17/10/2025

First Thoughts About Legion Remix

Legion Remix is here and I've finally had a reason to spend more time in official WoW again. As mentioned in a previous post, I wasn't quite sure what to expect - while I enjoyed MoP Remix, the news I'd seen coming out of the PTR about this new installment didn't sound particularly encouraging, and unlike many, I don't have any nostalgia for Legion since I wasn't subscribed for that expansion. I only experienced its story for the first time about four years ago, when the husband and I levelled a pair of demon hunters through Legion Chromie Time, and while I came away with a vague feeling of "I can see why people enjoyed this at the time", it's not the same thing as when you were there yourself.

Anyway, last week "Lemix" finally arrived, and it's been pretty fun! In a departure from our usual tendency to roll tank/healer duos, and considering how superfluous I'd ended up feeling as a healer in MoP Remix, I created a Kul Tiran blood death knight as my first character, and my husband accompanied me as a gnome warlock. I'd forgotten just how fast you fly through the levels in Remix, and we levelled this first set of characters all the way to the cap right there on that first weekend.

A female Kul Tiran death knight sitting down at Krasus' Landing to be face to face with a male gnome

When you have to sit down to be at eye level with your spouse. 

I will say that I was also reminded of some of the things that I didn't like about the last Remix at the beginning - the sheer speed of progression is extremely good at/bad for making you feel larger than usual levels of FOMO, because you log in for the first time on day three and people who've had nothing else to do during that time are already running around one-shotting everything, making you feel like you're hopelessly behind and will never catch up. But of course that's not true - progression is very quick for everyone; I just can't deny that it's a bit intimidating at first. Never mind the prompt on the character selection screen that constantly tells you that there are only X days left in Remix.

I'd also forgotten about my ambiguous relationship with the dungeon rushing meta. Sometimes it's funny to zone in and see some demon hunter just zoom ahead and kill everything before you can even get anywhere close. Other times though it just feels tedious to spend the whole dungeon jogging after someone else, unable to actually contribute anything and possibly not even getting any loot (the Postmaster will only recover certain types of items). It just requires a certain mental adjustment that whenever I zone into a pug instance, I can't expect to have much fun and have to accept that I'm just gonna be in and out to get something specific done/get my participation medal.

(The glorious exception to this that actually made me squee with delight was the Court of Stars run in which I was the one to successfully identify the spy at the end. People have explained to me in the past how that puzzle works, and I figured I'd understood it, but in practice I'd just never been the first one to find and talk to the right NPC. Actually having that honour for the first time felt weirdly validating and exciting.)

Anyway, I'd like to talk a bit about what's the same and what's different in Legion Remix compared to the MoP variant.

Lore-wise, the Infinite Dragonflight is experimenting again and we're time-travelling to help them out. I think the quest writers must have had a lot of fun coming up with explanations for certain mechanical changes that poke fun at the game while also making a weird kind of sense in-universe. Legion is one of those expansions where everyone addresses you as "champion" because the presumption was that your character would've levelled through the five previous expansions and defeated all kinds of potential world-ending threats. How do you reconcile that with dropping a freshly created level 10 into the storyline at this point? Your Infinite Dragonflight companion has answers:

A WoW "talking head" quest pop-up. Moratari, a dragon with a female blood elf visage, says: "I've discovered why you have amnesia! When you entered this timeline, you took the place of "another you," a hero of vast renown."

Even better is what happens a bit later, when you get various quests to do table missions in your class order hall, and she outright says: "Like Eternus mentioned before, this experiment will eventually end. So, we have to be wise about how we spend our time." And then the quest just auto-completes. Considering they included these kinds of mobile-style waiting games in four expansions until they eventually left them behind with Shadowlands, it just cracked me up to have your in-game guide effectively admit that these systems are a waste of time, never mind.

Gear-scrapping and Bronze dropping as a currency everywhere are back, though the latter can no longer be used to increase your item level and only serves as currency to buy cosmetics this time, something that many people requested after the last Remix. I'm actually not sure how the gearing up works this time around. I tried to read up on it but found even the guides a bit unclear. It doesn't seem to matter though as simply doing various bits of content every so often rewards me with gear boxes that increase my item level ever so slightly, so I guess I'll just keep doing that and maybe it'll become more clear over time.

Instead of a magic cloak that constantly increases in power, we got the Legion artifact weapons growing with us this time. This generally seems to work well, except (in my opinion) for the missions to acquire the artifact weapons for your other specs, as these force you to respec and unequip your current artifact, making you feel terribly weak for the duration of those quests. There's also no power transfer to alts this time around, not even a little bit, with the exception of the event's XP bonus.

The tooltip for "Infinite Power" shows that my alt has +83% experience gain but only +1 stamina.
Things that are new are "heroic world tier" and obelisks, which are basically temporary power-ups that sometimes appear after you kill things in the open world. The latter led to one of my most memorable Remix experiences so far as it turns out there's at least one type of obelisk that doesn't actually power you up but summons a doomguard instead that you have to fight. Worse, these have a variety of different abilities, one of which involves them turning the floor to lava instantly and this floor then doing insane damage - that exact encounter and ability were what caused both of us to die for the first time and it was quite amusing and surprising. (For real though, I feel that particular ability needs a nerf. At least give it a cast time so you have a chance to start moving without the floor just disappearing from under your feet instantly.)

Heroic world tier is basically a separate phase of the world where everything has more HP and hits harder. I think you also earn more rewards but I'm honestly not even sure. The husband and I just accepted the prompt to try it out when we were level 30 or 40 and then continued to spend most of our time in there as it made playing as a duo feel a lot more beneficial and rewarding. I hope that this is a sign that my dream of a simple two-phased Azeroth is something they are at least considering for the future. (I'd want one version where you can simply out-level things if you want, and one where you are always in sync with the world, regardless of where you go, instead of the limitations of all the different Chromie Times.)

My death knight fighting a Cove Skrog that glows from having additional Remix-specific buffs

With enough random buffs applied, even regular mobs can suddenly turn into what feels like world bosses. 

After rushing our first characters to the cap, the husband and I are now as usual butting heads a bit about how to proceed. He just wants to binge nothing else while I still want to do other things on the side (such as work on my seasons objectives in SWTOR), even if I'm enjoying myself.

I'm also a bit uncertain just what kind of goals I want to set myself in this Remix. We'll work our way through all the quests for sure, and ultimately I'd like to buy all the rewards from the vendors, but that's not something I'm too worried about at this point, especially as some of them can also be earned directly from gameplay, so I'd like to see where that gets me first.

I'm actually also not that fussed about making my character super powerful to be temporarily OP, but more interested in the class-specific bits of the story I haven't seen before. Legion is an expansion with an unusually high amount of unique content for each class, and I only ever played through it as a demon hunter before. I get the impression that these class order hall stories contain a lot of "side lore" about more minor NPCs, which is very much my kind of jam.

I remember at the start of Shadowlands for example, I was surprised to see the former Inquisitor Whitemane among the ranks of the Ebon Blade death knights, wondering when the heck that happened. I haven't completed my death knight's order hall story yet, but I have found out the answer to that question, so that was very interesting to me.

But do I really have it in me to level another character of every class just to see all the order halls? Even if the process presumably speeds up a lot as your account-wide XP boost grows (I saw on reddit that people have already found out that it caps out at 400%), that still feels like a considerable effort. I'm just going to roll with it for now and we'll see.

07/10/2025

The Island of Balor

After finishing Northwind, my Turtle WoW hunter continued straight on to the private server's next custom zone, which is in fact designed for the same level range: the island of Balor.

Balor is located west of Stormwind, roughly where Vashj'ir is placed in retail. However, design-wise it's got more in common with the more northern Tol Barad, in the sense that both are fairly dreary islands full of ruins and ghosts. That's not to say that Balor is Turtle WoW's version of Tol Barad though - reading around a bit, I found out that the inspiration for it actually came from the map of Azeroth in the Warcraft II manual. It has an island called Balor right there! Honestly, that only increased my respect for how well the Turtle WoW devs know their Warcraft lore.

A female high elf on a gryphon approaches the rocky coast of Balor by moonlight

In terms of what it offers in game, I'd heard mixed opinions about this zone. Some liked it, but a common criticism was that the quests required too much running around, or even swimming. The latter would then usually lead to someone pointing out that there's a vendor offering swim speed potions, which should alleviate that particular issue. I'm glad I knew about this going in, though I'll say right off the bat that I don't think the swim speed potions were that much of a help, at least not the first time around. They seem to count as conjured items specific to the zone or something, so you can't stock up on them if you ever plan to hearth out, as they'll just vanish the moment you do that. They also last only five minutes, which is fine if you know that you need to swim from one end to the island to the other with no interruptions, but in the early stages where you might pause at various points to pick up quests or just explore, you'll just end up wasting a lot of the timer on the effect.

Anyway, let's back up for a moment: What is Balor? One of the quests in Northwind actually teaches you a lot of lore about the island if you pay attention. It's basically an off-shoot of Stormwind that got rich from the local gold mines, but then something bad happened there and we're not sure what. As Alliance you start on a little bit of rock off the main island, where SI:7 has erected a base, and from there you basically set out to explore.

The main island is indeed a royal pain to uncover, with steep cliffs all around so that you can only actually go inland at around four different points on the map. The actual land mass then follows a similar pattern of steep, winding paths that make you loop around a lot with minimal shortcuts. I can see why people would find that annoying, but I actually kind of loved it because it made the place a proper challenge to fully explore. Just when I thought I'd already been absolutely everywhere, I made it to the very end of yet another narrow path to find a little camp with a dwarf and a night elf quest giver in it. It was delightful!

A female high elf fishes in a stagnant river on Balor, with a dead crocolisk, a wooden bridge and several trees visible nearby

(Side note, after being unable to fish in Northwind, I was also pleased to find that fishing worked in this zone, and there were plenty of pools to both level up my skill and add to my gold stockpile.) 

Mind you, all this did make my first-time questing experience extremely slow and inefficient. For example I got sent into the exact same cave to kill the exact same demons twice in a row - if only I had known and had picked up both of those quests at the same time! I imagine that if one were to come back on an alt and with knowledge of what to do in what order, things would speed up by quite a lot, but it's probably still one of the less efficient zones in terms of XP earned for time spent. It does however get an A+ from me for exploration and vibes, which I think is worth a lot by itself.

If I had to describe the overall feel of the zone, I'd say it's as if Deadwind Pass and Swamp of Sorrows had a baby. Everything's grey and wet and broken. I'm actually not sure we ever learn what exactly ruined everything on the island. There are Stormreaver orcs everywhere, so presumably they played a big part in it, but there are also demons and undead and at least one quest giver talks about a deeper corruption of the land, so there might be more going on. I'm okay with not knowing for sure either way, as it just adds to the island's air of mystery.

I felt the need to look up the Stormreaver clan since their name didn't ring a bell, and apparently they are another thing from Warcraft II, though most of them supposedly died at the Tomb of Sargeras. A survivor and hermit called Dark'thul made an appearance in Warcraft III and Legion, and can also be found in a hut far off the main coast of Balor in Turtle WoW, where he gives you some quests.

The in-game map for Turtle WoW's Balor zone, showing few points of interest separated by a lot of water and/or mountains

I'm not sure I understand how all of this ties together lore-wise, but the zone still gets two thumbs-up from me. If I had to criticise anything at all, it would be that at least one of the Turtle quest writers clearly has a thing for body horror (which comes out in the descriptions of several dying or dead people you encounter on your journey across the island), which I honestly thought was a bit much. 

02/10/2025

Exploring the Forests of Northwind

My hunter on Turtle WoW reached the first of their mid-level custom zones recently. According to their wiki, the zone of Northwind is designed for characters of level 28-34.

A female high elf standing next to a gated fence in an autumnal forest
Located just north of Stormwind, it can basically be summed up as "similar to Elywnn Forest, but more autumnal and higher level". I do think the location for this zone is an excellent choice as that whole area is basically a big chunk of nothing on the post-Cataclysm version of the Eastern Kingdoms map. I made a point of going there in the official game to take a screenshot for comparison purposes, and it's literally a huge swathe of boring mountainside separated only by a small nondescript sea inlet.

The mountains north of Stormwind and the mountains south of Dun Morogh, separated by a sea inlet after the Cataclysm

Though taking this screenshot at sunset did manage to make it look a lot better than it really is.

Northwind on Turtle WoW has a lot more interesting things going on. My description above is a bit of an oversimplification, as there's also a jousting tournament area and a quarry with Dark Iron dwarves for example. But the general vibe is definitely very similar to Elwynn: a lush forest dotted with human settlements and populated by bears, wolves and boars.

Weirdly, this was another thing that once again made me appreciate Blizzard's artists more because even after ten expansions of adding new terrain, they are still very good at making each zone visually distinctive with new assets and different creative directions. (That's why WoW GeoGuessr is so much fun!) Even if some zones obviously have similarities at this point, I don't think the Blizz devs have ever created a zone that's as obviously just a derivative of another zone the way Northwind is of Elwynn Forest.

That said, obviously part of Turtle WoW's charm is that everything they add is "more of the same" in a way, and I thought the zone was very beautiful and enjoyable to quest in. (It does have unique music too.) I did particularly enjoy the thought put into the lore and how a zone in that location would connect to everything around it.

My favourite bit was probably this mini garden/nook (there's probably a better English word for this that I'm not aware of) that featured a statue of Tiffin Wrynn and has you meeting her elderly mother, who still grieves for her daughter and asks you to carry a gift for Anduin to Stormwind Keep as she's not allowed to see her grandson. That hit kind of hard for me because Queen Tiffin is such a minor character in Warcraft lore, seemingly only created in order to die and give Varian something to brood over, it had never even occurred to me that she should probably have some other surviving family members, or to wonder how they might relate to Anduin.

Ingvild Ellerian awaits the player's return next to a statue of her late daughter Tiffin in Ambershire

A lot of non-quest NPCs also offer additional chat options to flesh out their characters and paint a richer picture of the zone, and I thought the whole thing felt significantly more coherent than the Thalassian Highlands.

As for some negatives: Why are all the boars aggressive? Boars are usually neutral mobs in WoW unless they are corrupted or diseased, but for some reason all the boars in this forest hate people and other animals, and you'll soon learn to loathe the sound of their angry squeals as you get attacked by one for the 50th time while just trying to pass through. I've seen people meme about this in general chat too, so I know it's not just me.

The bodies of water in the zone are clearly unfinished in some way, because when you dive into one... you don't get a breath bar! It's apparently a magical forest where everyone can just breathe underwater. Also, while they actually remembered to add fishing pools here (unlike in Thalassian Highlands), you still can't fish - or at least I couldn't, as I'd just get an error whenever I tried.

The worst part of it all though was undoubtedly the Dark Iron quarry in the north-eastern corner. I don't know what they screwed up there with the terrain building, but I struggled with mobs evading, falling through the floor, attacking through walls and the like repeatedly, to the point that it made the whole place a royal pain in the arse to quest in.

A map of the Northwind zone in Turtle WoW, showing the town of Ambershire, Sherwood Quarry and other points of interest

Another problem I had was that one quest I had in that area was just to search the quarry and return with anything useful I find, with no further details. At first I thought that I'd be looking for a piece of parchment on a table or something, but after searching the whole area and coming away empty I resigned myself to looking it up outside the game. I found that I was actually looking for a drop from an "Overseer Bragordi", which it turns out I had never come across because she was basically constantly dead. I more or less found her by accident eventually because I loitered near a few other players for a minute and it turns out they were sitting around specifically to spawn-camp her.

This lack of clear directions (this wasn't the only quest this applied to) was generally a weirdly double-edged blade from my point of view. The issue was also exacerbated by it turning out that Northwind was actually Turtle WoW's most recently added zone - there are some help resources for Turtle WoW questing available after how long they've been online, but naturally there wasn't much for their newest release yet.

Sometimes it was just frustrating, like in the above mentioned example. Other times I was actually quite satisfying - there was a quest to find a Defias hideout for instance and I was so chuffed when I found the guy's tent on the shore of a lake in a hidden valley because of course it makes sense that a secret hideout is well hidden and I actually felt quite proud of myself for finding it.

A tent with a Defias next to it, on an island atop Crystal Falls

Yet other times it could lead to unexpected adventure and interactions. There was one quest that instructed me to pick some herbs similar to Wintersbite, herbs that were supposed to grow "along the snowy ridges to the north". I understood that to mean that the plant would grow in the snow (like Wintersbite) and wondered how to get up there, as the only snow was on top of the mountain and the cliffs were very steep. I wandered up and down the zone looking for a hidden path or something, and even tried to climb southward from Dun Morogh, all to no avail. I also asked for advice in several chats without ever getting a reply.

Finally, when I teamed up with a paladin for the local group quests and the other player showed as having already completed that particular quest, I asked them directly what they had done, and it basically turned out that I had been massively overthinking the whole thing - the flowers were right there in the grass and looked more like Peacebloom; I had just been so fixated on needing to get to the snowy area that I'd completely missed them. So that was kind of annoying, but ultimately arriving at the solution with the help of another friendly player was kind of nice. Either way not an experience you're likely to ever have in official WoW content nowadays, considering how thoroughly everything gets datamined and mapped out before it even launches.

One last thing I noted, since my character is a miner: the distribution of ore nodes was strangely retail-like, with the whole zone yielding nothing but iron. From what I can tell, the other custom zones around this level are the same. In Vanilla, different ores are always mixed together, which makes it much more challenging to farm just one specific type. As it is, Northwind is an easy zone in which to level your mining skill, but you can tell that its existence has somewhat devalued iron, as it was going for so little on the auction house that I just had to vendor hundreds of bars. Meanwhile copper is quite expensive for its low level, so it seems to me like the economy obviously would have benefitted from a more true-to-Classic approach here by having the zone yield a mix of copper, tin and iron together.