:Abominación]]
===Combating the invasion===
 
  +
[[fr:Abomination]]
[[File:CataclysmThunderBluffInvasion.jpg|thumb|200px|right|Viewing a city's map during an invasion will display all the districts and which are still under attack by elementals or need citizens freed.]]
 
 
When the attack begins, all NPCs and interact-able objects within the city will despawn. This means [[flight master]]s, signposts, fires, mailboxes, bankers, auctioneers, trainers, questgivers, and more will be inaccessible for the duration of the attack. In Stormwind and Ironforge, the [[Deeprun Tram]] cannot be entered. City guards will be replaced with level 80 versions (regular city guards are level 75), and additional guards will spawn at key choke points. Boxes containing {{loot|common|Sandbag|Sandbags}} (Stormwind), {{loot|common|Wind Break|Wind Breaks}} (Thunder Bluff), {{loot|common|Wall Fortification|Fortifications}} (Ironforge), or {{loot|common|Barricade|Barricades}} (Orgrimmar) will appear throughout the city as well. At this time, players are instructed to grab barriers from stockpiles around their city (marked by green arrows) and place them in the designated regions (marked by red arrows).
 
 
:In Stormwind, {{NPC||Earspeaker Nala}} appears in center of [[Trade District]]. He acts as an {{NPC||Earthen Ring Defender}}.
 
:In Stormwind, {{NPC||General Marcus Jonathan}} holds his position in [[Valley of Heroes]], to warn approaching players of the danger they would face.
 
 
:In Orgrimmar, {{NPC||Warden Gartok Ragefist}}, his {{NPC||Detained Cultist||Detained Cultists}}, and the captured {{NPC||Doomsday Cultist|||Doomsday Cultists}} in the [[Ring of Valor]] remain in place.
 
:In Orgrimmar, {{NPC||Earthcaller Torunscar}} relocates to the entrance of the Valley of Strength. He acts as an {{NPC||Earthen Ring Defender}}.
 
:In Orgrimmar, {{NPC||Blood Guard Kang}} holds his position guarding the southern entrance to the city.
 
 
:In Thunder Bluff, {{NPC||Arch Druid Hamuul Runetotem}} stands guard at the southwestern lift to warn approaching players of the danger they would face.
 
:In Thunder Bluff, {{NPC||Sark Ragetotem}} stands guard at the northern lift to warn approaching players of the danger they would face.
 
:In Thunder Bluff, {{NPC||Maruut Stonebinder}} appears in center of [[Middle Rise]]. He acts as an {{NPC||Earthen Ring Defender}}.
 
 
{{NPC||Earthen Ring Defender}}s also spawn through the city. Speaking to one of them, players can obtain an {{loot|common|Earthen Ring Unbinding Totem}}. Each city also provides an avenue of rapid escape in the form of [[Evacuation Portals|Evacuation Portal]] maintained throughout the city by {{npc||Orgrimmar Mage}}s (among the first orc mages seen before Cataclysm) in Orgrimmar, {{npc||Forsaken Mage}}s (undead) in Thunder Bluff, {{npc||Ironforge Mage}}s (among the first dwarf mages that aren't Dark Iron dwarves seen before Cataclysm) in Ironforge, and {{npc||Stormwind City Mage}}s (human) in Stormwind. These Evacuation Portals can be used to teleport directly outside the main entrance to the city. Low-level players and those unwilling to defend the city are advised to evacuate through an Evacuation Portal. Although low-level players are able to participate in the event, the invading elementals have area of affect attacks that will likely instantly kill less powerful players if they are caught within them. Alliance and Horde heroes will appear in some districts as well.
 
 
During the invasion, Stormwind and Thunder Bluff are hit by powerful rainstorms as they are invaded by Air and Water elementals. Orgrimmar and Ironforge are set ablaze as they are invaded by Fire and Earth elementals. During the initial phase, the elementals will attack any player, or city defender in range. The elementals will sometimes trap their targets in place. When this happens, an {{loot|common|Earthen Ring Unbinding Totem}} must be used to free the player or NPC (or simply wait the stun out). Freeing players and NPCs in combat will grant the First Responder buff, and will not place you in combat. Each target within the area of effect of the totem will apply one stack of the buff, so freeing several targets at once will apply multiple stacks. When all barriers are in place, the second phase of the invasion begins.
 
 
[[Elemental Rift]]s appear in each of the major districts of the cities, with each Rift spawning new elementals to replaces the ones killed. Every elemental has about 320,000 HP and every rift will spawn elementals until 32 are destroyed. As with elemental rifts outside the cities, only kills in which a player participates will count for damaging the rift (guards cannot close the rifts by themselves). During this phase, the elementals are passive to players unless attacked; however, their area of effect abilities are still hazardous to nearby players and can one-shot lower-level characters. Any elementals remaining from the previous phase will still attack any player it sees unless already engaged in combat. Numerous {{NPC||Trapped Citizen}}s are in need of rescue within the attacked districts and must be freed using the {{loot|common|Earthen Ring Unbinding Totem}}. Freeing citizens will also grant the First Responder buff. On the top of the screen, the player can see how many districts in the city are still under attack, how many rifts remain in the current district, and how many civilians remain trapped in the current district. The zone map will also display flags in the districts that haven't been cleared yet and Horde/Alliance symbols in the ones that have.
 
 
After players defeat 32 elementals surrounding a rift, the rift will close and a buff will be applied to all nearby players within line of sight:
 
 
{| class="darktable"
 
|-
 
! rowspan=2 | Elemental !! colspan=2 | Faction !! rowspan=2 | Buff gained
 
|-
 
! Alliance !! Horde
 
|-
 
| Fire || rowspan=2 | Ironforge || rowspan=2 | Orgrimmar || {{ability|Fire Powered}}
 
|-
 
| Earth || {{ability|Earth Powered}}
 
|-
 
| {{NPC||Furious Water Elemental}}/{{NPC||Rippling Water Elemental}} || rowspan=2 | Stormwind || rowspan=2 | Thunder Bluff || {{ability|Water Powered}}
 
|-
 
| {{NPC||Furious Air Elemental}}/{{NPC||Turbulent Air Elemental}} || {{ability|Wind Powered}}
 
|}
 
 
These buffs ''do'' count for {{achievement|Tripping the Rifts}}.
 
 
Players must clear the city of every rift and rescue every citizen within an hour in order to win the event.
 
 
===Summary of Invasion===
 
''These tables are very incomplete and should be updated as more information is collected. Some numbers may be higher than recorded.''
 
 
====Ironforge====
 
:49 {{loot|common|Wall Fortification|Fortifications}} to be placed.
 
{| class="darktable"
 
|-
 
! rowspan=1 | District !! | # of Elemental Rifts !! | # of Trapped Citizens !! | Hero
 
|-
 
| [[The Commons]] || 2 || 47 or more || {{NPC||King Magni Bronzebeard}}
 
|-
 
| [[Hall of Explorers]] || 3 || 20 or more ||
 
|-
 
| [[The Great Forge]] || 2 or more || 48 or more ||
 
|-
 
| [[Mystic Ward]] || 2 || 30 or more || {{NPC||Muradin Bronzebeard}}
 
|-
 
| [[Military Ward]] || 2 || 30 or more || {{NPC||High Tinker Mekkatorque}}
 
|-
 
| [[The Forlorn Cavern]] || 1 || 21 or more ||
 
|}
 
 
====Orgrimmar====
 
:58 {{loot|common|Barricade|Barricades}} to be placed.
 
{| class="darktable"
 
|-
 
! rowspan=1 | District !! | # of Elemental Rifts !! | # of Trapped Citizens !! | Hero
 
|-
 
| [[Cleft of Shadow]] || 1 or more || 12 or more ||
 
|-
 
| [[The Drag]] || 2 or more || 14 or more ||
 
|-
 
| [[Valley of Honor]] || 3 or more || 26 or more || {{NPC||Rexxar}}
 
|-
 
| [[Valley of Spirits]] || 2 || 14 or more || {{NPC||Vol'jin}}
 
|-
 
| [[Valley of Strength]] || 3 || 32 or more || {{NPC||Garrosh Hellscream}}
 
|-
 
| [[Valley of Wisdom]] || 2 || 3 or more ||
 
|-
 
|}
 
 
====Stormwind City====
 
:70 {{loot|common|Sandbag|Sandbags}} to be placed.
 
 
{| class="darktable"
 
|-
 
! rowspan=1 | District !! | # of Elemental Rifts !! | # of Trapped Citizens !! | Hero
 
|-
 
| [[Cathedral Square]] || 3 || ?? || {{NPC||Archbishop Benedictus}}
 
|-
 
| [[Dwarven District]] || 2 || ?? ||
 
|-
 
| [[Mage Quarter]] || 2 || ?? || {{NPC||Lady Jaina Proudmoore}}
 
|-
 
| [[Old Town]] || 2 || ?? ||
 
|-
 
| [[The Park]] || 2 || ?? ||
 
|-
 
| [[Stormwind Harbor]] || 3 || ?? ||
 
|-
 
| [[Trade District]] || 3 || ?? || {{NPC||King Varian Wrynn}}
 
|-
 
|}
 
=====Quotes=====
 
:* '''Trade District secure:''' {{text|yell|[[King Varian Wrynn]]|The Trade District is sectured! Now, secure the rest of the city!}}
 
:* '''Cathedral Square secure:''' {{text|yell|[[Archbishop Benedictus]]|The Cathedral District is under Stormwind Control again. The Light always prevails!}}
 
 
====Thunder Bluff====
 
:54 {{loot|common|Wind Break|Wind Breaks}} to be placed.
 
{| class="darktable"
 
|-
 
! rowspan=1 | District !! | # of Elemental Rifts !! | # of Trapped Citizens !! | Hero
 
|-
 
| [[Elder Rise]] || 2 || 18 or more ||
 
|-
 
| [[Hunter Rise]] || 2 || 24 || {{NPC||Aponi Brightmane}}
 
|-
 
| [[Spirit Rise]] || 2 or more || 36 || {{NPC||Baine Bloodhoof}}
 
|-
 
| [[Middle Rise|Thunder Bluff]] || 5 || 52 || {{NPC||Cairne Bloodhoof}}
 
|-
 
| [[Pools of Vision]] || 1 || 16 ||
 
|-
 
|}
 
=====Quotes=====
 
:* '''warning:''' {{text|yell|[[Bluffwatcher]]|The sky darkens and the elements are restless! Seek Shelter!}}
 
:* '''warning:''' {{text|yell|Bluffwatcher|The wind grows stronger! Take the lifts to safer ground!}}
 
:* '''warning:''' {{text|yell|Bluffwatcher|Evacuate Thunder Bluff! Stay away from the sides of the bluff!}}
 
:* '''warning:''' {{text|yell|Bluffwatcher|Be on your guard! The clouds move in and the wind picks up! Seek shelter!}}
 
:* '''all Wind Breaks in place:''' {{text|yell|[[Cairne Bloodhoof]]|Elemental rifts have opened up around the city. We need to shut them down now! Evacuate all non-combat ready citizens. Make sure they get to safety!}}
 
:* '''fighting near another player:''' {{text|yell|[[Aponi Brightmane]]|Keep pressing the fight, <name>!}}
 
:* '''fighting near another player:''' {{text|yell|[[Baine Bloodhoof]]|Fight on, <name>!}}
 
:* '''fighting near another player:''' {{text|yell|Baine Bloodhoof|Don't let up, <name>!}}
 
:* '''fighting near another player:''' {{text|yell|Baine Bloodhoof|Keep pressing the fight, <name>!}}
 
:* '''Hunter's Rise secure:''' {{text|yell|Aponi Brightmane|We have secured the Hunter's Rise! All invaders have been repelled and the evacuation has been completed!}}
 
:* '''Spirit Rise secure:''' {{text|yell|Baine Bloodhoof|Spirit Rise is secure! The invaders have been eliminated and the evacuation is complete!}}
 
:* '''Middle Rise secure:''' {{text|yell|Cairne Bloodhoof|The Center Rise has been reclaimed! THe Earthmother be praised!}}
 
:* '''failure:''' {{text|yell|[[Maruut Stonebinder]]|Enough! The Earthen Ring will temporarily stop the invasion. But be warned, the elementals will return!}}
 
 
===Tips===
 
* Unlike other [[phasing|phased]] events such as [[Battle for the Undercity]], [[Operation: Gnomeregan]], or [[Zalazane's Fall]], players are not buffed into invulnerability against these powerful mobs. Those attempting to assault a rift on their own or with a few players without a healer present should only attack one elemental at a time and eat before attacking another.
 
* Bring an unbinding totem provided by the Earthen Ring Defenders. If allies get trapped by an elemental, they must be freed or healed immediately else they might die within the time of the prison's stun.
 
* The elementals' prisons are cast in a frontal AoE cone. It has a very short range, so it is possible to avoid it by simply running away during the cast.
 
* Racial leader NPCs can't be killed by the elementals. They will remain at 1 HP and continue fighting. Other hero NPCs can die during the attacks, but will respawn later.
 
[[File:Battle for Stormwind.png|thumb|200px|right|Stormwind Harbor under attack by elementals]]
 
 
===After the invasion===
 
If an hour has elapsed since the start of the event, Earthen Ring Defenders will intervene and suddenly halt the invasion, removing all elementals from the city. However, players will not benefit and will have to wait until the next event occurs.
 
 
If players successfully secure a major city, two types of portals to special boss encounters open up for thirty minutes. The portals are always paired with their counterparts. In Orgrimmar, immediately upon victory, Garrosh will lead a counter attack, running directly into the portals. The NPCs and objects then respawn and the city continues to function as normal until the next attack. (The city leader also appears at his normal spot in addition to his appearance in the dungeon.)
 
:*In Orgrimmar they are located in the Valley of Strength, near the main entrance.
 
:*In Stormwind they are located in the center of Trade District, by the Wizard's Sanctum in Mage Quarter, and in the center of Cathedral Square.
 
:*In Thunder Bluff they are located in Spirit Rise, Hunter Rise, Middle Rise (upper section), and Middle Rise (lower section).
 
These encounters are also available via the [[Dungeon Finder]] for the same period of time. Inside, players find the leader of the city that has been secured and one boss representing the elementals that have been banished:
 
* {{mob|Grand Ambassador Flamelash}} ([[Fire Portal]] inside [[Blackrock Depths]])
 
* {{mob|Crown Princess Theradras}} ([[Earth Potal]], inside [[Maraudon]])
 
* {{mob|Kai'ju Gahz'rilla}} ([[Water Portal]], inside [[Zul'Farrak]])
 
* {{mob|Prince Sarsarun}} ([[Air Portal]], inside the [[Ruins of Ahn'Qiraj]])
 
 
The leader offers a non-repeatable quest to kill the boss and then report back to the capital city with news. However, the boss can be killed as often as desired during the thirty minute window for a chance at item level 251 epic loot.
 
 
=== Loot ===
 
 
All of the elemental bosses drop items of level 251, equivalent to ICC10 loot.
 
 
{{Cataclysm event loot table}}
 
 
===Quests===
 
{{Cataclysm event part 4}}
 
 
==Videos==
 
<youtube>xFfjMpU3Dc8</youtube>
 
<youtube>sEeW15CVaCM</youtube>
 
 
==Patches and hotfixes==
 
*{{Patch 4.0.1|note=Added.|comment=Phase 1 activated on 1 November 2010. Phase 2 activated on 8 November 2010. Phase 3 activated on 12 November 2010. Phase 4 activated on 15 November 2010.}}
 
 
== References ==
 
{{reflist}}
 

Revision as of 13:09, 10 October 2011

Template:Racebox

For the Warcraft III unit, see Abomination (Warcraft III).

Abominations are undead, ogre-like creatures, mounds of corpses cobbled together. The stomach-churning reek is choking, and a green-brown haze surrounds them. Their guts spill from a jagged gap in their stomach, and flies buzz about it, feasting. Three disproportionate, arm-like limbs emerge from their bloated body, two bearing bloody cleavers, and the other a thick chain with a hook on the end. Their tongues are thick and round and dangle from between crooked, yellow teeth.[1]

Almost all abominations lack any real intelligence, having an I.Q. closest to that of an ogre on average. Abominations outwardly appear strangely joyful due to their absent-minded expressions and mannerisms, though this is most likely due to their low level of mental capacity. Like their undead cousins, abominations lust for flesh and are known to eat not only the living but the dead as well.

Important Scourge abominations include Glutton (a constantly hungry abomination found in Razorfen Downs), Ramstein (the ruthless guardian of Baron Rivendare's slaughterhouse in Stratholme) and the titanic Patchwerk (whom Kel'Thuzad uses as his "Avatar of War").

Abomination

An abomination in Warcraft III

Introduction

Abominations are large created creatures, similar to flesh golems. Mutilated bodies and limbs from many creatures combine into a single twisted, hideous form. A viscous trail of blood leaks from it with each laborious step, and the ripe decay of the slaughterhouse wafts from its body. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors. The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses. These enormous warriors love to carve flesh and tear apart their enemies. They carry large cleavers into combat and wield various sicklebladed hooks on their disproportionate limbs. The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh. This creature is a singular entity with a united soul and, because of this unique makeup, is considered both an undead creature and a construct. It is certain that the abomination remembers nothing concrete of its previous lives, although snatches of memory occasionally plague the beast at times of great stress or unusual pressure.[2]

They are slow of body and mind, but tough and strong — excellent troops for the Scourge and the Forsaken. Disease spreads about them in visible clouds, but their enchantments ensure that, while they rot, they remain horribly alive. Abominations are some of the most powerful undead creatures in Azeroth. The Forsaken use them to guard Undercity and the Scourge employs them in a similar role. While not speedy, they are excellent at staying in one area and pounding anyone who gets close. Abominations understand Common and speak it…sort of.[1]

Abominations are fearless, tenacious, and resilient, capable of pressing their advantage in combat for hours at a time without growing weary or weak. Their strength and ability are based on their unusual construction — they truly are more powerful than ten ordinary human men. Although mostly mindless creatures, they do occasionally show a flash of insight, modifying their orders to be more advantageous (such as attacking the most powerful opponent first when commanded into a battle). They are not particularly intelligent in most cases, however, and relying on an abomination’s sense of tactics is an exceptionally poor idea.[3] Abominations’ dim brains don’t allow much room for tactics. They follow their master’s orders, trundling to where they are supposed to trundle and then hacking and ripping until their opponents are no longer recognizable.[1]

The twisted, mutilated bodies of the abominations are comprised of multiple dead limbs and body parts from many different corpses. These enormous warriors, scarred by loose stitchings and putrid, open sores, love to carve flesh and tear their enemies apart. The slow-moving and dull-witted abominations constantly drip blood and smell like disease-ridden slaughterhouses. They carry large cleavers into combat and wield various sickle-bladed hooks on their disproportionate limbs.[4]

History

Abominations legends

Abominations in Warcraft: Legends.

Abominations are large, strong, virtually brainless amalgams of animated corpses. The Scourge created them from bits and pieces of various corpses, and they served as powerful troops in the Third War. When the Forsaken split from the Lich King’s control, they took a number of abominations with them — and, so some say, the ability to create more. Forsaken abominations guard Undercity and perform various tasks for their masters. Abominations love ripping and tearing apart living creatures. They also are breeding grounds for disease, and clouds of flies and putrid sick surround them. Their rotting guts hang from gashes in their stomachs. All of these traits make them poor traveling companions, and most who must deal with abominations make sure they do it from a distance. Abominations are also exceedingly dumb, but they possess enough intelligence for rudimentary problem solving and task resolution. They don’t possess much in the way of emotion, though. They have four basic states: pleasantly standing around and waiting for orders; being impatient that they aren’t killing things; feeling happy because they’re on their way to kill things; and being ecstatic when they’re actually killing things. If asked to do anything more — for example, to run an errand for its master — an abomination becomes confused. It wants to please its master — that’s why necromancers originally created them, after all — but tasks that don’t involve ripping take brainpower that most abominations don’t possess.[5] Gordo's Task is an example of this.

For all these reasons, few abominations are adventurers. An abomination on an adventure is probably a guard or servant for another adventurer — and it serves well (if a guard) or middling (if a servant) in that capacity. An abomination adventuring without a master is unheard of, but not unbelievable. If an abomination takes it into its head to go exploring, few are going to stand in its way. Such creatures likely strike out on their own, or perhaps with Forsaken allies who tag along. An abomination’s disease cloud means that any living creatures who attempt to venture with it have to remain far away, or be possessed of remarkably hearty constitutions.[6]

The abominations of the Third War were assembled in Slaughterhouses which are still be found in the Eastern Plaguelands. Opposing the Scourge, however, the Forsaken abominations are made in the Apothecarium of the Undercity and are composed of the parts of humans that are in the captivity of the Forsaken. While for the Forsaken the abominations are primarily kept as guards, some have become highly regarded Forsaken representatives in the military such as Lieutenant Murp of Alterac Valley. However in patch 2.4.0 he was removed from Alterac Valley and is now in Wintergrasp.

Construction

Factora

Abomination Factory in Undercity

Factorb

Abomination Factory in Undercity

An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator. It includes the dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper.[7]

A golem’s creator, any necromancer of Ner’zhul, or any death knight can command an abomination if it is within 60 feet and can hear and see its creator. If left to its own devices, the abomination will make the best of its situation, carrying out its last order to the letter until it is no longer capable of following that directive. The creator can also give the abomination a simple directive to govern its actions while the creator is not in the area, such as: “Attack all who enter here” or “Remain here, and do not allow the chest or its contents to leave this room.” Because abominations do not need to breathe and are immune to most attack forms, they can continue to fight even when the terrain is exceptionally dangerous (underwater, for example) or difficult.[3]

Notable Abominations

Borgoth the Bloodletter

Abominations as seen in WoW

Other Abominations

Abomination HPG

Abomination in Horde Player's Guide

References

 
  1. ^ a b c Horde Player's Guide, pg. 204
  2. ^ Manual of Monsters, pg. 153-154
  3. ^ a b Manual of Monsters, pg. 154
  4. ^ Warcraft III manual, pg. 102
  5. ^ Horde Player's Guide, pg. 22
  6. ^ Horde Player's Guide, pg. 22-23
  7. ^ Manual of Monsters, pg. 155

Template:Undead