World Of Warcraft: The Burning Crusade (Le Croisade Ardente )
From Gamesavor
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Les années se sont écoulées depuis la défaite de la Légion ardente au mont Hyjal. Les peuples d'Azeroth poursuivent la reconstruction de leurs royaumes ravagés. Emplis d'une vigueur nouvelle, les héros de la Horde et de l'Alliance explorent de nouvelles terres, franchissant la Porte des ténèbres pour découvrir des royaumes situés au-delà du monde connu. Rencontreront-ils des amis ou des ennemis? Quels périls et quelles récompenses les attendent au-delà de la Porte des ténèbres? Que feront-ils lorsqu'ils découvriront que les démons qu'ils croyaient vaincus sont de retour, prêts à reprendre leur terrible Croisade ardente? |
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| Nouveaux sorts et talents pour chaque classe Top | ||
Cliquez sur l’une des images ci-dessous pour découvrir les changements qu’apportera l'extension aux arbres de talents, ainsi que les nouveaux sorts et techniques disponibles après le niveau 60. |
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| Deux nouvelles races jouables: les elfes de sang & les draeneï Top | ||||||||||||||||
| Les Draeneï | Les elfes de sang | |||||||||||||||
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| Des montures volantes, en Outreterre Top | |
L’introduction d’un nouveau type de monture sera l’une des nouveautés les plus palpitantes de World of Warcraft: The Burning Crusade. Elles offriront aux joueurs de nouvelles perspectives et une liberté sans précédent pour explorer l’Outreterre. Après avoir atteint le niveau 70, les personnages pourront obtenir une monture volante. L’Outreterre abrite une faune extrêmement variée et exotique, et les habitants de ce monde en ont profité pour dresser de nombreuses créatures volantes. |
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| De nombreuses nouvelles zones et nouveaux monstres, quêtes, et objets Top | ||
le Burning Crusade proposera un tout nouvel univers de jeu ainsi que de nombreux donjons. Une multitude d'étranges, merveilleuses ou terrifiantes créatures vivent dans ces terres sauvages. Ces pages décrivent une infime partie des nombreux monstres et merveilles qui composent le bestiaire de The Burning Crusade. Des voleurs spectraux aux féroces demi-dieux des ogres, des créatures de cauchemar d'un lointain passé aux bêtes les plus fabuleuses qu'il ait été donné de voir, toutes pourront être croisées en Outreterre ou dans les recoins encore inexplorés d'Azeroth. |
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| Un nouveau métier :Joaillier Top | |
Les joailliers apprennent l’art de créer de beaux bijoux ou autres babioles à partir de métaux et de rares pierres précieuses. En traitant le minerai brut des divers dépôts et veines de métal, les joailliers peuvent extraire des gemmes utiles pour leur métier tout en récupérant du minerai. Les joailliers se reposent grandement sur leurs compétences de prospection pour récupérer un grand nombre de ces pierres. |
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| Tier 4 Top | ||||||||||||||||||||||||||||||||||||||||
A “acheté”des fournisseurs d'Aldor et de Scryer dans la ville de Shattrath, en échange des baisses génériques d'équipement. Les endroits de baisse pour certains ces marques sont actuellement inconnues |
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| Des objets sertissables Top | |
À haut niveau, les objets sertissables et principalement les gemmes taillées deviennent une part importante de la « trousse à outils » d’un bon aventurier. Les armes et les armures peuvent être toutes deux sertissables. Certains objets sertissables pourront être trouvés dans les donjons, mais l’extension fournira de nombreuses recettes qui permettront aux artisans du cuir, aux forgerons et aux tailleurs de créer des objets sertissables. Les objets sertissables pourront être de qualité inhabituelle (verte), rare (bleue) ou même épique (violette). |
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| Guide de l'île d'Azuremyst Top |
The Draenei are refugees from the shattered world of Outland. The Burning Crusade has wreaked devestation on the world and the Draenei took to flight through the Twisting Nether in search of Azeroth, the world in which the Alliance stood up against and subdued the efforts of the orcs under the influence of the Burning Legion. The starting area of the draenei is the mystic Azuremyst Isle, located in the Veiled Sea to the Southwest of Teldrassil. Shipwrecked, the Draenei are busy studying the region they have found themselves in and tending to the survivors of the crash. As an able-bodied survivor, you are expected to help in the relief efforts. The crash has had a devestating effect on the islands and their inhabitants. Wreckage, crystals, mutated animals are present in every direction. Your first quests involve healing survivors (using the racial ability Gift of the Naaru which is a healing spell that gains strength as you gain levels), killing giant mutated flowers and moths and gathering materials to heal survivors. All the quests are geared toward recovering from the crash. |
| Carte de l'Outland de Ten Ton Hammers Top |
| This map is provided for those who wish to have a downloadable / printable map of the Outlands, who want to see the entire map at a glance, or perhaps just prefer a non-flash version. |
| La zone d'Outland et les guides d'exemples Top |
Hellfire Peninsula (58-63) Top |
Exploring Hellfire Peninsula Hellfire Peninsula is home to several new (and old) factions vying to march into Azeroth and say hello. You have the gold ‘ol Burning Legion who currently has the Dark Portal under siege on the eastern side of the zone. In the middle you will find the Shattered Hand Clan happily defending the Hellfire Citadel. To the west many demons and other corrupted creatures lurk. There is a ton of variety in the enemies within Hellfire Peninsula. There are also friends. You will find a crashed Zeppalin and a group of Dwarves who are tasked with slaying some wildlife (but rather be drunk) while exploring the vastness. There is also a small Cenarion Hold encampment in the western part of the zone, researching ways to cleanse the land. The zone is massive in size, variety, and conflict. Everywhere you go there is something on fire or something evil ready to slay you. There is always something new to find out, such as enemies that burrow underground or enemies that are so large that it's near impossible for them to catch you while mounted.Fel Reavers come to mind. One chased me for ages but I eventually outran it. Had I stood still though and allowed it to catch me, well, let's just say the spirit effect is pretty cool. Speaking of Fel Reavers, there are a lot of things that can come out of nowhere and slay you. Burrowing enemies that travel underground can popup seemingly from nowhere and begin their attack while you are engaged in battle can cause you to flee. You could be fighting and find yourself in the roaming path of some massive creature seeking to eradicate you. You will get the sense of danger as you go out and battle which will cause you to be more alert. I was caught offguard once myself, but after that I never let it happen again. There are also several locations that can only be reached with a flying mount. The northeastern part of the zone is locked away until you can obtain a flying mount along with certain wings of the Hellfire Citadel. You'll have to return here eventually to complete everything this zone has to offer. That's a refreshing idea!
What zone isn't complete with out some passionate player vs. player combat? Hellfire Peninsula offers plenty of PvP opportunities for both PvP and PvE servers. There are three small outposts near the Hellfire Citadel that serve as world PvP objectives. These are located right next to each other and will contain the majority of the PvP. As for PvP servers, well you will be in for a ride. Very few locations are safe from PvP battle within any zone in Outland. There will be a high concentration of players in these zones as well, so expect the risk to be extremely high as you are out leveling up. Though, be warned that both factions have active patrols of elite soldiers. Any combat near an opposing faction's outpost will generally result in someone being jumped by mounted guards. |
Terokkar Forest (62-65) Top |
West of Hellfire Peninsula lies the mushroom-filled zone of Zangarmarsh. This humid marshland contains an assortment of bugs and monsters, making it the perfect place for an aspiring adventurer. It rains frequently and gigantic purple/blue mushrooms grow like trees over the entire zone (fungus is even used as a type of currency). The creatures range from giant elemental-type beings to bugs to naga. This strange land plays host to four different factions--Cenarion Expedition, Alliance, Horde, and the Sporeggar.West of Hellfire Peninsula lies the mushroom-filled zone of Zangarmarsh. This humid marshland contains an assortment of bugs and monsters, making it the perfect place for an aspiring adventurer. It rains frequently and gigantic purple/blue mushrooms grow like trees over the entire zone (fungus is even used as a type of currency). The creatures range from giant elemental-type beings to bugs to naga. This strange land plays host to four different factions--Cenarion Expedition, Alliance, Horde, and the Sporeggar.Just south of Cenarion Refuge is Umbrafen Lake, the first area I explored in order to complete quests. It is chock-full of Broken and Naga, with a few eels thrown in. The eels turned out to be formidable foes, but after a little bit, I got the hang of how to beat them--let my pet take all the damage (I'm so glad I have a good tanking pet). North of Cenarion Refuge is the driest place in the zone--the Dead Mire. This drying-up bog is a source of concern for the expedition and the people of Telredor, so quests to explore the mire (gathering samples mostly) are plentiful. Parched hydras, Bog Lords and Withered Giants circle the mire and cause never-ending amounts of frustration for the many hapless adventurers who venture to quest there. In the center of the marsh, there are two beacons. They are conquerable and provide a nice pvp-objective for the area (for when you get tired of fulfilling the many requests from npcs in this area). The faction which controls both towers also controls the central graveyard in the zone. The alliance draenei town of Telredor (built up among the mushroom tops) and the horde troll town of Zabra'jin flank the two beacons and it is there that the flightpaths are found (at least I assume--since I play alliance--that the horde flightpath is there. Telredor has a ton of quests to keep you busy throughout the zone. Just north of these towns (and the beacons) is the Coilfang Reservoir, also known as Serpent Lake. This is home to four (count 'em four) different instances: The Slave Pens, the Underbog, the Steamvault, and Serpentshrine Cavern. These instances are down, down at the very bottom of the lake and you must swim past many Mudfin Frenzies (level 63ish fish that like to bite you) to get to them. The western part of the area contains the city of Sporeggar--an unfriendly city to start out with, but you can gain reputation by killing certain creatures throughout Zangarmarsh. North of Sporregar is the ogre area of Ango'rosh Grounds, because a marsh just would not be complete without a few ogres in it. South of Sporeggar is a very pretty place that contains the zone's higher level mobs, called the Spawning Glen. This zone is a great area for any type of player. It has just about everything that you could want: instances, lots of quests, challenging mobs, mushrooms. I did find it odd that in a land of giant mushrooms, there was not a single mushroom vendor...my poor gorilla had to go hungry when I ran out of food. I also thought that the fen striders looked a bit like the monsters from the new version of War of the Worlds *enter spacey music here.This is just a brief preview of the many options available to you in Zangarmarsh. Stay tuned to our Burning Crusade coverage for even more exciting first looks! |
Nagrand (64-67) Top |
In the Outlands, south of Zangarmarsh and west of the Terrokar Forest, you will find the lush prarie of Nagrand. This elemental-filled zone is brimming with adventures for those capable of butting heads against level 64-67s. Let's take a quick tour of the places found in Nagrand, starting with the town of Telaar. Telaar is a draenei city ruled by the Kurenai faction. Be careful of killing the Boulderfist ogres in the the Burning Blade ruins; it lowers your reputation with that faction. This a good place to repair and vendor. There's even an anvil and forge for smelting and crafting uses. Also in the southern portion of Negrand is the Oshu'gun. According to a Consortium member at Aeris Landing (a Consortium encampment in Nagrand) Oshu'gun is the largest diamond in the universe. The Consortium was going to mine the diamond, but there has been a delay in their plans. At the moment, Oshu'gun is surrounded and inhabited by demons. Speaking of demons, there are two settlements of them on the western edge of this zone: Forge Camp Hate and Forge Camp Fear. It's obvious that they are up to no good there. The water that is flowing into these encampments is flowing out green. Northern Nagrand plays host to a group of grouchy Warmaul ogres at the Laughing Skull ruins and the Throne of Elements. The four elemental furies live in this waterfall-edged sanctuary at the edge of Skysong Lake. Nagrand is also temporary home to Azeroth's most ardent traveler--Hemet Nesingwary. He has set up a safari near the crash of a snake-inhabited plane. PvP is an integral part of this area. The blufftop town of Halaa is constantly being fought over. Control of Halaa gives your faction a buff that increases damage done by 5%. There's also a quartermaster who will exchange some nice gear for tokens looted during the battle for this area. There are four paths to leave Nagrand. Two are in the north and lead to Zangarmarsh. The Low Path in the southeast leads to Terrokar Forest and the High Path (located above Windyreed Village) leads to the Aldor Rise in Shattarath City. |
Blade's Edge Mountains (65-68) Top |
Blade's Edge Mountains is a unique yet dangerous zone located in the NW corner of the Outlands. This level 65+ area is home to some of the most stunning terrain in the game. The first glimpse of this terrain comes as you traverse either of the two caverns leading into the area from Zangarmarsh. Each of these tunnels is guided by dangerous creatures. The tunnel leading north from Oberor Harborage is full of spiders. If you can make it past these troublesome arachnids, you will be on the road that leads straight through the Living Grove and into the alliance night elf village of Sylvanaar. The other tunnel from Zangarmarsh ends in open jaws, as it is guarded by the Den Mother. This humongous wolf is surrounded by several of her offspring and loves to snap up unsuspecting travelers without hesitation. However, should you manage to squeeze past her, you will be on the road that leads straight to the horde settlement,Thunderlord Stronghold. Both of these towns contain a graveyard, a flightpath, questgivers and vendors to help make your adventures easier. The tunnel leading north from Oberor Harborage is full of spiders. If you can make it past these troublesome arachnids, you will be on the road that leads straight through the Living Grove and into the alliance night elf village of Sylvanaar. The other tunnel from Zangarmarsh ends in open jaws, as it is guarded by the Den Mother. This humongous wolf is surrounded by several of her offspring and loves to snap up unsuspecting travelers without hesitation. However, should you manage to squeeze past her, you will be on the road that leads straight to the horde settlement,Thunderlord Stronghold. Both of these towns contain a graveyard, a flightpath, questgivers and vendors to help make your adventures easier. The Wyrmskull Tunnel leads to Raven's Wood, home of the Grishna, the Boulder'mok ogres and the Blackwing Coven. Leeroy Jenkins and the Pals for Life crew would have a field day inside the Blackwing Coven. This cavern is full of level 67+ dragonkin, and (you guessed it) their eggs. Don't touch the eggs, they break! Dragons can also be found on the opposite side of the map. IN the southeast corner of Blade's Edge, you can find the Singing Ridge. This crystal-lined ridge borders Death's Door and is full of some of the prettiest blue dragons in the game. Don't let their appearance fool you, they are deadly. For the Alliance, the gnome settlement of Toshley's Station is available for refuge from these blue beauties. At Toshley's Station you can vendor, repair, watch flaming gnomes tinker with contraptions that do Blizzard-only-knows-what, pick up a few quests or hop a griffon elsewhere. The horde also have a settlement, Mok'Nathal Village, located in the Vekhaar Stand just east of Scalewing Shelf. There are two areas in the Blade's Edge Mountains that look to be only accessible by way of flying mount. These are the Vortex Pinnacle to the west and the Crystal Spine to the north. One can only imagine the dangers and adventures that these areas hold. Once you've had your fill of Blade's Edge, the road north from Razor Ridge will lead you past a Naaru encampment and a demon-filled forge camp to an engineered bridge that will allow you to enter the swirling-violet pestilence that is the Netherstorm. |
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