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Warcraft Movie Premiere and Analysis!

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The US premiere of the Warcraft movie was last weekend and I was given the opportunity to attend! Check out my full breakdown of the movie and the story, as well as highlights of the event!

The movie has now been released in most major countries, so I felt it was time to finally give a full analysis and breakdown of the film. I'm going to start this off by saying:

THERE WILL BE HUGE SPOILERS IN THIS POST

If you haven't seen the movie and want to preserve the story for yourself, this might not be for you. I won't hold back on any of the information that I give.

My Review

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Personally, I have now seen the movie 5 times. The more I see it, the more I love it. One of the main criticisms is that the film doesn't explain things properly, but if you manage to pay attention when the characters are speaking, you can actually piece things together for the parts that matter. 

In regards to either 2D or 3D, it's personal preference really. As some of you know, last week I was invited to join a group of other news sites and streamers to attend the Warcraft premiere over in LA. It was my first experience in 3D and I enjoyed it a great deal, but there were moments when the battle scenes were incredibly overwhelming. Personally, I preferred the 2D version for the more intense scenes.

I loved the performance of certain actors, but I didn't quite understand the choice of accents. Lothar, for example, changes his accent about 3 times during filming. The dwarves are another example, where they even sounded English at points. This is a minor problem, but still something that was definitely noticed - especially when Lothar speaks to his son, before Blackhand grabs him and throws him aside in the forest fight. It's a very strange combination of accents.

Visually, the CGI is on-point. The orcs look incredible, the magic is done spectacularly and it just feels... amazing. I can't describe it any other way. This was definitely the high-point of the movie.

All-in-all, I liked it the first time, I loved it the next few times and I really want to go see it again. There are moments in the movie that just feel so epic. Watching Lothar leap off his gryphon into the final battle is simply incredible, especially since it's that Leeroy-esque action of jumping headfirst into a battle you can't win, yet he still walks away.

My first viewing was probably a 8/10, but after a few more viewings, it's up to a 9/10 at least. I absolutely love this movie.

The Premiere

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On the whole, it was a hugely enjoyable affair. We left our hotel for a mixer, where we were greeted by everyone's favourite things: food and drink! I managed to meet some serious legends in the Warcraft universe, including Leeroy Jenkins (just saying, incredibly nice guy) and the boys from Songhammer (rock on!). 

When we moved on to the red carpet, we stumbled across some truly fantastic cosplayers. We saw a female Deathwing, a Lich Queen and so many more! You can check out the photos from our tweets below:

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Once the sun start going down, the stars started appearing! Jaime Lee Curtis strolled past us in her perfect cosplay, accompanied by her son! Shortly afterwards, Clancy Brown strolled past and gave the cosplayer Varian a small figure of King Llane!

We were also introduced to the wonderful wife of Daniel Wu, who plays Gul'dan. When he initially was auditioning for the role, his wife, who is a huge fan of the game, was so overjoyed. In her words, "her BattleTag will forever be GDogsWife". 

As the night went on, the various Blizzard executives and high-profile actors strolled the red carpet, being interviewed and having their photos snapped. One person that stood out in the crowd was Mr. Ion "Watcher" Hazzikostas, who was wearing a beautiful Hugo Boss suit (yes, this was asked during a developer interview). We know all the important questions to ask!

We were ushered into the theater to get to our seats and prepared for something epic. There were a few shouts of "For the Horde" and "For the Alliance" from the back, but everything went fairly silent when Duncan Jones walked in. Let's talk about him!

The Director

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Behind every great movie is a great director and behind Warcraft is the fantastic Duncan Jones. I'll start off by saying that I am a huge fan of his previous work, so when he was given the job of director, I was overjoyed. Throughout his time on the project, he has always provided the voice of a "gamer" in the interviews, ensuring us that he is there to do this huge franchise justice. 

During the LA premiere, Duncan actually came into our theatre and addressed us fans, thanking us all for being there. He said that the game and movie could never have progressed and come to fruition without the dedicated support of a fantastic fanbase. It was really fantastic to see him come in and speak to us, especially given that he simply didn't need to.

In one of his interviews, Duncan discusses the possibility of a Director's Cut of the movie. Given the problems that many people are having with the film, I really think the 40 or so minutes of deleted footage will fill in those character development gaps. Given the reception in China especially, one would hope the movie does well enough to bring about a viewing of the full, extended movie. Without that, I don't feel we can truly see the movie in Duncan's vision and appreciate how great this movie is/could be.

The Cast

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The movie definitely had a talented set of actors and actresses prepared, so it was surprising when some of those characters fell slightly flat. 

We can immediately exclude the orcs from this, given that they are a) done with CGI and b) were simply incredible. I'm addressing my concerns more towards some of the human actors. 

I am a huge fan of Dominic Cooper, but I think his performance as King Llane was just strange. It wasn't bad, it just left you feeling unsatisfied. Whether this was due to the way which Llane was portrayed as a character or the actor himself, I wasn't a fan. 

I thought Travis Fimmel played Lothar well, but his accents leaping around were a distraction when watching him for sure. 

I thought Paula Patton was put in the same boat as Dominic Cooper; her character was forced to push a romance that didn't really fit at points. Don't get me wrong, I have no issue with the romance itself, just the way in which it was dealt with. 

The Music

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Ramin Djawadi has worked on some truly incredible pieces of music, including those featured on Game of Thrones, and the movie is no different. Feel free to listen to the OST below and marvel at just how amazing it is. Every time that opening piece comes on, goosebumps arrive.

 

The Story

Now this is where things get interesting. There are going to be a LOT of spoilers coming from here, so look away if you haven't seen the movie. I'm going to be discussing and throwing in critiques of the story, as well as comparing it to game lore. Enjoy!

What is fel and where is the Legion?

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For me, this is the first point to address. Throughout the movie, we see constant references to this concept of fel magic. Gul'dan is very obviously controlling a potent force of fel magic, but he is definitely not the sole wielder as he believes. He used the fel magic to corrupt the orcs and then construct the portal, with the help of Medivh. 

One of the first differences between the movie and game lore is the origin of the power that corrupts the orcs. The movie seems to point time and time again towards Gul'dan being the origin of the orcs power, since he decides  who receives the fel and who doesn't. In the game, we see a different approach that is focused on the blood of Mannoroth. The orcs drink his blood and are then granted the demonic power contained within. 

In the movie, the focus of power is very strongly on the side of Gul'dan here. One would expect that they wanted to make Daniel Wu's character "the" villain, rather than tainting his image with that of a higher power, such as Mannoroth or the Burning Legion.

Once the movie actually  moves forward, we see that Gul'dan simply cannot sustain the portal without the aid of Medivh. While the focus of power definitely shifts to Medivh, it moves quickly back to Gul'dan once we see Medivh die.

I'm interested to see if we might encounter the Legion at a later date, now that Medivh is dead. Perhaps the Legion will appear to reinforce the hold Gul'dan has over the Horde, now that they are beginning to rebel.

Another change that happened around fel is the price that has to be paid. Gul'dan describes the price of fel as a price paid in lives taken. This is a slightly different take on what happened in the game lore. When drinking the blood of Mannoroth, the orcs gave up their freedom to the demons, essentially becoming slaves. As soon as they tried to pull away from the bond, they struggled to deal with the loss; this is heavily referenced when Thrall starts to break the orcs free from internment camps in Lord of the Clans. They still survive this and they have managed to combat their fatigue eventually. When Mannoroth is eventually killed, the orcs are freed from their bonds.

In the movie, it seems like the bond is absolute, but not to a demon, nor Gul'dan. While Gul'dan might control the fel within them, one would assume that killing Gul'dan won't stop the bond. Given that they are bound to the actual magic, rather than the blood of a living being, it will be interesting to see what happens when Gul'dan dies.

What's up with Medivh?

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OK, so. Let's look past the initial meeting with Medivh where he looks like an unemployed artist and instead take a look at what's going on in his head. In the game lore, Medivh's mother was an incredibly powerful Guardian. She managed to defeat an Avatar of Sargeras, but the spirit of Sargeras managed to make its way into her body. It waited patiently until the time of Medivh's birth, merging into the child's body.

The wrongdoings of Medivh in the game lore are essentially due to Sargeras' influence, however this isn't really present in the movie. We are told by Alodi and Medivh himself that he simply cannot control the fel energy pulsing through his body. It forces him to do things he doesn't want to, but we're not told if there is a bigger picture being painted here. 

When Medivh transforms into a demon in the game lore, he very explicitly states that it is indeed Sargeras working his magic. In the movie, we aren't even told Sargeras exists, so one would assume that Medivh was simply consumed by fel. Perhaps, when exposed to a huge amount of fel, that is what humans turn into?

In the game lore, we know that his mother eventually resurrects him, then he just sort of disappears. Is there a mother to do so in the movie? The lack of Aegwynn seems interesting, especially given that Alodi is female (I'll go into this more later). Could we even see Khadgar be the one to do it?

For Medivh's first death, the people involved are the same, but under different circumstances. In the book, we see Khadgar and Lothar battling Medivh, who is at that point fully under the influence of Sargeras. Medivh uses a spell to drain the youth and power from Khadgar, aging him incredibly (does not happen in the movie). After this, Khadgar grabs a sword and stabs Medivh. As he is about to die, Medivh begins to transform into a fully-fledged demon, as he does in the movie. Lothar stops this by decapitating him.

The freshly dinged mage, Khadgar!

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That's right. You probably heard about this elsewhere. Pretty much everyone on the bus back from the premiere was saying that same thing:

DID YOU SEE KHADGAR LEVEL UP? 

Unfortunately, we don't see him level up in game, but we do see a few differences. One of the first things I want to lay down is to do with his name. When Khadgar first goes to help Medivh, he is told that his name actually means "Trust". I was disappointed that this wasn't included in the movie, because it really gave us an indication of which Medivh was talking to Khadgar. He would often address him in a fond tone, calling him "Young Trust". 

It's important to note that, in the game lore, Khadgar never left the Kirin Tor; they actually sent him to study under and keep an eye on Medivh, hoping to find out some of his secrets. Khadgar studies under Medivh for a time, sorting through his library, before he eventually has to confront the reality of what Medivh actually is. While he goes on to become one of the most powerful mages in history, he is undoubtedly still just a young man in the presence of an idol when he meets Medivh. This awe is present when you see Khadgar's eyes light up in the movie whenever Medivh praises him at the start. He begins to doubt Medivh much earlier than in the books, as well as immediately attributing it to the fel in the movie, rather than madness as he does in the books.

The curse from Medivh that is mentioned above wasn't included in the movie, but Khadgar essentially had the power and youth sucked out of him. He is described as being old and frail, with a long white beard, after Medivh is done with him.

Garona - Human or Draenei?

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This one is interesting. In the movie, Garona is half-human. In the games, she is half-Draenei. So which one is it?

In the movies, Garona's mother is meant to have been burnt alive by Gul'dan when she gave birth to her. This means that the mother is removed from the equation and instead there is a human father that, one assumes, is still alive. Garona was already born before the orcs found the humans, so it  had to be a character that managed to travel to the "ends of the world" and beyond. Sound familiar?

Medivh and Garona discuss a number of things, including a mate that he finds on his travels. He abandoned her and returned to his world, which fits in perfectly with Garona's story. If you want more elaboration on her human heritage, check out TradeChat's video on Garona below:

In the book and game lore, we are told that Gul'dan knew exactly what her true parentage was, but lied to her, telling her she was a human. This meant that she could gain the trust of the Alliance more easily and therefore set up his disastrous plans more fluidly. She was actually half-Draenei, with Maraad (yeah, that Maraad) being named as her uncle.

Other changes within the movie include the removal of the relationship between Garona and Medivh. Given that they are trying (we think) to push Medivh as her father, a romantic relationship can no longer exist. Instead, the relationship has been forged with Anduin Lothar. 

In the game lore, she has a child with Medivh, who she names Med'an. He goes on to become a favourite for fans to hate and ended up essentially being ignored and retconned out of the game.

Anduin Lothar - The Lion of Azeroth

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Anduin was one of the more heavily altered characters for the movies. We see an energetic young man, ready and eager for battle. In the game lore, Lothar is old. He is well into his fifties and actually missed much of the first war.

In the movie, Lothar is present for much of the war, preparing forces, leading bands of soldiers and ensuring he is there to help his king whenever he can. In the game lore, Lothar actually misses a large portion of the First War during to being captured. When he hears about a sacred tome being stolen from Northshire by ogres, he goes to retrieve it from their hideout in Westfall. He ends up being captured and missing 20 months of the war, before being rescued by Alliance forces.

Upon returning from his capture, Lothar gathered forces including Garona and Khadgar, then went to Karazhan to face Medivh. Together, they ended up killing Medivh and freeing him from Sargeras' grasp. In these scenes, we see a very different dynamic between Khadgar and Lothar. Given that, in the movie, they are much closer together in age, there is a comical, friendly relationship forged between the two. In the books, the relationship is very similar to that of a father and a son. Perhaps we didn't see this as much due to the existence of Callan in the movie. There are scenes later in the movie, like when Lothar tells Khadgar he is proud of him, that we see this father-son relationship develop slightly more. This, of course, happens once Callan is dead, so maybe this will further progress in later movies.

Outside of this, there was a lot of story invention around Lothar's family in the movie. The queen was meant to be Lothar's sister, while in the game he simply doesn't have a sister. His child, Callan, was also invented for the movie story. The romance with Garona never happened, given that she had a romance with Medivh in the books instead.

In the final scene of the movie, the duel with Blackhand simply didn't happen. We never saw a great battle in the game lore for Lothar to charge into like that, so their Mak'gora never existed. 

King Llane I

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For King Llane, we never saw an explicit mention of a wife prior to the movie, so we can assume she was invented as a character specifically to try forge a stronger relationship between Lothar and Llane.

The only huge difference between movie and game-lore Llane is the nature of his death. In the movies, he requests for Garona to kill him, allowing her to earn her right to exist among the orcs. This is a better fate than both of them dying.

In the book and game lore, Llane is actually assassinated by Garona. This links into the nature of Garona's existence among the orcs, given that she was essentially "forged" by Gul'dan. His power over her was so immense that he forced her to assassinate the king during the siege of Stormwind (will mention later). She removed his heart and took it to Gul'dan and the Shadow Council.

It was after this that Lothar stepped up, as he does in the movies, to rule until Varian comes of age.

Why is Stormwind still standing?

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That's right, I couldn't believe it either. This could have been one of the most visually intense scenes in the whole movie, but it didn't happen.

After Llane is assassinated in the game, Stormwind was put under siege by the orcs and sacked. The humans fled north to the other kingdoms in hopes of regrouping and gathering their forces, led by the newly appointed Regent Anduin Lothar. They fled to Lordaeron, where they asked for the help of King Terenas II and began to prepare for the future wars.

Durotan and Draka

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I felt I should include a part about these two specifically. Their deaths in the movie were much more "heroic" than in the books. Draka dies fighting while protecting her child, Durotan dies to serve as a martyr against Gul'dan.

In the books, things weren't quite as pretty. After the whole Frostwolf clan was exiled (refused to drink the blood of Mannoroth), Durotan and Draka met with Orgrim to discuss the potential atrocities that Gul'dan had planned for the orcs. Orgrim agreed to help Durotan, sending him home with an escort of trusted soldiers. 

Little did he know that these trusted soldiers were the ones to bring about the end of Durotan. One of the soldiers was a spy for Gul'dan, who summoned assassins from the shadows. They slaughted Draka and the guards, leaving Durotan to bleed out. Rather than ending his life quickly, they sliced off his arms and left him to die slowly, leaving his child (Thrall) to be killed by wolves in front of him. 

This is a much more primitive, savage death for the chieftain and wife; I actually feel like this would have fit the movie more, given that Gul'dan was made such an inherently evil character in the movie. Don't get me wrong, he is evil everywhere, but Daniel Wu turned that character into this menacing construct of pure, untouched evil. I do wonder if you could include something like that without raising the "age rating", given how graphic the scene would most likely be.

It's also worth mentioning that Thrall/Go'el is found by a human commander, Aedelas Blackmoore, which then begins his life as a human-raised orc. I assume that the final scene of the movie hints at this being present in the next movie.

Orgrim - The Blackrock/Frostwolf/Thunderlord

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There's only two major alterations for Orgrim and they actually had pretty large impacts on "removed" parts of the story behind this character. The first is his clan affiliation, given that Orgrim was made a Frostwolf for the movie. One would assume that this was simply an easier way to foster a relationship between Orgrim and Durotan, rather than going through the game lore.

Orgrim was originally a Blackrock orc, serving as the "second" to Blackhand after Orgrim's father died. He met Durotan at a festival for the orcs hosted in Nagrand. They ended up becoming best friends, running off together and eventually encountering an ogre. Together, with the help of a band of Draenei, the ogre was defeated and they spent time with the Draenei, namely Velen.

It's evidently much easier to just say that Orgrim was a Frostwolf rather than having to go through this story explaining why the two are such good friends.

The other major difference was that Orgrim killed Blackhand, not Lothar. I'll discuss this in Blackhand's section below.

Blackhand - The Warchief

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There's only a few minor differences here, given that we didn't hear much about his backstory in the movie. 

Blackhand arrived on Azeroth having already taken the blood of Mannoroth, so his persistent refusal in the movie is new. He took it willingly, rather than having it forced upon him by Gul'dan. 

His death in the movie was brought about by Lothar, allowing for the "Lion of Azeroth" to avenge his son that Blackhand had killed. In the game lore, Orgrim killed Blackhand. When Gul'dan fell into a coma (will mention later), Orgrim saw his opportunity and ended up decapitating Blackhand and claiming the title of Warchief.

Gul'dan - The Perfect Villain

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Gul'dan's differences were more heavily associated with the differences between the movie fel and his powers in-game. Given that his powers are heavily associated with "fel" in the movie, there isn't really the link to the demons. Garona mentions it briefly when talking to Medivh, but that's it.

The link is instead made with Medivh, that he is the "commander" of Gul'dan. While this is definitely still relevant in the game lore, it's definitely not exclusively Medivh influencing Gul'dan.

Throughout the movie, we see no mention at all of Cho'gall, Gul'dan's apprentice and close helper. Throughout the first war in the game lore, Cho'gall was instrumental in Gul'dan's plans. He goes on to become increasingly important, aiding Gul'dan further in the later wars. I do hope to see him introduced soon, since he is a huge part of the warlock's plans.

Towards the end of the first war, Gul'dan actually falls into a coma. He attempts to search the mind of Medivh at the time of Medivh's death, which affects Gul'dan through the mind link. It's at this point when Blackhand is killed and Orgrim becomes Warchief.

Why is Alodi female?

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The questions on many people's lips are often referring to the mother of Medivh, Aegwynn, and the female Alodi. 

In the initial lore, Alodi was very different. He was a male, half-elven mage that served as the first Guardian of Tirisfal. He was incredibly powerful and was the first person to suggest and implement the introduction of the link between the Council of Tirisfal and the Guardian. This meant the Guardian could wield the power of the Council, while they stayed out of the battles.

In the movie, Alodi was made female, as well as being considered an "unkown" entity, rather than the first Guardian. The question now is, are Alodi and Aegwynn the same person for the movie?

We see no mention of Medivh's mother and it seems too coincidental that Alodi was just made female. If this is the truth, perhaps Alodi will be the one to resurrect Medivh in future movies?

Given that Aegwynn should do it by game lore, it would make sense for them to combine the characters. They also skip the need to explain all of the lore behind Aegwynn, what she did and how she gave her powers to Medivh.

Dalaran looks... different?

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At this point in the history of the game, Dalaran is still a city on land. Many people have sought to find an explanation for the choice to make Dalaran float in the movie, but there's only one that stands out: it looks better.

If you look at how Dalaran was portrayed and described, it was, in Khadgar's words, "the floating city" containing "the most powerful mages in the land". They were essentially trying to push the idea of Dalaran being a purely magical city, so having it float really reinforces this image.

Deadwind Pass and the Crater

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This one is slightly confusing, not due to the differences, but because you have to wrap your head around Medivh's explanation of time to understand it.

In the movie, the fel explosion decimates Deadwind Pass and turns it into what we now know it to be. Things are slightly different in-game. Rather than having to explain it myself, I'd suggest reading this passage from The Last Guardian by Jeff Grubb:

"I am just saying that there are places of power, which for one reason or another, become the seats of great power. One such location is here, in the Redridge Mountains. Once long ago something powerful exploded here, carving out the valley and weakening the reality around it."

"And that's why you sought it out," prompted Khadgar.

Medivh shook his head, but instead said, "That's one theory."

"You said there was an explosion long ago that created this place, and it made it a place of magical power. You then came..."

"Yes," said Medivh. "That's all true, if you look at it in a linear fashion. But what happens if the explosion occurred because I would eventually come here and the place needed to be ready for me?"

Khadgar's face knitted. "But things don't happen like that."

"In the the normal world, no, they do not," said Medivh. "But magic is the art of circumventing the normal. That's why the philosophical debates in the halls of the Kirin Tor are so much buffle and blow. They seek to place rationality upon the world and regulate its motions. The stars march in order across the sky, the seasons fall one after the other with lockstepped regularity, and men and women live and die. If that does not happen, it's magic, the first warping of the universe, a few floorboards that are bent out of shape, waiting for industrious hands to pry them up."

"But for that to happen to the area to be prepared for you..." started Khagdar.

"The world would have to be very different than it seems," answered Medivh, "which it truly is, after all. How does time work?"

Khadgar was not thrown as much by Medivh's apparent change of topic. "Time?"

"We use it, trust it, measure by it, but what is it?" Medivh was smiling over the top of his cup.

"Time is a regular progression of instants. Like sands through an hourglass," said Khadgar.

"Excellent analogy," said Medivh. "One I was going to use myself, and then compare the hourglass with the mechanical clock. You see the difference between the two?"

Khadgar shook his head slowly as Medivh sipped on his wine.

Eventually, the mage spoke, "No, you're not daft, boy. It's a hard concept to wrap your brain around. The clock is a mechanical simulation of time, each beat controlled by a turning of the gears. You can look at a clock and know that everything advances by one tic of the wheel, one slip of the gears. You know what is coming next, because the original clockmaker built it that way."

"All right," said Khadgar. "Time is a clock."

"Ah, but time is also an hourglass," said the older Mage, reaching for one planted on the mantel and flipping it over. Khadgar looked at the timepiece, and tried to remember if it was there before he had brought up the wine, or even before Medivh reached for it.

"The hourglass measures time, true?" said Medivh. "yet here you never know which particle of sand will move from the upper half to the lower half at any instant. Were you to number the sands, the order would be slightly different each time. But the end result is always the same - all the sand has moved from the top to the bottom. What order it happens in does not matter." The old man's eyes brightened for a moment. "So?" he asked.

"So," said Khadgar. "You're saying that it may not matter if you set up your tower here because an explosion created this valley and warped the nature of reality around it, or that the explosion occurred because you would eventually come here, and the nature of the universe needed to give you the tools you wanted to say."

"Close enough," said Medivh.

The Draenei

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This portion ties in to a few others, namely Gul'dan and the fel. In the movie, we see Draenei souls being used to feed the fel powers of Gul'dan, therefore enabling him to open the dark portal. This is meant to be a grim fate, their life force being sucked out of their bodies, but I think they actually managed to receive a less gruesome death than in the game lore.

In the lore, there is something called the Path of Glory. Prior to the opening of the dark portal, the demon-infused orcs went on a rampage slaying every Draenei they could find. The Path of Glory is a long road running through Hellfire Peninsula, made up entirely of the bones of every Draenei slaughtered. The orcs were savage brutes at this point, their veins filled with the blood thirst of the demons. 

For a proper look at the period of war, you can watch the 5th part of the Lords of War, where Maraad describes it. 

 

Predictions for the future?

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There will (hopefully) be another movie on its way in the future, so let's take a look at some of the possible things we might be seeing in the second movie:

  • Stormwind will most likely be sieged and destroyed.
  • The remaining Alliance forces will move North.
  • We will see Terenas and Arthas introduced, most likely to build upon the 3rd movie's lore about Arthas.
  • We will most likely follow Thrall as he grows up under Blackmoore's control.
  • Khadgar will most likely become the Guardian, perhaps the choice will be influenced by Alodi.
  • Gul'dan will most likely die, I assume at the hands of Orgrim, who will then take control of the Horde.
  • We will most likely see more of the story behind Azeroth through Khadgar, given that he will have more access to Kirin Tor and Medivh's libraries.
  • Lothar will probably die, as he does in the lore, in the second war.
  • I would hope to see Medivh ressurected by either Alodi or Khadgar.
  • Khadgar might ding again, who knows? Did anyone keep track of what level he is?

Conclusion

That's it from me! Let me know what you think, questions you might have or corrections anywhere in the post. I'm always open to discussion! If you haven't seen the movie, grab a ticket and go watch it! It's worth it!

 

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11 hours ago, Xzigraz said:

Great analysis. I truly hope there will be a Warcraft 2 movie.

Thanks! Me too, I'll be there watching multiple times again :p

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  Fantastic post love the game and the movie, do hope a second film is made. I also believe the film should not follow exactly the game lore as if you need that much lore than the game should be played. The movie should entertain both players and all others just out for a good fantasy film. 

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On 6/15/2016 at 8:54 PM, Stormbringer999 said:

  Fantastic post love the game and the movie, do hope a second film is made. I also believe the film should not follow exactly the game lore as if you need that much lore than the game should be played. The movie should entertain both players and all others just out for a good fantasy film. 

Thanks for the kind words :) I agree, I think you have to change some things or the movie just won't work. Of course, it's nice to see hints at game lore, but I doubt many movie-goers would want to sit through a 5 hour film discussing every bit of game lore from WC1.

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To connect to the uttered hopes of a second Warcraft movie I want to say that based on logic and simple hints at the end of the movie I'm certain that another movie will come but it will take time. They need at least 18 months considering all the CGI work unless they were already working on the sequel while they finished the first movie.

The analysis is great though there are still lots of unanswered questions mainly due to the fact that they try to rebuild the Warcraft lore. It's always difficult to compact a whole universe into a few movies without making the movies extremely long (looking at you Lord of the Rings extended version :) ) so I don't think the lore changes are a problem. I mean nobody knew back then that they needed to create a lore that would fit perfectly into a couple of movies.

Now, without the ingame and written lore in mind I'd like to know why Medivh opened the portal to Stormwind. In the movie they made it seem like the fel inside him was gone because of Khadgars cleansing spell but because of that and the huge golem on him he was going to die. So with his last breath he tried to save everyone by creating a quick route home to the entrance of Stormwind. Isn't that a huge risk? The orcs might simply slaughter the Alliance soldiers and take the portal to invade the city. Without any guardian on site (because Khadgar was right next to him while he uttered the words to open the portal to SW) Gul'dan alone could kill a lot of citizens and claim Stormwind without any siege needed. The only reason why Medivh did what he did is because he saw exactly what was going on and knew the position of the Alliance soldiers and the possibility that they might claim the portal (like they did in the movie) but to me that seems like a lot of crap. He was way too weak for this and barely managed to open the portal for a minute so I doubt that he foresaw that. Is there another explanation for the Stormwind portal or did he actually do it to let the orcs in even though the movie makes it seem like he does his last good deed before dying?

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Zen Pulse has been redesigned – Renewing Mist’s heal over time has a chance to cause your next Vivify to also trigger a Zen Pulse on its target and all allies with Renewing Mist, healing them increased by 5% per Renewing Mist active, up to 50%. Jadefire Stomp no longer casts Essence Font, its cooldown is reduced to 15 seconds (was 20 seconds), and now casts Gusts of Mist on each ally healed. Gust of Mist healing increased by 20%. Jade Bond now increases the healing of Yu’lon’s Soothing Breath by 300% (was 40%). Invigorating Mist healing increased by 8%. Vivify healing increased by 9%. Vivify now costs 3% base mana (was 3.4%). Developer’s note: We are increasing the effectiveness of baseline Vivify with the removal of the Clouded Focus talent. Burst of Life’s icon has been changed. Various talents have changed locations. The following talents have been removed: Essence Font Upwelling Font of Life Clouded Focus Windwalker Developer’s note: Our updates for Windwalker in The War Within are intended to address a few issues the specialization struggled with throughout Dragonflight. These points of focus for us were the power levels of the Haste and Mastery stats falling behind other options, Jadefire Stomp’s usability, and the Touch of Death gameplay focus. Other areas that we are also looking at are resource bloat, evening out their rate of auto-attacks, and adding more pronounced thematics through both gameplay and visuals. Learn more here 3. New Talent: Acclamation – Rising Sun Kick increases the damage your target receives from you by 4% for 12 seconds. Multiple instances may overlap. New Talent: Flurry of Xuen – Your spells and abilities have a chance to activate Flurry of Xuen, unleashing a barrage of deadly swipes to deal Physical damage in a 10 yard cone. Invoking Xuen, the White Tiger activates Flurry of Xuen. Developer’s note: This ability is still being implemented and will be added in the subsequent Public Alpha build. New Talent: Martial Mixture – Blackout Kick increases the damage of your next Tiger Palm by 10%, stacking up to 12 times. New Talent: Courageous Impulse – The Blackout Kick! effect also increases the damage of your next Blackout Kick by 175%. New Talent: Energy Burst – When you consume Blackout Kick!, you have a 100% chance to generate 1 Chi. New Talent: Gale Force – Targets struck by Strike of the Windlord are sent reeling from its impact, causing them to become vulnerable to your attacks for 10 seconds. Your abilities have a 100% chance to affect the target a second time at 10% effectiveness as Nature damage while they are vulnerable. New Talent: Dual Threat – Your auto attacks have a 20% chance to instead kick your target dealing Physical damage and increasing your damage dealt by 5% for 5 seconds. New Talent: Momentum Boost – Fists of Fury’s damage is increased by 100% of your Haste and Fists of Fury does 10% more damage each time it deals damage, resetting when Fists of Fury ends. Your auto attack speed is increased by 60% for 8 sec after Fists of Fury ends. New Talent: Ordered Elements – During Storm, Earth, and Fire, Rising Sun Kick reduces Chi costs by 1 for 5 seconds and Blackout Kick reduces the cooldown of affected abilities by an additional 1 second. Activating Storm, Earth, and Fire resets the remaining cooldown of Rising Sun Kick and grants 2 Chi. New Talent: Sequenced Strikes – You have a 100% chance to gain Blackout Kick! after consuming Dance of Chi-Ji. New Talent: Revolving Whirl – Whirling Dragon Punch has a 100% chance to activate Dance of Chi-Ji. New Talent: Knowledge of the Broken Temple – Whirling Dragon Punch grants 4 stacks of Teachings of the Monastery and its damage is increased by 20%. Teachings of the Monastery can now stack up to 8 times. New Talent: Singularly Focused Jade – Jadefire Stomp’s initial hit now strikes 1 target, but deals 500% increased damage and healing. New Talent: Communion With Wind – Strike of the Windlord’s cooldown is reduced by 10 seconds and its damage is increased by 20%. New Talent: Brawler’s Intensity – The cooldown of Rising Sun Kick is reduced by 1 second and the damage of Blackout Kick is increased by 10%. New Talent: Combat Wisdom – Every 15 seconds, your next Tiger Palm also casts Expel Harm and deals 100% additional damage. Replaces Expel Harm. Glory of Dawn has been redesigned – Rising Sun Kick has a chance equal to 100% of your Haste to trigger a second time, dealing Physical damage and restoring 1 Chi. Rushing Jade Wind has been redesigned – Strike of the Windlord applies Mark of the Crane to all enemies struck and summons a whirling tornado around you, causing Physical damage over 8 seconds to all enemies within 8 yards. Jadefire Stomp has been redesigned – Strike the Ground fiercely to expose a path of jade for 30 seconds that increases your movement speed by 20% while inside, dealing Nature damage to up to 5 enemies and restores health to up to 5 allies within 30 yards caught in the path. Up to 5 enemies caught in the path suffer additional damage. Inner Peace has been redesigned – Increases maximum Energy by 30. Tiger Palm’s energy cost reduced by 5. Mastery: Combo Strikes is now 20% more effective. Touch of Karma is now baseline for Windwalker. Whirling Dragon Punch now deals additional damage to the first target struck and its damage is reduced beyond 5 targets. Expel Harm no longer generates Chi for Windwalker. Flying Serpent Kick no longer deals damage. Mark of the Crane now only applies to the primary target of each strike. Teachings of the Monastery now stacks up to 4 times (was 3). Thunderfist now always generates 4 stacks of Thunderfist and additional stacks of Thunderfist per each additional target struck. Transfer the Power no longer stacks from Rushing Jade Wind, but now stacks from Spinning Crane Kick. Crane Vortex now increases the damage of Spinning Crane Kick by 15/30% (was 10/20%). Spinning Crane Kick now cancels from using other spells or abilities, but no longer prevents auto-attacks for its duration. Empowered Tiger Lightning’s effect is now baseline for Xuen, the White Tiger. Invoker’s Delight now increases Haste by 20% while active (was 33%). Xuen’s Bond now decreases the cooldown of Invoke Xuen, the White Tiger by 0.2 seconds (was 0.1 second) per Combo Strikes activation. Dance of Chi-Ji’s chance to trigger reduced by 25%. Tiger Palm Energy cost increased to 60 (was 50). Chi Burst no longer generates Chi for Windwalker. Many talents have changed positions. Drinking Horn Cover and Spiritual Focus are now a choice node together. The following talents are now 1 point: Touch of the Tiger Hardened Soles The following talents have been removed: Power Strikes Fatal Flying Guillotine Skyreach Serenity Forbidden Technique Widening Whirl Bonedust Brew Attenuation Dust in the Wind Flashing Fists Open Palm PALADIN Multiple applications of Greater Judgment may overlap. This also functions with Retribution’s multiple stack application. Glyph of the Luminous Charger now only works while Crusader Aura is active. Holy Developer’s note: Our goals are to replace Light of the Martyr with a passive spell but keep the same thematic sacrifice theme, move more of their throughput from Beacon of Light into their baseline spells, and redesign Blessing of Summer to feel more specific to their role. Learn more here. New Talent: Bestow Light – Light of the Martyr’s health threshold is reduced to 70% and increases Holy Shock’s healing by an additional 5% for every 5 seconds Light of the Martyr is active, stacking up to 3 times. While below 70% health, the light urgently heals you every 1 second. Light of the Martyr has been redesigned – While above 80% health, Holy Shock’s healing is increased 20%, but creates a heal absorb on you for 30% of the amount healed that prevents Beacon of Light from healing you until it has dissipated. Blessing of Summer has been redesigned – Bless an ally for 30 seconds, causing 20% of all healing to be converted into damage onto a nearby enemy and 10% of all damage to be converted into healing onto an injured ally within 40 yards. Beacon of Light now transfers 15% of healing done (was 25%). Barrier Faith now transfers 20% of healing into its absorb (was 25%). Word of Glory healing increased by 25%. Light of Dawn healing increased by 20%. Holy Shock healing increased by 20%. Tyr’s Deliverance healing decreased by 15%. Sacrifice of the Just now reduces the cooldown of Blessing of Sacrifice by 15 seconds (was 60 seconds). Blessing of Sacrifice now transfers 30% of damage taken (was 20%) for Holy. Fixed an issue that caused Tyr’s Deliverance’s healing to not be affected by some modifiers, such as Avenging Wrath. Barrier Faith is now on a choice node with Holy Prism. Tyr’s Deliverance and Reclamation have changed positions in the tree. Light’s Hammer has been removed. Retribution Developer’s note: Our initial goal is to explore how we can make secondary stats more appealing to Retribution, to allow a natural progression of scaling throughout an expansion. Due to the nature of many talents offering guaranteed critical hits, it was difficult for us to make Critical Strike a stat that felt valuable. To address this, we’ve reworked and rebalanced these talents to not automatically crit. They will instead gain value when you do crit, such as increasing their critical strike damage.
      One of the sources of frustration we’ve seen when it comes to the Retribution spec tree is that there is a large amount of friction between Single Target and AoE builds, leaving very little wiggle room for any sort of hybridization. We’ve done some restructuring to alleviate some of this tension, to create more room to explore hybrid type builds for when the scenarios might call for it. Learn more here 2. New Talent: Burn to Ash – When Truth’s Wake critically strikes, its duration is extended by 2 seconds. Your other damage over time effects deal 30% increased damage to targets affected by Truth’s Wake. Righteous Cause has been redesigned – Each Holy Power spent has a 6% chance to reset the cooldown of Blade of Justice. Art of War has been redesigned – Your auto attacks have a 20% chance to reset the cooldown of Blade of Justice. Critical strikes increase this chance by an additional 10%. Divine Hammer has been redesigned – Divine Hammers spin around you, consuming a Holy Power to strike enemies within 8 yards for Radiant damage every 2.2 seconds. While active, your Holy Power generating abilities recharge 75% faster, and increase the rate at which Divine Hammer strikes by 15% when they are cast. Deals reduced damage beyond 8 targets. Now a 2 min cooldown. Damage increased by 300%. Divine Hammer base periodic decreased to 2.2 seconds (was 3 seconds) Period scales with Haste. Final Reckoning has been redesigned – Now increases the damage taken from your single target Holy Power spenders by 30%. Increases the damage taken from your other Holy Power spenders by 15%. Vengeful Wrath has been redesigned – Hammer of Wrath deals 50% increased damage to enemies below 35% health. Vanguard of Justice has been redesigned – Templar’s Verdict and Divine Storm cost 1 additional Holy Power and deal 20% increased damage. Templar Strikes has been redesigned: Charge cooldown increased by 15%. Templar Slash, 2nd part of combo, overrides Templar Strike for 5 seconds (was 4 seconds). Crusader Strike becomes a 2-part combo: Templar Strike slashes an enemy for damage and gets replaced by Templar Slash for 5 seconds. Templar Slash strikes an enemy for damage, and burns them for 50% of the damage dealt over 4 seconds. Truth’s Wake effect is now added to Wake of Ashes baseline. Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. WARRIOR Developer’s note: The Warrior class talent tree has been significantly reorganized to allow for more player choice and build diversity in Warrior builds, as well as improve access to utility abilities like Storm Bolt and Shockwave. Rage generation for all Warrior specs in Dragonflight has been higher than we’re happy with so we’ve removed or reduced the power of several Rage-generating effects. With tuning, this will introduce more tactical gameplay around when to use Rage spenders and make those spenders more impactful. More details can be found in the Feedback: Warrior Updates 1 thread. Significant re-arrangement of many talents on the Warrior tree. Berserker Rage now auto-learned at level 12. Thunder Clap base Rage cost reduced to 20 (was 30). Slam damage normalized across all specializations (Arms-only Slam damage bonus removed), and damage increased by 200%. Blood and Thunder no longer increases Rage cost or damage of Thunder Clap. Crackling Thunder also increases damage of Thunder Clap by 10%. Frothing Berserker now refunds 10% Rage for Arms and Fury, and 25% Rage for Protection. Shockwave no longer generates Rage on cast. Champion’s Spear generates 10 Rage on cast (was 20). Thunderous Roar no longer generates Rage on cast. Thunderous Words now causes Thunderous Roar’s Bleed effect to increase damage targets take from all the Warrior’s bleed effects, rather than passively increasing it all the time. The following talents have been removed: Titanic Throw Sonic Boom Arms Developer’s note: In Dragonflight, Arms Warriors were most impacted by Rage over-generation, and combined with Arms having several mechanics that interact with Rage spend (Tactician, Anger Management, and Test of Might) led to certain builds dominating for most of the expansion and led to Arms rotation being overwhelmed by ability resets. To address this, in The War Within, Arms is receiving significant Rage generation and Rage cost adjustments as to make Rage management interesting for Arms. Many Arms talents have also seen significant changes, with the aim to give Arms Warriors more choices for their builds and rotation based on their preferences and the content they are playing, as well as more control over how and when they generate additional Rage. Learn more here. Moderate re-arrangement of several talents on the Arms tree. New Talent: Finishing Blows – Overpower generates 8 Rage when used on a target below 35% health. Barbaric Training has been redesigned for Arms – Now grants 20% damage and 10% critical damage to Slam and Whirlwind. Storm of Swords has been redesigned – Now grants Whirlwind a 30% chance to make your next Whirlwind cost 100% less Rage. Rage generated from auto-attacks reduced by 16%. Whirlwind base Rage cost reduced to 20 (was 30). Rend base Rage cost reduced to 20 (was 30). Ignore Pain Rage cost reduced to 20 (was 40). Cleave damage increased by 5%. Whirlwind damage reduced by 33%. Collateral Damage’s damage bonus now applies to Cleave as well as Whirlwind. Unhinged now will cast Mortal Strike on your target if valid, falling back to a random target. Warlord’s Torment no longer triggers from Colossus Smash. Duration of Recklessness buff increased by 50% and bonus Rage generation reduced to 25% (was 100%). In for the Kill’s Haste bonus now lasts as long as Colossus Smash does. Improved Overpower increases number of Overpower charges by 1. Dreadnaught no longer increases number of Overpower charges. Strength of Arms no longer causes Overpower to generates 8 Rage when used on a target below 35% health. Tactician chance to reset cooldown of Overpower per Rage spent reduced to 1% (was 1.3%). Deft Experience increase to Tactician’s chance to reset cooldown of Overpower per Rage spent reduced to 0.5% (was 0.6%). Valor in Victory’s Versatility bonus increased to 2% (was 1%). Battlelord no longer generates Rage when triggered. Skullsplitter now accelerates Rend’s Bleed baseline. Ravager is now a choice node with Bladestorm. All existing Bladestorm sub-talents updated to work with both Ravager and Bladestorm. Bladestorm no longer generates Rage on cast. The following talents have been removed: Tide of Blood Reaping Swings Fury Developer’s note: In Dragonflight, the Fury talent tree allowed for players to specialize heavily in either Raging Blow or Bloodthirst, to the point of eliminating one or the other from their rotation. We think Fury works best when all the core rotational abilities see regular use, so we have made several changes to the Fury tree and abilities to ensure that both Raging Blow and Bloodthirst remain valuable for Fury Warriors in all builds, while maintaining build choice and rotational diversity for Fury Warriors with the return of Bladestorm to the Fury tree and the addition of a choice of Enrage effects. Learn more here 1. Fury Warriors now learn Defensive Stance by default. Moderate re-arrangement of several talents on the Fury tree. New Talent: Powerful Enrage: Enrage increases the damage your abilities deal by an additional 15% and Enrage’s duration is increased by 1 second. On a choice node with Frenzied Enrage. Bladestorm is now a choice node with Ravager. All existing Ravager sub-talents updated to work with both Ravager and Bladestorm. Wrath and Fury now increases the chance for Improved Raging Blow to reset Raging Blow’s cooldown by 10% while Enraged. Deft Experience no longer reduces Bloodthirst’s cooldown, instead it now increases Bloodthirst’s chance to trigger Enrage by 2% per point. Tenderize no longer increases the duration of Enrage. Frenzied Flurry has been removed, its effects have been added to Single-Minded Fury. The following talents have been removed: Raging Armaments Annihilator Storm of Swords Developer’s note: Annihilator and Sword of Swords provided an option for Fury players who wanted a lower “actions per minute” playstyle. However, we’re not happy with how they changed which abilities warriors used in their rotations. We are instead providing Powerful Enrage as a new option for a slower playstyle that synergizes with Fury’s rotation and flavor. Protection Whirlwind base Rage cost reduced to 20 (was 30). Whirlwind damage reduced by 33%. Rend base Rage cost reduced to 20 (was 30). DYNAMIC FLIGHT
      440+ Flying Mounts will feature Dynamic Flight active abilities, faster speeds, and new animations in The War Within. Known Issue: Dragonriding talent panel is not available outside of Dragon Isles. To access the talents, paste this command into the chat box: /run DragonridingPanelSkillsButtonMixin:OnClick() ITEMS
      The item levels of leveling gear have been adjusted to be rewarded at an appropriate item level through level 70. Developer’s note: With this adjustment the leveling content should feel easier for all players as the items being rewarded will be a higher item level. All leveling items will follow this high item level cadence except for heirlooms. Heirlooms still have the advantage of increasing their item level as the wielder levels. In general, this should make leveling a more fluid and pleasant experience! The sell value of the Elegant Canvas Brush has been reduced to 100 gold. PLAYER VERSUS PLAYER
      DRUID Call of the Elder Druid has been removed from PvP talents and is now a Restoration Druid talent. PALADIN Holy Barrier Faith is now 50% more effective in PvP combat (was 100%). PROFESSIONS
      Developer’s note: We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck. So, in The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize: Concentration and a new stat: Ingenuity. Learn more about this change in the Professions Update: Concentration in The War Within feedback thread. New Ability: Concentration – Concentration is a resource that you have a separate pool of per crafting profession. It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button within the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked. New Stat: Ingenuity – You have a chance to have an ingenious breakthrough when you Concentrate on a craft, refunding all Concentration spent. ALCHEMY Alchemy is in a near-complete state, beyond some polish and tuning work that will likely happen in broad strokes across all professions. Most, if not all recipes should be able to be crafted and utilized, and the specialization tree should be largely reflective of the final experience; all subject to feedback of course. Your good friend Instructaur and his cohort can supply you with the training and materials needed to experiment, and the items you make should be functional and ready for testing. Some additional notes: Phials have been rebranded to be profession effects only, retaining the 30m extendable duration. Flasks make a return with 1h durations! As a quality of life bonus, you can now have phials and flasks active at the same time. Experimentation has been carried forward from Dragonflight but with some adjustments in effort to mitigate frustration while keeping with the theme. You now select which herb to experiment with, and can only discover recipes that utilize that particular herb. Experimentation now has two forms: A repeatable version that you can do with short lockouts (which can be bypassed with Formulated Courage), and a time-gated one that boasts a much higher chance at recipe discoveries. Transmutation has been significantly expanded with a system called Thaumaturgy. This is a side component of Alchemy that boasts extra complexity which allows you to regularly transmute a variety of reagents found on Khaz Algar into other forms. While this process is highly destructive, specializations and clever choices in your inputs will ultimately bring you closer to transmuting Blasphemite, the elusive and highly coveted meta gem that is sure to catch the eye of aspiring Jewelcrafting entrepreneurs. Please take a look at the Thaumaturgy specialization tab and experiment with this feature with and without specializations and let us know how it feels! Specializations now focus heavily on the herbs of Khaz Algar, so it is wise to evaluate the recipe list to determine which recipes appeal to you the most. Specializations for all herbs on a recipe contribute to the final rolls associated with them. As a reminder, recipe difficulty tuning will happen in a later pass but you can nonetheless engage with this mechanic to observe their impact on crafts. BLACKSMITHING Specializations are in and ready for players to dissect! Developer’s note: While the hookups aren’t fully implemented, I’m hoping the Everburning Forge Specialization catches player’s attention as a way to inject a helping of profession stats deterministically. ENCHANTING In this Alpha build, Enchanting has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Dragonflight enchantments worked well to provide players with choices and customization, so many of the available options will look familiar in The War Within. There is a new host of weapon enchants available, as well as the new Cursed ring enchants as selectable options. Weapon Oils have also made a return, and Enchanting has an additional set of fun consumables to market to other players! The vast majority of the enchants have been implemented, but some of them are still in progress. Developer’s note: None of the enchants have been tuned yet, a baseline tuning will be done in the near future. Some of the specializations include: Designated Disenchanter Master your fundamental disenchanting rituals, maximizing the quality of reagents you create when destroying items. You will gain +1 Skill per point in this Specialization when disenchanting. Supplementary Shattering Learn the art of shattering the magical essences of Khaz Algar, temporarily empowering your Resourcefulness, Multicraft, and Ingenuity. Additionally, your studies will grant you +1 Ingenuity per point in this Specialization. FISHING In this alpha build, the waters around Khaz Algar are populated with a single fish while we worked out a few updates to the ecosystem. However, fellow Anglers will notice a change in their Fishing Journal, namely Fishing Accessories! Your existing Fishing Gear from the past will lose all Fishing stats and converting them to Fishing Accessories will permanently exchange the combat stats for the proper Fishing-related bonuses. Developer’s note: We’re strictly looking out for any friction with this conversion, items we might have missed, or critical issues to fix before this is fully live. HERBALISM In this Alpha build, Herbalism has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Specializations for herbalism have been fully implemented, and in addition to some of the fan favorites, we also have some new abilities and bonuses that you can specialize into. Finally, herbs are growing all over the Isle of Dorn, including ones that have been affected by the magics present on Khaz Algar. As always, we appreciate your time and feedback! The base idea behind Herbalism specializations in The War Within is the same as Dragonflight, but there have been changes and additions to some of the bonuses. The Botany specialization now has a Mulching sub-specialization, which allows you to make potent magical mulch and learn to utilize your Green Thumb. Mulching allows you to consume some of the common herb, Mycobloom, to make a consumable Mulch that gives you a large Finesse bonus to the next herb you gather. Green Thumb, also learned from the Mulching tree, is an activatable cooldown that doubles the amount of herbs you receive from the next herb you gather. JEWELCRAFTING Dragonflight Jewelcrafters will feel right at home with the updates in War Within! A familiar lineup of recipes await your discovery, but with a variety of new cantrips and an updated set of gems. We felt that Jewelcrafting’s structure, particularly its vast array of gem choices, fit well under the new profession system and wanted bring that with us into the new expansion. Item quality has been removed from raw gems and there is only one tier instead of two. Enjoy the reclaimed inventory space! The same lineup of gem options and their associated stats has been carried forward. For reference: Amber: Stamina Emerald: Haste Onyx: Mastery Ruby: Critical Strike Sapphire: Versatility Weighted hybrid combinations of all of the above! Ordinary hybrid gem cuts are now entirely sourced through Specializations rather than distributed across various parts of the game, in any order you choose. Knowing your customers and the gaps in the market is critical for maximizing your profits – but eventually all invested Jewelcrafters will be able to acquire all of the gems as usual. LEATHERWORKING Leatherworkers, your profession is available to be trained by Professor Instructaur in Orgrimmar and Stormwind! The general structure of Leatherworking remains the same as in Dragonflight, crafting a variety of armor pieces for both Leather and Mail wearers. Leatherworkers will also find that they have a new market in reagents with the ability to craft Weapon Grip Wraps and Armor Banding that is used in the high-level crafts of other Professions. We’ve also removed the specialization that granted general Skill across the board, so it should be clearer what specializations you need to focus on if you want to get max quality with a particular recipe. The majority of the recipes are implemented, but a couple of the embellished pieces aren’t implemented. Please look for them to be fully functional in the near future! Developer’s note: None of the effects have been tuned yet. Values related to stats bonuses, damage, or healing are very likely to change as the Alpha moves forward. The majority of specializations are implemented as well, except for a couple of sub-specializations within the Learned Leatherworker tree. Some of the specializations include: Learned Leatherworker Master your Leatherworking fundamentals to increase your reagent efficiency, ability to Concentrate, general stitchwork, and production process. This specialization tree is all about increasing your secondary crafting stats and increasing the efficacy of their effects. Flawless Fortes Master the techniques of Khaz Algar to craft specialty items beyond that of standard armor. This specialization tree focuses on improving your crafting capabilities for embellished armor pieces, reagents, armor kits, and profession gear. QUESTS
      The War Within campaign chapters and local stories. USER INTERFACE AND ACCESSIBILITY
      Spellbook has been redesigned and moved to the same window as Talents and Specializations. Professions now has its own micromenu button. Mount Journal now has a button called Switch Flight Style that lets you switch between steady flight (normal flying) and Dynamic Flight. NEW OPTIONS Option to replace spiders with alternative creatures. This doesn’t affect gameplay or difficulty. Option under Accessibility > General > Arachnophobia Mode. Icon can be used to mark your player character for visibility. Option under Accessibility > General > Self Highlight. Highlight your character’s silhouette when blocked by objects in game. Option under Gameplay > Combat > Show Silhouette when Obstructed. OBJECTIVE TRACKER Updated Objective Tracker art. Minimize settings are now on a new top level quest tracker header. New animations on headers and objectives. Icons for in progress quests have been updated. Objective Tracker text size can be adjusted with Edit Mode. Developer’s note: This will only apply for headers and most text lines in the tracker. Added new 3D quest bangs and icons: Meta quests Repeatable quests Campaign trivial quests Flight map icons have been updated. Flightmaster icon and bang has been updated.
    • By Staff
      Warbands are pretty great and solve a lot of issues players have had in previous expansions, but "just" making most things account-wide and offering a separate bank, among other things, wasn't enough! 
      As MrGM found out, there's a new set of achievements aimed at helping players with alts, as each character you get to level 80 (the new maximum in the expansion) will give you a 5% experience boost for the next characters you level. The  Warband Mentors: The War Within set of achievements even stacks up to 5 times, so each subsequent character you get to 80 will increase the buff, all the way to 25%! The buff is Warband-wide, so any character you level after that will get the buff.

      Making it easier to level alts is always a welcome change, and this is really making us love Warbands even more! 
    • By Staff
      Here's another nice addition to the game coming in the new expansion, with some really interesting mole mounts being added! Keyboardturn found all their variations and their mount special animations as well, so let's take a look. 
      And here's the mount special:

      Unfortunately ground mounts are getting very out-classed with the Dynamic Riding feature, but we're still hoping for that rumored dynamic ground mounts feature! Perhaps these could dig down and move below ground?
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