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Horde Level Guide From 0 to 10 - World of Warcraft

Get tips and strategies for the most effective way to level your new Horde character up to level 10.

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The Best Ways to Level Your Horde Character

World of Warcraft is set in the midst of a war between two factions, the Horde and Alliance. Each faction is comprised of several races that have allied together for common purpose. In the Horde, the races available to you are Tauren, Orc, Troll, Goblin, Undead and Blood Elf. Although these races are allied under a common banner, they occupy different homelands and have very different cultures. As you level your character from one to 10, you will be introduced to your race and learn more about its history and your origins as a new recruit to the Horde army.

After creating a character, you will begin the game in the starting area that corresponds to your chosen race. This starting area is sheltered from other parts of the map and provides a secure place to begin learning the ins and outs of the game. Your first few levels will pass very quickly; as you gain experience, the leveling will slow down and quests will increase in difficulty and complexity. The quests in your starting area should take you through to level 10; once you've completed them, you'll be free to embark on the next leg of your journey.

General Leveling Information

#1 - Completing Quests

The primary method for leveling a character in World of Warcraft is questing. Available quests will be designated by exclamation points on your mini-map and over the heads of quest-givers. When a quest is ready to be turned in, you will see question marks. You can access your quest log at any time by hitting the "L" key. Your quests will also be displayed on the right side of your screen under "Objectives." You can minimize this to keep it out of the way; simply click on "Objectives" again to minimize the list.

If you're unsure where to go next, follow the golden arrow on your mini-map. It will point you toward the next objective for the quest you highlight. You can switch between primary quests by clicking the quest's name on your display. When a quest is ready to turn in, the icon next to its name on your log will turn to a question mark. The majority of quests you complete will require you to either speak with someone in a different location, kill a certain number of enemies or collect a certain number of items.

#2 - Killing Enemies

The other way to gain experience is through "grinding," or killing mobs of enemies. Enemies will be designated as gray, green, yellow, orange or red depending on their level relative to yours. You can get experience for green and yellow enemies; those that are orange or red will be too dangerous to kill on your own, and those that are gray will not give experience. The best way to level a character is through a combination of grinding and questing; kill enemies while traveling between quest destinations.

General Questing Tips and Strategies

  • Every class will have class-specific quests that are not listed below. You will receive the first of these at level two; additional quests may come up along the way as well.
  • Every race will have one chain of quests requiring you to fly from the starting area to the race's major city to deliver some goods. Be sure to complete this quest chain as it will provide you with good, easy experience. Avoid straying from the path or picking up additional quests when you enter the capital cities; this will prevent you from getting lost.
  • Economize your questing by charting a path through your objectives to minimize travel time. Kill enemies while completing a gathering quest, and wait until you have several quests to turn into a given area before returning.
  • Most starting areas contain enough quests to see you through to level 12. It may be a good idea to stay and exhaust every quest in an area before moving on to the next area.

A Word About Gear

At low levels, you don't have as much variety in gear as you will later in the game. Many quests give gear as rewards; be sure to check the stats of every item before selecting your reward. For the most part, each item you receive will be better than the one you were previously using, so you can just upgrade your gear after every quest. The one exception to this is gear dropped by rare spawns. Occasionally, a rare spawn or boss will drop an "uncommon" item, which will be designated by a green name rather than the usual white. Green items are usually very strong for their level and may be better than your quest rewards.

Starting Area Guide for the Horde

Below are descriptions of the starting areas of each race and the quests you will need to complete to reach level 10 listed in the order they should be completed in. Regardless of your chosen class, the starting quests for each race are essentially the same, so this guide should be sufficient for all low-level characters. Depending on how much time you spend grinding, or killing enemies outside of quest requirements, you may reach level 10 before finishing the final quests listed below.

Tauren - Camp Narache, Mulgore

The Tauren are a shamanistic, nature-loving people dwelling in central Kalimdor. There are six classes playable by Tauren: Warrior, Paladin, Hunter, Priest, Shaman and Druid. Though their lifestyle is somewhat nomadic, the Tauren's central homeland is Mulgore, a grassy plain that's protected on all sides by tall mountains. The only way to access Mulgore by foot from the outside is a mountain pass that leads to the Southern Barrens of Kalimdor.

When you begin the game as a Tauren, your starting zone is Camp Narache, which lies close to the larger settlement of Bloodhoof Village. All of your starting quests will be concentrated in the area between and surrounding these two locations.

The majority of your early quests will concern ridding your homeland of aggressive invaders and restoring the land to its natural state by cleansing it of impurities. To achieve this, you will need to kill enemies and collect loot from several types of beast.

Quests to Complete to Achieve Level 10:

Camp Narache:

  • The First Step
  • Rite of Strength
  • Our Tribe, Imprisoned
  • Rite of Courage
  • Stop the Thorncallers
  • The Battleboars
  • Feed of Evil
  • Rite of Honor
  • Last Rites, First Rites
  • Rites of the Earthmother
  • Rite of the Winds

Bloodhoof Village:

  • Sharing the Land
  • Swoop Hunting
  • Poison Water
  • The Restless Earth
  • Morin Cloudstalker
  • Dangers of the Windfury
  • The Ravaged Caravan
  • Thunderhorn Totem
  • A Bundle of Hides
  • Mazzranache
  • The Venture Co.
  • Supervisor Fizsprocket
  • Thunderhorn Cleansing

Camp Sungraze:

  • The Hunter's Way
  • Preparation for Ceremony
  • Journey Into Thunder Bluff

Depending on how many enemies you have killed, you should be level 10 after completing these quests. If you're not quite leveled yet or wish to become stronger before moving on, you can stay in the area to pick up a few additional quests at Bloodhoof Village and Camp Sungraze before heading on to Thunder Bluff.

Enemies to Fight


  • Tallstrider: Ostrich-like birds that roam the plains throughout Mulgore. They must be killed for "Poison Water"
  • Swoop: These buzzard-like birds must be killed for "Swoop Hunting"
  • Cougar: These big cats must be killed for "Thunderhorn Totem," "Mazzranache," and "The Hunter's Way"
  • Wolf: Must be killed for "Poison Water," "Thunderhorn Totem," and "Thunderhorn Cleansing"
  • Boar: Some of these are domesticated by the Quilboar; they must be killed for "The Battleboars"

Sentient races:

  • Quilboar: A stout, pig-like people living in a tangle of thorns near Camp Narache. They must be killed for "Rite of Strength," "Rite of Courage," and "Stop the Thorncallers"
  • Gnoll: A hyena-like race that must be killed for "Sharing the Land"
  • Harpy: Winged women that live in at the foot of the mountains surrounding Mulgore; they must be killed for "Dangers of the Windfury" and "Preparation for Ceremony"
  • Goblin: Small, green-skinned humanoids working for The Venture Co.
  • Ogre: Large, pale-skinned humanoids seen working as guards for The Venture Co.

Rare Spawns and Bosses:

  • Squealer Thornmantle: The leader of the Quilboar. You must kill him as part of the quest “Rite of Honor.” He is a level five and has two primary attacks. The first is a melee attack that pushes your character away; the second is a ranged fire attack. Be sure to clear the surrounding minions before fighting to avoid being pushed into them.
  • Snagglespear: The leader of the Gnolls. You must kill him as part of the quest “Sharing the Land.” He is a level six and has two primary abilities. The first increases his physical damage and attack speed for two seconds; the other is a melee attack that increases weapon damage and reduces intellect and spirit.
  • Mazzranache: A large, pink Tallstrider that can be found near Thunder Bluff. He is level seven and a popular hunter pet. His primary special ability is a charge that pushes you back and increases his attack power.
  • Supervisor Fizsprocket: The supervisor of The Venture Co. You will need to kill him as part of the quest “Supervisor Fizsprocket.” He deals fire and shadow damage. Before killing him, be sure to clear the area of other aggressive mobs.
  • Enforcer Emilgund: A level 11 rare spawn that can be found outside of The Venture Co. mine. He has two main abilities. The first increases his speed for 60 seconds; the other is a powerful melee attack. He is one of the strongest spawns at this level; wait until you're at least level nine to attack him on your own.

Orcs - Valley of Trials, Durotar

The Orcs are proud warriors whose war with and hatred of humans has deep roots. They originated on the planet Draenor but were brought to Azeroth as pawns of the Burning Legion. They have long since cut ties from the Legion and settled the dusty land of Durotar. The available classes for Orcs are Hunter, Mage, Rogue, Shaman, Warlock and Warrior.

Durotar is the shared home of the Orcs, Goblins and Trolls. It rests on the same continent as Mulgore, but the land is more of a barren desert than the lush plains to the west. You will begin leveling in the Valley of Trials before moving to nearby Sen'jinn Village and Razor Hill. Unlike the Tauren starting quests, which require you to face a number of different enemies, most of the Orc quests center around destroying the invading Humans of the Northwatch.

Quests to Complete to Reach Level 10

Valley of Trials

  • Your Place in the World
  • Cutting Teeth
  • Invaders In Our Home
  • Galgar's Cactus Apple Surprise
  • Sting of the Scorpid
  • Lazy Peons
  • Hana'zua
  • Sarkoth
  • Back to the Den
  • Burning Blade Medallion
  • Thazz'ril's Pick
  • Vile Familiars
  • Report to Sen'jin Village

Sen'jin Village

  • Breaking the Chain
  • Cleaning up the Coastline
  • Purge the Valley
  • The War of Northwach Aggression
  • Never Trust a Big Barb and a Smile
  • Riding On

Razor Hill

  • From Bad to Worse
  • Exploiting the Situation
  • Storming the Beaches
  • Shipwreck Searching
  • Meats to Orgrimmar
  • Ride to Orgrimmar
  • Doras the Wind Rider Master
  • Return to Razor Hill
  • The Burning Blade
  • Loss Reduction
  • Thonk
  • Lost in the Floods
  • The Dranosh'ar Blockade

The Dranosh'ar Blockade

  • Fizzled
  • Thunder Down Under
  • The Wolf and the Kodo
  • Ignore the Warnings
  • Margoz
  • Beyond Durotar

Enemies to Fight


  • Boars: These wild pigs travel all over Durotar and have been domesticated by the Orcs as well. They must be killed for "Cutting Teeth"
  • Scorpids: These giant scorpions dwell near the Valley of Trials. They must be killed for "Sting of the Scorpid" and "Never Trust a Big Barb and a Smile"
  • Felstalkers: These small demons must be killed for "Felstalkers"
  • Vile Familiars: Living in a cave near the Valley of Trials, these demons must be killed for "Vile Familiars,"
  • Crawlers: These giant crabs must be killed for "Cleaning Up the Coastline"
  • Elementals: These spirits of the elements must be killed for "Storming the Beaches" and "Ignore the Warnings"
  • Raptors: Not required for a quest, these small dinosaurs will attack you if you travel nearby

Sentient races:

  • Humans: A long-time enemy of the Orcs, these humans are part of the Northwatch encampment in Durotar. They must be killed for "Invaders In Our Home," "Breaking the Chain," "Purge the Valley," "The War of Northwatch Aggression," "From Bad to Worse,"
  • Harpies: Living Drygulch Ravine, these winged women will attack you if you venture near.
  • Rare Spawns and Bosses:
  • Sarkoth: A level four Scorpid boss, killed as part of the quest "Sarkoth." His main attack is an area-of-effect blast of poison; be sure to stand clear of the green puddle that surrounds him after the attack.
  • Lieutenant Palliter: A level eight human boss, killed as part of the quest "From Bad to Worse." He has two main abilities. The first is a charge that deals damage to the player and two nearby allies; the second is a melee attack that knocks the player back. If possible, stay out of melee range to bring him down swiftly.
  • Death Flayer: A level nine Scorpid boss. It's not necessary to kill him for any quests, you may run into him while helping survivors in the Southfury Watershed if you choose to complete that quest chain. Hunters like to tame him for his rarity and unique appearance, but he has no unique abilities.

Trolls - Darkspear Isle, Durotar

Exiled members of the Darkspear tribe, these Trolls have left their homeland in Stranglethorn Vale to live alongside their uneasy allies, the Orcs. They now make their home on a small island off the coat of Durotar. You can create a troll as a Hunter, Priest, Shaman, Mage, Rogue, Druid or Warlock.

The Troll starting quests differ from other races in that the first quest chain is initiated by your class trainer. Most other starting areas do have class-specific quests that must be completed at a low level, but the Trolls are the only ones who initiate their quests in this way. As such, the first few quests will vary slightly between classes, but all will follow essentially the same progression. Once you complete "More Than Expected," all classes will complete identical quests.

Another unique aspect of the Troll starting area is that much of it overlaps with the Orc territory. After completing your initial quests on Darkspear Island, you will move to the mainland of Durotar to begin questing in Sen'jin Village. From there, the rest of your questing experience will be the same as outlined for Orcs above.

Quests to Complete to Reach Level 10

Darkspear Shore

  • Rise of the Darkspear
  • The Basics: Hitting Things
  • A Rough Start
  • Proving Pits
  • The Arts of a Rogue
  • More than Expected
  • Moraya
  • Crab Fishin'
  • A Troll's Truest Companion
  • Saving the Young
  • Mercy for the Lost
  • Consort of the Sea Witch
  • Young and Ficious
  • Breaking the Line
  • No More Mercy
  • Territorial Fetish
  • An Ancient Enemy
  • Sen'jin Village

From here, proceed as directed above in the Orc section.

Enemies to Fight


  • Wildmane Cats: These large felines must be killed for "A Rough Start"
  • Pygmy Surf Crawlers: These large crabs are killed for "Crab Fishin'"
  • Corrupted Raptors: Most raptors are companions of the trolls, but these have been corrupted by Naj'tess; you must kill them for "Mercy for the Lost"

Sentient races:

  • Naga: A long-time enemy of the Trolls; they must be killed for "No More Mercy"

Rare Spawns and Bosses:

  • Naj'tess: A level three boss, this Naga must be killed for "Consort of the Sea Witch." His abilities reduce the character's strength and stamina and inflicts shadow damage.
  • Zar'jira: The infamous Sea Witch; you must kill her for "An Ancient Enemy." She has four primary frost abilities: A knock-back, a stun and two straight damage abilities. Fortunately, you battle her with the assistance of some NPCs.

Goblins - KTC Headquarters, Kezan

A recent addition to the Horde army, the Goblins are a prolific and well-traveled race of merchants and engineers. After the destruction of their homeland, they are forced to join with the Horde for protection. Goblins can be Hunters, Mages, Priests, Rogues, Shamans, Warriors and Warlocks.

You will begin your character's journey in his or her native home of Kezan and watch as the events leading to its destruction unfold. The quests in the starting area of Kezan will take you to level 12; you will not be able to leave this area until you have completed them, and non-Goblin characters cannot enter the area. The quests listed in this guide will only take you to level 10. To move on to the next area, you will need to finish the quests in Kezan.

Because Kezan is a fairly new questing zone, the quests are formatted differently than those for different races. These quests are more story-based and require less grinding than those in other starting areas. There also are no rare spawns in the area since Kezan cannot be accessed by any other races. Because there is little focus on killing mobs, enemies will not be listed below.

Quests to Complete to Reach Level 10

KTC Headquarters:

  • Taking Care of Business
  • Trouble in the Mines
  • Good Help is Hard to Find
  • Kaja'cola
  • Megs in Marketing
  • Rolling With My Homies
  • Report for Tryouts
  • Do It Yourself
  • Off to the Bank
  • The Replacements
  • The New You
  • Necessary Roughness
  • Fourth and Goal
  • Give Sassy the News
  • Life of the Party
  • A Bazillion Macaroons
  • The Great Bank Heist
  • Robbing Hoods
  • Liberate the Kama'mite
  • Waltz Right In
  • 447
  • Life Savings

The Lost Isles:

  • Don't Go Into the Light
  • Goblin Escape Pods
  • Get Our Stuff Back
  • Help Wanted
  • Miner Troubles
  • Capturing the Unknown
  • Orcs Can Write
  • The Enemy of My Enemy
  • The Vicious Vale
  • Weed Whacker
  • Back to Aggra
  • Forward Movement
  • Infared = Infradead
  • To the Cliffs
  • Get to the Gyrochoppa!
  • Precious Cargo
  • Meet Me Up Top
  • Warchief's Revenge
  • Farewell, For Now
  • Up, Up & Away!


  • It's a Town-in-a-Box
  • Hobart Needs You
  • Cluster Cluck
  • Trading Up
  • The Biggest Egg Ever
  • Who's Top of the Food Chain Now?
  • A Goblin in Shark's Clothing
  • Invasion Imminent!
  • Bilgewater Cartel Represent
  • Naga Hide
  • Irresistible Pool Pony
  • Surrender or Else!
  • Get back to Town
  • Town-in-a-Box: Under Attack
  • Oomlot Village
  • Free the Captives
  • Send a Message
  • Oomlot Dealt with
  • Up the Volcano
  • Zombies vs. Super Booster Rocket Boots
  • Three Little Pygmies
  • Rockin' Powder
  • Rocket Boot Boost
  • Children of a Turtle God
  • Volcanoth!
  • Old Friends

Warchief's Lookout:

  • Repel the Paratroopers
  • Mine Disposal, the Goblin Way
  • The Pride of Kezan
  • The Warchief Wants You
  • Borrow Bastia
  • Let's Ride
  • The Gallywix Labor Mine
  • Kaja'cola Gives You IDEAS (TM)
  • Morale Boost
  • Light at the End of the Tunnel
  • Wild Mine Cart Rides

From here, you will continue questing in the area. You will move to the KTC Oil Rig to complete the quests in Kezan before joining the rest of the Horde on Kalimdor.

Undead - Deathknell, Tirisfal Glades

The Undead, also called The Forsaken in the game, began as slaves of the tyrant Arthas, the Lich King. A small group of Undead broke away under the leadership of Lady Sylvanas and allied with the Horde as a way to fight back against the Lich King. As an Undead, you can play as a Mage, Priest, Warlock, Warrior or Rogue.

Because most Undead were previously human before being resurrected, they dwell on the Alliance-based continent of Eastern Kingdoms. The Undead's capital city, Undercity, rests beneath the ruins of the destroyed Kingdom of Lordaeron, and new Undead begin their journey in the nearby forest of Tirisfal Glades.

At the start of your questing, you will be recently risen from the dead to join Sylvanas's army. The majority of your quests at early levels deal with issues related to building the Undead army and dealing with Undead who are not allied with your cause.

Quests to Complete to Reach Level 10


  • Fresh Out of the Grave
  • The Shadow Grave
  • Those That Couldn't Be Saved
  • The Wakening
  • Beyond the Graves
  • Scourge on Our Perimeter
  • Recruitment
  • The Truth of the Grave
  • The Executioner in the Field
  • The Damned
  • Night Web's Hollow
  • No Better Than the Zombies
  • Assault on the Rotbrain Encampment
  • Vital Intelligence

Tirisfal Glades

  • Reaping the Reapers
  • Fields of Grief
  • The Scarlet Palisade
  • Variety is the Spice of Death
  • Ever So Lonely
  • A Scarlet Letter
  • Johaan's Experiment
  • Gordo's Task
  • A Putrid Task
  • The New Forsaken


  • Darkhound Pounding
  • Supplying Brill
  • A Thorn in Our Side
  • Forsaken Duties
  • Ride to the Undercity
  • Michael Garrett
  • Return to Morris
  • Escaped From Gilneas
  • The Chill of Death
  • Return to the Magistrate
  • Annihilate the Worgen
  • Holland's Experiment
  • Garren's Haunt
  • Doom Weed
  • Graverobbers
  • Off the Scales
  • Maggot Eye
  • Planting the Seed of Fear
  • Warchief's Command: Silverpine Forest

If you are not yet level 10 before completing "Warchief's Comand: Silverpine Forest" or wish to spend more time in Tirisfal Glades, there is an additional quest chain you can pick up in the area. The first quest is called "Run for the Mills," and it will lead you through several quests that will provide both excellent gear and experience. If you wish to move on to Silverpine in a hurry, however, you can do so after completing only the quests above.

Enemies to Fight


  • Wolves: These canines run throughout the forest and must be killed for "The Damned"
  • Duskbats: Like the wolves, these giant bats can be found everywhere in the forest; they must be killed for "The Damned" and "The Chill of Death"
  • Darkhounds: These are demonic wolves that must be killed for "Darkhound Pounding"
  • Spiders: Giant spiders dwell in a mine and must be killed for "Night Web's Hollow"

Sentient races:

  • Undead: Forsaken that did not retain their consciousness must be dealt with; kill them for "Those That Couldn't Be Saved," "Scourge on Our Perimeter," "Assault on the Rotbrain Encampment," "A Putrid Task" and "Graverobbers,"
  • Human: A few humans still dwell in Tirisfal Glades; they must be killed for "Reaping the Reapers," "The Scarlet Palisade" and "A Thorn in Our Side"
  • Murloc: These frog-like humanoids live along the coast. One must be captured for "Ever So Lonely" and several will need to be frightened away or killed for "Planting the Seed of Fear" and "Off the Scales"
  • Worgen: These werewolf-like creatures were once human before being corrupted by a curse. They occupy a nearby territory and must be killed for "Ammihilate the Worgen." Listen for the sound of them materializing to locate them. They are in stealth mode and will turn invisible if you take too long to attack. Casting an area-of-effect spell or placing a quick hit on them when they come near is the easiest way to prevent them from turning invisible.
  • Gnoll: These hyena-like creatures are opportunistic and vicious. They must be killed for "Graverobbers," and others will attack you if you venture nearby while questing.

Rare Spawns and Bosses:

  • Marshal Redpath: A level five boss and leader of the Rotbrain Undead. You must kill him for "Assault on the Rotbrain Encampment." His two primary attacks are a leap that covers substantial distance and a whirlwind melee attack that hits everything within range. Fortunately, you get the assistance of several NPCs when attacking to help mitigate the damage; stand back and let them take the damage for you whenever possible.
  • Bayne: A level 8 rare spawn Darkhound. He has two melee abilities that deal significant damage, but he is easily defeated with ranged attacks or by stunning. He has a chance to drop several good items and is a popular hunter pet due to his unique coloration.
  • Maggot Eye: The leader of the Rothide gnolls, this is a level eight boss. He has an ability that reduces the player character's intellect and another that drains health in order to heal himself. You must kill him for "Maggot Eye."

Blood Elves - Sunstrider Isle, Eversong Woods

The Blood Elves broke away from their Alliance kin, the Night Elves, after a bitter feud. Exiled, they fled to the Eastern Kingdoms, where they lived in peace for centuries. This came to an end after their realm was nearly wiped out by the Lich King, and they were forced to ally with the Horde.

As a Blood Elf, you can play as a Paladin, Hunter, Mage, Priest, Rogue or Warlock. Blood Elves struggle with an addiction to magic, and even those classes who do not wield it are affected by this addiction. Many of your early quests will deal with handling withdrawals; other quests are primarily concerned with the security of your relatively secluded island. Your starting area is Sunstrider Isle, a small island off the coast of the larger Eversong Woods on the northern shore of Eastern Kingdoms. You will move to the mainland as part of your leveling progression during your low-level quests.

Quests to Complete to Reach Level 10

Sunstrider Isle:

  • Reclaiming Sunstrider Isle
  • Unfortunate Measures
  • Solanian's Belongings
  • The Shrine of Dath'Remar
  • A Fist Full of Slivers
  • Thirst Unending
  • Report to Lanthan Perilon
  • Aggression
  • Felendren the Banished
  • Tainted Arcane Sliver
  • Aiding the Outrunners

Ruins of Silvermoon:

  • Slain by the Wretched
  • Package Recovery
  • Completing the Delivery
  • Major Malfunction
  • Unstable Mana Crystal
  • Wanted: Thaelis the Hungerer
  • Darnassian Intrusions
  • Delivery to the North Sanctum
  • Malfunction at the West Sanctum
  • Roadside Ambush
  • Soaked Pages
  • Taking the Fall
  • Arcane Instability
  • Incriminating Documents
  • The Dwarven Spy
  • Fairbreeze Village
  • Swift Discipline

Fairbreeze Village:

  • Pelt Collection
  • The Wayward Apprentice
  • Situation at Sunsail Anchorage
  • Goods from Silvermoon City
  • Fly to Silvermoon City
  • Skymistress Gloaming
  • Return to Saltheril
  • Saltheril's Haven
  • Ranger Sareyn
  • The Scorched Grove
  • The Party Never Ends
  • Lost Armaments
  • Grimscale Pirates
  • A Somber Task
  • Old Whitebark's Pendant
  • Whitebark's Memory
  • Farstrider Retreat
  • Wretched Ringleader

The starting area of the Blood Elves is designed to last until level 12. After completing these quests, you should have reached level 10; continue leveling in the area until there are no more quests before moving on.

Enemies to Fight


  • Mana Worms: These flying worms must be killed for "Reclaiming Sunstrider Isle," "A Fist Full of Slivers" and "Thirst Unending"
  • Lynxes: These wild cats must be killed for "Unfortunate Measures" and "Pelt Collection"
  • Treants: These tree-spirits have recently been corrupted and turned against the elves; they must be killed for "Aggression," "The Scorched Grove," "Old Whitebark's Pendant" and "Whitebark's Memory."
  • Wraiths: These spirits are affected by the magic withdrawal that affects the elves; they must be killed for "Felendren the Banished" and "Arcane Instability"
  • Mana Stalkers: Similar in appearance to Wraiths, these spirits must be killed for "Arcane Instability"

Sentient races:

  • Arcane Patrollers: Golem-type creatures that patrol the area; they must be killed for "Major Malfunction"
  • Wretched Urchins: Elves that are not coping well with their withdrawals; they will attack you as you attempt to complete "Unstable Mana Crystal"
  • Night Elves: Long-lost relatives of the Blood Elves, these enemies are members of the Alliance and have crept undetected into the area as spies. They will attack you while you complete "Arcane Instability" and "Lost Armaments." They must be killed for "Situation at Sunsail Anchorage."
  • Plaguebone Pillager: These Undead will attack you as you cross The Dead Scar
  • Murlocs: Like those living throughout other areas of Eastern Kingdoms, these frog-like creatures are aggressive and tend to swarm their enemies. They must be killed for "Grimscale Pirates"

Rare Spawns and Bosses:

  • Felendren the Banished: A level five boss. He must be killed for the quest of the same name. His primary ability inflicts shadow damage while limiting your character's movement speed.
  • Thaelis the Hungerer: A level six boss who must be killed for "Wanted: Thaelis the Hungerer." Be sure to keep a safe distance from his guards while attacking.
  • Prospector Anvilward: A level seven Dwarf who has led spies to your camp. He must be killed for "The Dwarven Spy." He doesn't have any special abilities and should be fairly simple to kill.
  • Aldaron the Reckless: A level eight boss and ringleader of the Wretched; he must be killed for "Wretched Ringleader." He deals fire damage and is usually surrounded by guards, so be sure to use caution and pull him only after clearing the others in the area.
  • Old Whitebark: A level 10 treant; killing him will grant you a new quest, "Old Whitebark's Pendant." He inflicts a damage-over-time spell that deals shadow damage. You will fight his spirit as part of a later quest in this chain.

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