25/10/2025

Turtle WoW: Can't We Be Friends, Blizz?

I haven't played much Turtle WoW over the past few weeks as life has been quite busy and my limited WoW time has been fully taken up by Legion Remix. That's not to say that I lost interest in the private server though - I still have two unfinished drafts about it in the works, and I was expecting to have even more material once I got back into playing. My initial sense of urgency had just been somewhat diminished due to how unbothered Turtle WoW leadership seemed to be by Blizzard's lawsuit. Sure, it was probably going to be trouble for them, but they seemed to be pretty confident that they'd be able to keep going somehow.

Things changed over the course of this week though. As of my writing this, Turtle WoW is still up and running, but they are clearly feeling the squeeze. Turtle staff member Akalix, who Blizzard identified as "Lead of Marketing" in their lawsuit and who's actually a US resident, has had to lawyer up and is obviously feeling the pressure, as Blizzard is looking to subpoena various websites to get more information about the individuals they are suing. I've seen reddit comments saying that the initial defiant reaction to the lawsuit has been deleted and that the primary server owner deleted her old Discord handle and adopted a new one, presumably in an attempt to evade legal discovery. (I'm not on their Discord, so this is all rumours to me, but it sounds credible enough.)

A screenshot of the top part of a forum post made by "Torta - Turtle WoW Team" with the title "Open Letter to Blizzard Entertainment"

A week ago, she also posted a lengthy open letter to Blizzard on the Turtle WoW forums. I tried to archive it but the Internet Archive couldn't capture it for some reason, so if the Turtle WoW site goes down in the future, there are also screenshots of the letter in this reddit post. To summarise it in a nutshell, it talks about how much the Turtle devs love World of Warcraft and how much players love what they've done with Turtle WoW, sooo... can't we just all be friends? Other games allow mods and stuff, right?

If I'm sounding a bit flippant, it's because I don't think they make a very strong case. It's particularly ironic that they cite Everquest's Project 99 as an example of a licensed fan server when Daybreak just shut down another EQ private server that - like Turtle WoW - was making money of its services. Even if I try to look at this open letter in the best possible light, assuming that the sentiments expressed in it are completely genuine and that someone at Blizzard might actually be willing to listen, I just don't see how any sort of official collaboration between Blizzard and Turtle WoW could possibly work, considering what Turtle WoW is. They more or less admit that what they are doing is illegal ("Blizzard does not yet have a framework that allows projects like ours to operate without risking legal conflict") and since they don't have a leg to stand on, it just comes off as a weak appeal to Blizzard's good graces (yeah, right).

This definitely feels like a pretty desperate move that could also be seen as an attempt to drum up some public support more than anything else, but I don't see anyone's opinion on the matter being changed by this, no matter whether they are currently cheering on Blizzard or crossing their fingers for Turtle WoW.

After what I've seen from playing on the server myself, it'll be a shame if all the work they put into things like custom zones would be lost, but they really brought it upon themselves by leaning so heavily into their microtransaction store "donation rewards" and openly taunting Blizzard on social media. I also noticed how for all the pleading that was done in the letter about how they'd be willing to make adjustments to be compliant with any rules set by Blizzard, giving up monetisation is not something that's mentioned. Maybe I should get back to levelling my high elf hunter while I still can...

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.

30/09/2025

The State of My WoW-ing

I sometimes hear people say that WoW is in a better state than ever because of how many different ways to play it there are nowadays. Not enjoying retail? Well, Classic's right there and could still be earning your sub! Love the original world of Azeroth but Classic is just a bit too same-old, same-old for you at this point? Here's Season of Discovery! And so on and so forth.

I'm going to neither agree nor disagree with that statement, but I'll say that the multiple versions of WoW thing has definitely worked out well for me in terms of getting value out of my subscription, as I've at least tried almost every mode that the dev team has come out with and I tend to enjoy playing more than one of them at a time. Sadly (to me), it often seems that I'm in a minority in that regard, with most players that I talk to just sticking to the one version they prefer and perhaps even actively disliking the other versions of the game.

I've been wondering what this means for this blog, because I imagine that if readers just want to read about their favourite version of WoW, me switching back and forth between talking about very different things seemingly at random might be perceived as annoying. I'll still write what I want to write, but I thought it might also be useful and interesting to give a general update on where I'm at with each version of WoW at the moment, so you know what to expect if there's one specific mode you're waiting to hear about.

Retail (The War Within)

I'm currently doing four delves a week with the husband but to be honest not much else. K'aresh has been entertaining enough - I rescued all the wee animals and so on and so forth, but it doesn't have the same staying power for me as the final zones of the last two expansions had. Patch 11.2 also killed my desire to play alts temporarily as it broke the Altoholic addon, and the bank restructuring made all my alts' banks a horrible mess. Altoholic works again now, but those banks are still in chaos and I just can't bear to look at them much, so my alts have mostly remained unplayed.

I'm generally feeling a degree of end-of-expansion ennui, which feels a bit weird to say when Midnight is still more than half a year away, but it is what it is. I don't feel like there's much to look forward to before then. I do have a few goals I want to achieve before the expansion ends, such as throwing myself against ?? difficulty Ky'veza and seeing all of Manaforge Omega on LFR, but none of these things feel particularly urgent at this point.

Admittedly Legion Remix is coming out in a few days, but I'm not actually sure how I invested I want to be in that either. I was quite looking forward to it initially (after how much fun I ended up having in MoP Remix), but from everything I've heard since then, the Legion version is actually going to be quite different and I'm not sure whether all those changes will be good or bad for me. I'll still check it out and will probably get a few posts out of it, but I'm currently not actively hyped for it.

Mists of Pandaria Classic

My "Project Vale of Eternal Blossoms" has kind of stalled because I just couldn't bear levelling from 84 to 85. Fortunately this one isn't something that needs to be rushed, as I should still have several months to complete my goal (until Garrosh destroys the Vale in Classic too). I expect that I'll still get back to it in time before then, though I still have no plans to do anything else in MoP Classic.

Season of Discovery

SoD has sadly become another abandoned project. Remember, I wanted to level up so I could see the actual new dungeon Blizzard had added to it (Demon Fall Canyon). However, Incursions apparently managed to completely sap my will to play. It's kind of weird actually, but I really did not deal well with the way they required you to completely clear out your quest log. It made me realise that I really rely on those random breadcrumb quests to give me direction. Even if I technically know in my head which zones to go to for quests at level 45 for example, having to make a choice with no quest guidance whatsoever was weirdly deflating.

I do remember that I actually got to Searing Gorge and was kind of fascinated by the new Blackrock Eruption event there, but unfortunately this was also when my OP raid gear from BFD in phase one was starting to no longer be quite so good, and questing was starting to feel like a bit of a drag. At some point I just stopped logging in.

While I wasn't playing, the devs actually added a second new dungeon (Karazhan Crypts) and an actual new raid (Scarlet Enclave), followed by an announcement that they're stopping development on SoD but also not shutting it down. It's been sitting in this weird limbo state ever since where it's technically still there and has some people playing, but much of the community considers it dead because new content is no longer being added. (The server selection screen has the largest Europen PvE server listed as low pop at this point, and according to Ironforge.pro stats, the number of people still raiding there is about half of what it is on Classic era.)

Assuming SoD does continue to hang around, I expect I will get back to it eventually to check out more of the stuff I missed, but there's also a chance that I won't.

Classic era

I've mentioned before that while I love Classic era, I've seen so much of it as this point that the novelty has kind of worn off. I still log in almost every day to do things like create Mooncloth or put items on the auction house - to what purpose, I'm honestly not sure. I guess since the population on era is not that large (especially since the anniversary servers went live), I feel like I'm still making a small contribution to the server community by keeping the auction house stocked. I'm also still keeping an eye on my guild's Discord even if I don't have anything of my own to add.

I currently find it difficult to imagine a scenario in which I'd go back to playing era as my primary mode of Classic, though I guess you should never say never. It seems more likely to me that one day I will finally tire of just logging in for cooldowns and auction house business and that will be it for me then. Though that day is not yet today.

Turtle WoW

I wasn't planning to get back into the private server scene, but I've got to admit my recent exploration of Turtle WoW has had me quite charmed. I'll probably keep at it until the server shuts down or I hit max level, whichever happens first. The dev team seems largely undeterred by the Blizzard lawsuit and even posted another update on their Unreal Engine project this week. While I have no doubt that they won't have a leg to stand on under the jurisdiction of a US court, I've got to admit I do wonder a little what will happen if the stubborn head of the turtle, who is supposedly located in Russia, manages to simply evade the long arm of the law due to geography. I'm sure the lawsuit has been great advertising for them over the past few weeks, bringing in a lot of new business for the time being.

27/09/2025

Dragonmaw Retreat: A Custom Dungeon

I would describe my early dungeon experiences in Turtle WoW as "okay" for a Vanilla environment - neither worse than nor significantly improved compared to playing on official Classic servers. I knew that they had added entirely new dungeons to the world though, and I was very curious about those. I became aware of the first of these being called Dragonmaw Retreat, located in the Wetlands and designed for characters around level thirty.

As I was slowly getting the hang of the way the automated group finder without teleportation worked, I made a point of only putting myself in the queue when I was at least vaguely in the vicinity of the dungeon and not doing anything that couldn't easily be interrupted, so that I could pack up and start legging it to the instance at a moment's notice. I had picked up several quests for Dragonmaw Retreat by the time I got there and was very intrigued to find out what awaited me.

A WoW-style dungeon map showing Dragonmaw Retreat to be a convoluted maze containing a total of eight bosses

The healer in my first run warned me that it was going to be hard, and at the start of my second run someone cautioned everyone that the dungeon was quite long, wanting to double-check that all party members had sufficient amounts of time for the run. It wasn't all trepidation though: the aforementioned healer in run #1 also gushed about how cool and beautiful the dungeon was, comparing its vibe to Lord of the Rings.

The inspiration for that remark was hard to miss, considering we were soon climbing a long flight of stairs reminiscent of the way the Bridge of of Khazad-dûm was portrayed in the Fellowship of the Ring movie.

A high elf huntress jogs along a long walkway in Dragonmaw Retreat, with more walkways and stairs visible in the distance

I was pretty impressed by the dungeon in general. Mind you, to me as someone who's spent way too much time in the vanilla World of Warcraft at this point, it was still quite obviously custom content that didn't quite have Blizzard's level of artistic polish: Everything seemed just a tad too big, too straight, too symmetrical and simply lacking in detail (in a way this exercise has given me a new appreciation for just how much work Blizzard's artists put into these things) - but it wasn't off by much, and I could imagine a more casual visitor who's unfamiliar with many of WoW's dungeons perhaps being unable to tell that this wasn't in the original game.

Lord of the Rings comparisons aside, the dungeon's general vibe reminded me a lot of Lower Blackrock Spire, with a dashing of Blackrock Depths sprinkled into the mix perhaps. At one point we tried to jump across a gap in the stairs, but only the healer and I made it, while everyone else landed on a ledge underneath. When trying to get down to their level, both the healer and I then missed that jump and ended up going splat on the ground below, followed by a corpse run back... I thought that was very authentic to the Vanilla WoW experience for sure.

Difficulty-wise, everything hit very hard, as noted in my last post about how dungeons feel kind of overtuned on Turtle, but oddly enough I didn't mind here at all. I guess it felt more disruptive in the Deadmines, which I've run so many times that I'm very familiar with what to expect. With this being new content, I had no preconceived notions of what it should be like, and it was easy enough to accept that mobs hit hard so you have to pull carefully, which to be honest tends to be my personal MO most of the time anyway.

The bosses were all fairly straightforward affairs with usually just one real mechanic each, e.g. an add summon or a fear on a cooldown. (They also had voice lines, and one orc in particular had such an over-the-top death gurgle, it made me laugh out loud.) The biggest challenge was usually just to get to the boss without accidentally pulling additional trash, and honestly that's kind of how I feel like it should be in a Vanilla environment. I don't know why the Blizzard devs seemed so enamoured with stuffing the updated fights in Season of Discovery with extra mechanics (which were usually still too boring for retail raiders, but disproportionally demanding compared to Vanilla content). 

Speaking of just getting to each boss though, another thing that was interesting was that the last two bosses were hidden behind a locked gate, and to unlock it you needed to create a key from two fragments found within a dungeon. One can be looted from a chest and the other is a guaranteed green drop from one of the earlier bosses. In my first run, everyone greeded on the green drop but we didn't keep track of who won it, and when we got to the gate, everyone insisted that they hadn't been the one who won the item. This meant we had to abandon the dungeon at that point as we couldn't proceed to the last two bosses.

I initially thought that perhaps this key was a temporary item that you had to assemble every run, kind of like the head on a pike in Lower Blackrock Spire, but later I learned that no, it actually translates into a permanent key, as on my second run the tank already had it and told us not to worry about the drops, which I thought was interesting. The key fragments also don't bind and can be bought and sold on the auction house, though you need to be inside the dungeon to assemble them.

A pug group carefully navigates the hallway containing the dragon boss in Dragonmaw Retreat

The last bit of the dungeon hidden behind that gate was definitely the most interesting and impressive part of the experience, as you end up in this giant hallway in which a corrupted red dragon patrols, and you need to sneak around and kill six enchanters around the room to bring down his 95% damage reduction shield. That definitely felt very vanilla.

The very last boss turned out to be Zuluhed the Whacked, which made me go "oh, I know this guy", though it took me a moment to recall that in official WoW lore, this particular orc leader went to Outland and enslaved the Netherwing there. Not sure it's an upgrade for him to become a mid-level dungeon end boss instead, but it was a cool reveal nonetheless.

Also, shoutout to Hoodedmon the troll shaman, who was our tank on the second run and did a bang-up job both with the tanking itself as well as providing general leadership and explanations of what to do. He was also the first shaman tank I encountered on Turtle WoW, which wasn't that new a concept to me considering they were a big hit in Season of Discovery, but I hadn't realised that specialisation was available on Turtle WoW as well. 

23/09/2025

Turtle WoW: A Different Stonetalon & Wetlands

I mentioned in my last post about Turtle WoW that I set myself the goal to level up a bit in order to be able to explore more of their custom content. Their next full custom zone was designed for you to be around level 30, but according to their Wiki there were new sub-zones and quest hubs to be found in several lower-level zones as well, so I made it my priority to spend my time in the twenties questing in Stonetalon Mountains and the Wetlands. Both are zones that I'm reasonably fond of and very familiar with, but I'll also admit that their original versions didn't exactly contain a huge number of quests, so they seemed like interesting candidates for expansion.

Let's start with Stonetalon. This is a zone that I don't think I spent a lot of time in back in original Vanilla (I just remember a more experienced friend warning me that the Scorched Vale was a death trap) but at least from Classic onwards I became very fond of it as a more quiet retreat from the crowds. It feels like a bit of a backwater zone for both factions (though more so for Alliance) and there just isn't a whole lot going on.

By that I don't just mean that there aren't a lot of quests, but that the map as a whole is pretty empty because so much of it is just assumed to be uninteresting mountains (which we didn't really get to see from ground level). It's telling that when Blizzard rebuilt Kalimdor to be fully three-dimensional for Cataclysm, they added a whole bunch of new points of interest to the Stonetalon map and still also ended up creating quite a lot of minimally textured mountainside with nothing going on because there was just so much unused terrain in that zone.

I'm leading with all of this to say that this zone is prime real estate for anyone wanting to expand on it in Classic+ style, as it's not that far-fetched for a bit of mountainside to come down to reveal additional valleys to explore. In the case of Turtle WoW, I found a narrow path up even further up the mountain from Stonetalon Peak, leading me to a Horde troll base that I couldn't get a good view of because high-level guards were blocking all entry. (I could eventually glimpse a bit more of it from the back of a hippogryph, as the flight path to Stonetalon Peak goes right over it.) It's been a long time since I stood at the edge of a Horde town, wondering just what the other faction gets up to over there. (It's probably not that exciting, but the point is that I don't know, and the unknown is fascinating!)

A hippogryph flying over a forest troll temple structure in north-westen Stonetalon Mountains, as reimagined on Turtle WoW

I later also found another, smaller new Horde town belonging to the Horde-aligned goblins - just how many hubs do they need to have in one zone? To the east, my eyes went wide when I discovered that the mountainside above the Grimtotem villages had been conquered by giant brambles, accompanied by quillboar spilling in from the Barrens. Again, it looked like the Horde had some quests to do there.

For Alliance there was actually surprisingly little to do and I mostly ended up doing old quests while I was there exploring. There was a new Venture Co. area carved into the western mountains where I got given a few tasks to do, so that was something. I also really liked the new mine shaft they opened up not far off Stonetalon Peak, since it wasn't very deep but had two guaranteed tin ore spawns inside.

The Wetlands were a very different experience, with most of the zone largely unchanged. To the east there's a new dungeon called Dragonmaw Retreat near Grim Batol, but since that seemed to be designed for around level 30 as well, I didn't go there until I was somewhat higher level. (There will be a post about it!) However, there was also a whole new sub-section of the zone to the south-west, where a steep mountain path just south of Menethil led up to a new dwarf town called Dun Agrath, with an adjacent human village called Hawk's Vigil.

While the main quests in the Wetlands were largely the same old, same old, I was given several breadcrumbs to go up to these new settlements, which filled me with a lot of anticipation. However, when I finally went there, Dun Agrath offered me exactly one quest to kill a few raptors down the hill and that was it. I stuck my nose into every building, and it all looked very pretty and interesting, with plenty of named NPCs you could chat with, but no quests. I'm honestly still a bit baffled by that. Again, I'm not saying every square foot of terrain has to be filled with activities, but what's the point of creating a whole (albeit pretty) sub-zone and then not adding anything to do in it?

Buildings, fields and trees in Dun Agrath looking beautiful at sunset
The human settlement of Hawk's Vigil was better in that regard, even if whoever created it clearly liked Harry Potter a bit too much based on all the NPC names. (I know, Blizz has always had references to other properties in their games, but a whole town of people with last names from Harry Potter is a bit on the nose.) As there were no hostile mobs nearby, all the quests were of the "go talk to someone" variety, which made for an interesting change of pace.

Some of them sent me quite far afield, which at first made me sigh a bit - everyone hates these fetch quests that make you travel to another continent, right? Why make more of those? But then I thought nah, that's not fair, depending on the story these can be quite memorable so let's see where this goes. One chain ultimately had me exorcising a demon from a lumberjack after doing several slightly questionable things to get to that point, and the other had me hunt down information about the dark past of a guy new to the town and awarded a pretty nice piece of gear at the end. (I did feel a little weird killing the guy. They were clearly going for something similar to the quest chain that ends with "The Attack!" in Stormwind Keep, but that quest has you catching the bad guys in the act, while this chain has a lot of bad things to say about the person you're supposed to kill, but he just kinda sits there in his tent at the edge of town minding his own business, which made me feel a bit bad.)

Anyway, I was definitely more intrigued than I'd expected, even by these relatively minor additions to two zones I know well. I think the additions to Stonetalon felt more natural than those to the Wetlands (there wasn't even as much as a footpath leading up to Dun Agrath; if you didn't already know it was there you'd have no reason to assume that there was anything new down that way), but they were fun to explore either way. And honestly, even the old content felt refreshed by the uncertainty of never quite knowing whether an NPC wouldn't suddenly have a new additional quest or something.