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{{Stub/Cataclysm}}
<!-- [[Image:Krog.jpg|thumb|[[{{PAGENAME}}]]]]
 
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{{questbox
-->{{npcbox
 
| name = Krog
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| name = Getting Battle-Ready
| image = Krog.jpg
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| faction = Alliance
| title =
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| levelreq = 3
| level = 40
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| level = 3
| type =
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| category = Warrior
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| start = [[Thran Khorman]]
| faction = Horde
 
| city =
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| experience = 130
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| reputation = +75 [[Ironforge]]
| race = Orc
 
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| previous = {{quest|Simple Rune}}
| creature = Humanoid
 
| sex = Male
 
| location = [[Dustwallow Marsh]]
 
 
}}
 
}}
'''Krog''' is a level 40 [[quest giver]] located in [[Brackenwall Village]] in the [[contested]] territory of [[Dustwallow Marsh]]. He was dispatched by the Warchief to investigate the burning of the [[Shady Rest Inn]].
 
   
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== Objectives ==
He starts the following quests:
 
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Learn Charge from [[Thran Khorman]], then use Charge on one of the [[Training Dummy|Training Dummies]] outside the entrance to [[Anvilmar]].
* {{questlong|Horde|35|The Black Shield}}
 
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* Practice Charge
* {{questlong|Horde|37|The Black Shield}}
 
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* Learn Spell: {{ability|Charge}}
<br>
 
See [[List of Dustwallow Marsh NPCs]].
 
   
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== Description ==
[[Category:Orcs]]
 
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Lesson one. Aside from your sword and shield, what's the most important tool you have in your arsenal?
[[Category:Quest Givers]]
 
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[[Category:Dustwallow Marsh NPCs]]
 
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<Thran awaits your response.>
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Oh never mind, I'll answer it for you. It's your mobility. One of the strengths of the warrior is the ability to get around the battlefield quickly. Here, <name>, I'll train you to use your legs to your advantage.
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== Progress ==
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No, that's not a Charge. Try again.
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== Completion ==
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Now we're getting somewhere. You've got quite a manly bellow, <sir/miss>!
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Come back to me in a bit, and I'll teach you something else.
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== Quest progression ==
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{{:Dwarven starting experience}}
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== Patch changes ==
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* {{Patch 4.0.3a|note=Added.}}
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== External links ==
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<!-- Read http://www.wowwiki.com/WoWWiki:External_links before posting your links here.
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Links that do not conform to the rules will be DELETED.
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Repeat violations may result in a BAN.
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Have a nice day. :) -->
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{{Elinks-quest|24531}}

Revision as of 17:21, 31 October 2010

Template:Stub/Cataclysm

AllianceGetting Battle-Ready
Start Thran Khorman
End Thran Khorman
Level 3 (Requires 3)
Category Warrior
Experience 130
Reputation +75 Ironforge
Previous Simple Rune

Objectives

Learn Charge from Thran Khorman, then use Charge on one of the Training Dummies outside the entrance to Anvilmar.

Description

Lesson one. Aside from your sword and shield, what's the most important tool you have in your arsenal?

<Thran awaits your response.>

Oh never mind, I'll answer it for you. It's your mobility. One of the strengths of the warrior is the ability to get around the battlefield quickly. Here, <name>, I'll train you to use your legs to your advantage.

Progress

No, that's not a Charge. Try again.

Completion

Now we're getting somewhere. You've got quite a manly bellow, <sir/miss>!

Come back to me in a bit, and I'll teach you something else.

Quest progression

WorldMap-ColdridgeValley

Zone map

Availablequesticon This chapter continues the story of Khaz Modan from The Shattering: Prelude to Cataclysm and The Council of Three Hammers: Fire and Iron.

The dwarven starting experience takes place in Coldridge Valley, in southwestern Dun Morogh, a level 1-20 zone. When freak natural disasters rocked Azeroth just prior to the Cataclysm, dwarven lands were not spared from calamity. A series of quakes tore through areas surrounding Ironforge, reducing settlements to rubble and taking the lives of many innocent dwarves. The quakes roused numerous troggs from their subterranean dwellings and drove the bestial creatures toward the dwarven settlement of Anvilmar in Coldridge Valley. The sudden influx of troggs also caused the savage Frostmane trolls to abandon their usual holdings on Shimmer Ridge and encroach upon dwarf-occupied areas. Threatened on two fronts, Dun Morogh's mountaineers are spread thin. Without additional assistance, the prized lands of Dun Morogh might soon fall to the dwarves' barbarous foes.[1]

Adventurers in Anvilmar are recruited by the mountaineers to fend off the trogg invasion.[2][3] The dwarven mountaineers were trained to protect themselves from odd wolf attacks but not from an invasion of troggs. Many dwarves in the battle zone were injured and exhausted, and the adventurers were sent with first aid kits to help them.[4] After that, they are sent inside Anvilmar, which was put on lockdown due not only to the trogg invasion, but also the earthquakes causing destruction.[5] There they help Jona Ironstock resupplying the settlement with food[6] and beer (no one can expect the dwarves to work without their ale,[7] and Grundel Harkin with his archaeology quest, by recovering dwarven artifacts exposed by the quakes.[8][9]

Afterwards, the adventurers are sent to Grelin Whitebeard's camp,[10] to deal with the fleeing Frostmane trolls.[11] After spying on the troll encampments, the dwarves find out the Cataclysm tore open a portal to the Elemental Plane, and a fire elemental was terrorizing the trolls and causing them to flee their caves.[12] The adventurers are sent to end the fire elemental before he caused the trolls to occupy the whole valley and expel the dwarves from their homes.[13]

Finally, the adventurers are sent by Grelin to deliver a report of the elemental's presence to Ironforge. However, once they reach Coldridge Pass, an aftershock causes the tunnel to collapse, preventing them to cross to Kharanos.[14] With the help of the gnome Hands Springsprocket, they send a distress signal to the Gnomeregan Airmen who quickly come to their aid.[15] After collecting supplies for the journey from Anvilmar,[16] they travel to Kharanos on Milo Geartwinge's gyrocopter. Apparently, the Coldridge folk were ill-informed of the events going on outside of the valley, and Milo informs them that the rest of Dun Morogh was in distress as well. From the Frostmane trolls invasion, to rumors of Dark Irons in the east, and the political upheaval with King Magni turned into a diamond, the dwarves at Kharanos had their hands full, and needed help too.[17]

  1. A [1-30] Hold the Line!
  2. A [1-30] Give 'em What-For / A [1-30] Aid for the Wounded
  3. A [1-30] Lockdown in Anvilmar
  4. Complete all of:
  5. A [1-30] Whitebeard Needs Ye
  6. A [1-30] The Troll Menace / A [1-30] Trolling for Information
  7. A [1-30] Ice and Fire
  8. A [1-30] A Trip to Ironforge
  9. A [1-30] Follow that Gyro-Copter
  10. A [1-30] Pack Your Bags
  11. A [1-30] Don't Forget About Us
Availablequesticon The story of Khaz Modan continues with Kharanos, in Dun Morogh.

References

Patch changes

External links