ARENA GURUBASHI HEIRLOOM
This Arena is special because there are no rules here – just every man for himself. The allies that you will find here will become your enemies in the next second, the heroes of the Alliance will stand shoulder to shoulder with the warrior of the Horde, and you will find yourself fighting against your own clan. The cruel laws of this Arena will subordinate you and force you to obey without question. There is only one way to survive and become a winner – at any cost…
The Gurubashi Arena, a fragment of the ancient Gurubashi Empire, which dominated all the endless territories of the southern Eastern Kingdoms, is lost in the brutal north in the impenetrable jungle of Stranglethorn. It was built by Gurubashi trolls for the entertainment of the dominant nobility, who wanted to enjoy the sights of fierce battles to the death. Even after centuries, blood is still being shed on the Arena. Someone comes here voluntarily, but someone had no choice – they were sold as slaves, and now doomed to be here. Cruel Arena promises a lot. But are you ready to make a decisive bet? Here everything can be lost and conquered. However, don’t doubt that your life here is worth nothing, and to part with it here is easier than ever.
Yes, in some ways it is safer to stay here than in the surrounding areas, but you shouldn’t relax – the desperate gladiator’s blade is already ground to cut your throat and take away the wallet to pay the lost bets. However, if you are brave enough, you can get a decent outfit from local goblin merchants. Here you will find a variety of creatures, which brought the smell of pain, agony and caked blood. Orcs enjoy it as a sadistic hobby, and where orcs are, there are trolls, too.
The ring itself isn’t formally related to Stranglethorn Vale, however, besides the Arena itself, impressive “adjacent territories” are spread around it, which are part of Stranglethorn Vale, so be careful: here you can be attacked by anyone other than members of your squad.
Despite the fact that the Empire fell long ago, the Gurubashi Arena Booty Run is still happening on the Arena. Starting from midnight, every three hours, the pirate captain puts a sweet bait – a precious chest – in the center of the ring, and the audience enjoys the rivers of blood, which are shed as the distraught crowd seeks for prey…
GURUBASHI ARENA BOOTY RUN: ARENA PIRATE TREASURE CHEST
Pirates (as befits pirates) are not law-abiding citizens and have a tendency to vices and violence, as well as insurmountable craving for treasure. To combine this all together and have some cruel fun, they came up with cruel entertainment. At midnight, the pirate captain throws a treasure chest in the center of the Arena, where it will wait for his conqueror. The crowd will rush to the chest, sweeping away everything in its path and sinking in the streams of blood. This happens every three hours, and there is no place left on the Arena that isn’t littered with corpses! If you become the first to get to the chest, you are guaranteed not only to get the possession of the treasure, but also lifelong glory and honor.
When the chest is ready to be placed in the Arena, John Mithril, the captain provocateur, won’tify everyone in the zone with a loud draft call: “Arrr, Me Hearties! I be havin ‘some extra Treasure that I be givin’ away at the Gurubashi Arena! I leave it on the Arena floor! ”. Don’t hesitate, the battle will be hot!
DARKMOON FAIRE HEIRLOOM
The Darkmoon Faire is a gaming event that happens every month in one of three places: Mulgore at the base of Thunder Bluff in Kalimdor, South Shattrath City in Outland at Terokkar Forest, and Goldshire in Eastern Kingdoms. Preparation of the event takes three days, and the event itself begins on Monday and lasts a week. When this happens, the Heralds in Ironforge and Orgrimmar will announce the arrival of the Faire. By itself, this territory is neutral and can be visited by a member of any faction, but on PvP servers you can be attacked if you wander into the enemy zone. On PvE servers, players can be attacked by the guards of the opposite faction.
Warsong Gulch, lost somewhere in the southern part of the Ashenvale forest, is located near the place where Grom Hellscream and his Orcs once cut down a huge part of the forest during the Third War. Despite the fact that the orcs were expelled by Thrall and the shamans, they still live here and continue to destroy the forest in the name of the glorious deed of strengthening the power of the Horde. Now the Night Elves make it clear that patience is exhausted, and they won’t tolerate the presence of invaders in their territory. Now they gather supporters under their banners.
The Silverwing Sentinels vowed that they would not know peace until the very last orc is expelled from the gorge in disgrace. The mechanics of this gorge are similar to any other flag capture game where you can cap the flag only on the condition that your own flag isn’t captured by the enemy.
Battle for Gilneas
After the king of Greymane severed all ties with the Alliance after the Second War, the kingdom of Gilneas gained independence. Despite the fact that the huge Greymane Wall defended the kingdom from external threats, the disruptive curse of the worgen and the exhausting civil war tore the kingdom from the inside. After the Cataclysm struck with all its strength and the gates fell, the population of the kingdom had to put up with their monstrous curse and recover from the devastating earthquakes and enemy invasion.
For the Horde, this land is a strategically important object with a large amount of key resources that can feed the Horde’s army in hostilities against the Alliance. Therefore, the Horde won’t retreat and won’t stop the siege of the city until it is under its complete control. Now the only chance for the kingdom to stop the Horde is to try to reestablish a long-severed connection with the Alliance…
Alterac Valley has long been an endless battlefield between the Horde and the Alliance. The heads of the warring organizations, the General Drek’Thar of the Frostwolf Clan and the General Vanndar Stormpike of the Stormpike Expedition, claim ownership of this territory, each being confident that he is right. On the side of each of the commanders are their closest assistants – Captain Galvangar and Captain Balinda Stonehearth. This location is considered the most profitable in terms of the number of points per battle, along with Lake Wintergrasp. You can stand in line to participate in the battle for the valley reaching level 20.
In immemorial times, before the First War, the Mighty Warlock Gul’dan expelled the orc clan Frostwolf Clan for refusing to drink the blood of Mannoroth. Under the leadership of Durotan, father of Thrall, the clan hid deep in a secret valley, lost in the Alterac Mountains. Here, in the southern part of the valley, frost wolves have long fought for survival. After Thrall succeeded in the difficult task of uniting the clans, the frost wolves, headed by the respected shaman Drek’Thar, decided to stay in the valley, which became their home and protector.
However, now that a lot of time has passed, an expedition of gnomes has come to the calm world of Frostwolf Clan, which wants to seize the beautiful valley. Of course, the clan won’t surrender without a fight…
However, the dwarves were not here by chance. By order of Magni Bronzebeard, Ironforge Dwarves went here to search for new resources and ancient relics of the Titans. Something that is hidden in the depths of this earth can shed light on the past of the race of the dwarfs. Magni Bronzebeard assembled a heavily armed expedition and ordered that those who dare to challenge the presence of gnomes in the valley be repulsed. The conflict is inevitable.
Arathi Basin, located in Arathi Highlands, is a real cornucopia of necessary resources, so the Horde and the Alliance will try to seize this territory at any cost and strengthen themselves here, because it will provide a military advantage. The mechanics of the game is similar to the game on the principle of “King of the Hill” or “Domination”.
The situation is aggravated by the fact that it isn’t clear who actually is the historical owner of this most valuable land – if you look into the history, we won’t see anything except complete insanity and a mixture of the influence of the Horde and the Alliance. The League of Arathor is striving to prove the right of Stromgarde to these territories, but forsaken Defilers are desperately looking for resources to gain a foothold in the Undercity and at the same time anger the human kingdom, so they won’t spare the forces to achieve their goal.
The fertile Valley of the Four Winds has long and generously supplied continent of Pandaria with its beautiful harvest: juicy fruits, rich grains, healthy vegetables, and even gold. Deepwind Gorge, located here, is at a certain indentation, and upon closer inspection, the inhabitants of the valley discovered hidden gold deposits underground. Freed from under the yoke of tyranny, the inhabitants of the valley used the new-found wealth extremely patiently and cautiously, jealously ensuring that the earth didn’t suffer damage. However, neither the Alliance nor the Horde share the reverent attitude of the inhabitants towards their dear homeland and will stop at nothing to get wealth. Gold is blinding!
Lost in the Twilight Highlands, the Twin Peaks are one of the most strategically important places in the fight against the black dragonflight and the Twilight’s Hammer, which crush these free lands under their tyranny. The invaders of the nearest town, Grim Batol vie, seized control of the peaks again, while the Wildhammer clan, who built a fortress here, still leads a partisan war in the depths of mountain forests, cherishing the hope of regaining peaks. They appealed to the Alliance for help in order for the heroes to help them smoke the invaders out and repel the attacks of the Dragonmaw orcs. In turn, the Dragonmaw clan, who had been beating over the taming of the unbridled Red Dragons for decades, asked the Horde to help them to defend their right to control the most important point of the region, which provides a decisive advantage.
Capture the Flag Edit
Twin Peaks evolves in the “Capture the flag” format, where 10 players participate in each team. As in Warsong Gulch, it is necessary to capture and strengthen in a larger area, penetrate the enemy zone and capture the enemy flag, and also prevent the capture of your own flag. The winner is the team that captured 3 enemy flags before the end of the countdown.
Isle of conquest
Somewhere near the shores of Northrend, inconspicuous, stony island islands are lost, who are ready to challenge those who want to test their strength and endurance. Winners will receive fame that will live for centuries, and losers will be forgotten and disgraced. In order to fight in the Islands, you must be in the ranks of a team of 40 people (40 vs 40) and have 75+ lvl.
In order to become a winner, you must either plunge the enemy general, or deplete the ranks of enemies, depriving them of reinforcement (by analogy with the mechanics of the game in Alterac Valley).
Also on the territory of the islands there are 5 locations, each of which can be captured and brings an additional bonus to the side that succeeded.
The Silvershard Mines are mines belonging to goblins, located below Northern Stranglethorn. This battlefield was first introduced as part of the Mists of Pandaria expansion.
Strand of the ancients
Strand of the Ancients are located near the southern coast of the Dragonblight, this field appeared for the first time as part of the Wrath of the Lich King expansion. Location consists of 3 walls that must be destroyed, and then you have to take control of the cemetery, that is hiding behind each of the walls. The goal of this battle is to be the fastest team to break through the last wall.
Temple of Kotmogu
The Temple of Kotmogu is located on the territory of Vale of Eternal Blossoms. The battlefield was first introduced as part of the Mists of Pandaria expansion.
Initially, on the territory of the battlefield there was one artifact which was called the ball. Now there are four such artifacts in the temple. They are located on four pillars in the middle of a huge majestic temple. When one of the heroes takes Orb of Power in his hands, the character grows bigger, stronger, does more damage, and also earns bonus points for his squad. Players carrying the Orb of Power also receive a debuff that increases the incoming damage, and this effect is amplified in direct proportion to the time that the player has Orb of Power.
The temple map is divided into three zones: in the courtyard you earn 5 points per tick, in the Plaza Area you can earn 3 points per tick, the rest of the temple is called a temple platform and overgrown with grass. Here you can earn one point per tick. The debuffs imposed by Orb of Power, which the player carries, are imposed not only on the courier, but on the whole team, so you cannot neutralize it by constantly transferring the Orb of Power to each other.
Eye of the storm
The Eye of the Storm is located within the Netherstorm. This battleground has 4 available capture points, as well as a flag in the center. The main goal of the players, by analogy with Arathi Basin, is to become the first team to score 1600 points. Each faction team can have up to 15 players.
Eye of the Storm combines elements of World PVP and traditional PvP with flag capture, and also provides a requirement for the number of points scored. In this case, the main task of each of the opposing teams is to maintain control over the maximum number of towers as well as score points, bringing the flag from the center of the map to one of the towers that is under their control. The towers work by analogy with the same in the Eastern Plaguelands or Hellfire Peninsula: in order to capture them, players need to be inside them, and the capture occurs the faster, the more players of one team are in the tower. The greater the number of towers captured by your team is, the greater the chance of scoring points is. Each flag brought to the friendly tower scores the number of points, which depends on the number of towers that are under the control of the team. The game continues until one of the teams takes 1600 points. If the carrier carrying the flag dies, the flag falls to the ground and can be raised by any other player. Thus, one of the possible tactics of this game is to allow the representative of the enemy team to capture the flag and carry it for some time, and then at a convenient moment to kill the flag carrier and bring it to one of its towers. If the flag was not quickly raised after it was dropped on the ground, it will return to its base (in the center of the battlefield). The more towers your team controls, the more varied the courier’s route options with the flag to the desired point are and the greater the chances of success are; therefore, it is recommended to strive to capture the maximum number of towers. The use of flying mounts isn’t available in this area. If you accidentally fall into the space between the plots of land, you will die after a short flight into the abyss, but this won’t be punished with any fine.
This line of achievement is in many ways similar to Battlemaster achievements and can be considered its equivalent successor. If Battlemaster achievements encouraged players for their skill and prowess shown on all battlefields available at the time of release 3.0.2, this line of achievement and title awards refers to activities on the battlefields presented between 3.0.2 – 5.0.2 Requires capturing the required list of battleground achievements.
These achievements are easy enough to gain by fighting in the Battleground or PvP realm.
Honorable kill: Killing a member of the opposite Faction who is a player or selected NPCs (mostly on battlegrounds)
Bonuses obtained for Call to Arms quests accomplishment (30 for the first winner and 15 for the each following; no stack with Random Battleground).
Bonuses obtained for winning a Battleground using the Random Battleground option (30 for the first winner, 15 for the each following and 5 for the loser; no stack with Call to Arms).
Tol Barad: +360 for Attackers, +180 for Defenders (in case of Win); +7 Honor points if Wrath of the Lich King Heroic dungeon bosses are killed while controlling Wintergrasp.
For Mists of Pandaria: The only available PvP daily quests are on the Isle of Thunder, Pandaria
For Cataclysm: The only PvP weekly quest for each faction, available on Tol Barad
For Wrath of the Lich King: The only PvP daily quests (+ a few non-dailies) available for the PvP are located on the Grizzly Hills, Northrend; + Single PvP weekly quests are in Wintergrasp, Northrend.
Battlemaster is an achievement gained by obtaining: Master of Alterac Valley, Master of Warsong Gulch, Master of Strand of the Ancients, Master of Arathi Basin, Master of Eye of the Storm.
THE JUSTICAR/THE CONQUEROR
The Justicar is a prestigious meta-achievement that can be gained by achieving an exalted reputation with the Alliance: Stormpike Guard + Silverwing Sentinels + League of Arathor, taking part in fierce battles in Warsong Gulch, Arathi Basin, and Alterac Valley. Along with winning this achievement, you also become the owner of the prestigious title “the Justicar”.
The Conqueror is a prestigious meta-achievement that can be obtained by achieving an exalted reputation with the Horde: Frostwolf Clan + Defilers + Warsong Outriders, taking part in fierce battles in Warsong Gulch, Arathi Basin, and Alterac Valley. Along with winning this achievement, you also become the owner of the prestigious title “The Conqueror”.