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{{Faction disambiguation}}
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'''Swimming''' is an inherent ability of all [[player character]]s, and some [[mob]]s, which allows one to travel in and under water. Swimming is slower than [[running]], but faster than [[walking]].
 
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When your character is in the water, press the [[Sit]] key will dive deeper, while pressing the [[Jump]] key will surface. You can hold the left mouse button to look around. You can hold the right mouse button and then move your mouse up and down to change your swim direction. Moving your character forward or backwards will then make them swim in the direction you have chosen. As a ghost or while water-walking, pressing both mouse buttons and angling the camera downward will allow your ghost to swim.
 
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When underwater, a character begins to run out of [[breath]] and may drown. Resurfacing will allow the breath bar to slowly refill. Some underwater places have 'pockets of surfacing air' visualized as underwater air bubbles coming from cracks in the crust or barnacle-like models - you can stay there and fill your breath bar. These pockets are usually places in places related to some underwater quest. Deeper waters (such as around the [[landmass|continents]] will [[fatigue]] characters, whether they are above or below the surface. When either the [[breath]] bar or [[fatigue]] bar expires, characters begin to take damage. In certain cases it's technically possible
 
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[[Ghost]]s do not have to breath underwater, but are still affected by [[fatigue]] and can be killed a second time.
 
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Methods to increase swim speed:
 
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* [[Druid]]s get an [[Aquatic Form]] spell that allows them to swim faster than normal while in that form. Jumping out of the water will return you back to humanoid form.
 
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* [[Shaman]]s (at level 28 [[Water Walking]]), [[priest]]s (at level 34 [[Levitate]]) and [[death knight]]s ([[Path of Frost]] at level 61) get spells that allow them (and possibly nearby party/raid members) to walk across the water surface — however, taking damage breaks the spell. While in ghost form all characters can intrinsically water-walk. If you want to dive into the water while walking over it, tilt your camera to start pointing down into the water and 'go down'. To step onto the surface of the water while submerged and having cast the spell, hold the jump button.
 
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* The [[Azure Silk Belt]] will give a +15% swim speed buff while worn. The belt is cloth, level 30 and can be manufactured by [[tailor]]s (175 skill, taught by trainer). Note that the [[Azure Silk Belt]] effect does not stack with a [[Druid|Druid's]] [[Aquatic Form]] or the [[Stranglethorn Fishing Extravaganza]] trinket.
 
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* There are [[Swim Speed Potion]] available to increase swimming speed for a very brief amount of time (100% speed increase for 20 seconds).
 
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* One of the rewards for the [[Stranglethorn Fishing Extravaganza]] weekly contest is [[Hook of the Master Angler]], a trinket that allows you to turn into a fish (likely comparable to the druid aquatic form).
 
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Methods to breath longer underwater:
 
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* Several items, including [[Hydrocane]], [[Mastercraft Kalu'ak Fishing Pole]], [[Deepdive Helmet]] and [[Band of Icy Depths]] allow underwater breathing while equipped.
 
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* [[Alchemy|Alchemists]] can craft [[Elixir of Water Breathing]] and [[Elixir of Greater Water Breathing]].
 
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* Both [[Shaman]] and [[Warlock]]s have a castable [[Water Breathing]] buff.
 
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* Often, underwater quests will provide a summoned item that will provide underwater breathing.
 
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* Certain quest rewards, such as [[Nagrand Cherry]], allow short underwater breathing buffs.
 
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* Druids in their [[Aquatic Form]] can breathe underwater. Switching to Aquatic Form after an underwater fight is a convenient way to take a breath before the next fight.
 
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* Undead players can breathe underwater for 233% longer than normal players due to their [[Underwater Breathing]] racial trait.
 
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Additional Notes:
 
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* Ground mounts are able to swim, although they travel no faster than an unmounted player. Entering water while on a flying mount will dismount the player.
 
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* You can escape combat from some mobs if they can't swim; for example, a [[wolf]].
 
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* You can escape combat from some swimming mobs because they can't leave the water; for example, a [[threshadon]].
 
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** In the event of an encounter where you do use the transition between land and sea to break a fight, the mob in question will evade but remain in combat with you. It should, in most cases, reset within a few seconds.
 
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* Some amphibious mobs can pursue from land into the water and swim after you or from water to land and run after you. For example, a [[murloc]].
 
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** Also very notable among amphibious mobs are pirates (such as on ships off the coast of [[STV]] or in [[Deadmines]]) and the [[Booty Bay]] guards.
 
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[[Category:Game terms]]
 

Revision as of 20:36, 20 April 2011

AllianceThe Eye of the Storm
Start Naraat the Earthspeaker [74.5, 19.0]VZ-Stormwind CityBlip
End Naraat the Earthspeaker [74.5, 19.0]VZ-Stormwind CityBlip
Level 30-35
Category Stormwind City
Experience 22050
Previous A [30-35] A Personal Summons
Next A [30-35] To the Depths
For the Horde version of this quest, see H [30-35] The Eye of the Storm.

Objectives

Naraat the Earthspeaker wants you to look into the Waters of Farseeing.

  • Vision of the Farseer Witnessed

Description

Greetings, hero of Azeroth.

On behalf of the Earthen Ring I thank you for answering my call.

You are known to us by name, <name>.

Your exploits and accomplishments are many. Azeroth already stands in your debt, and yet again she is need of her heroes.

I am but a messenger. A familiar presence seeks audience with you.

Peer into the Waters of Farseeing and behold the fate of our world.

Progress

Yes, <class>?

Completion

Now that your eyes have seen the truth, where will you choose to serve?

Notes

Waters of Farseeing

Waters of Farseeing just behind Naraat

The Waters of Farseeing are a few feet away from the questgiver.

Clicking the bowl of water transports the player's view to the Maelstrom, where Thrall is holding control of the chaotic swirl. Thrall also does a voiceover:

"Citizen of Azeroth, behold. Our world groans in agony, besieged by an adversary of unspeakable power. As her lands break and crumble, the fractures that divide her people must be mended, for neither side can overcome this threat alone. Join me, cast aside your prejudices. Together, we must heal Azeroth's wounds, and those of her people."

Progression

  1. B [30-35] A Personal Summons
  2. B [30-35] The Eye of the Storm
  3. B [30-35] To the Depths or A [30-35] Hero's Call: Vashj'ir! or H [30-35] Warchief's Command: Vashj'ir!
  4. B [30-35] Call of Duty
  5. B [30-35] Sea Legs
  6. B [30-35] Pay It Forward
  7. B [30-35] Rest For the Weary
  8. B [30-35] Buy Us Some Time / B [30-35] Traveling on Our Stomachs
  9. Complete all of:
  10. A [30-35] On Our Own Terms / H [30-35] Bring It On!
  11. A [30-35] All or Nothing / H [30-35] Blood and Thunder!

Patch changes

External links