This is a Campaign Quest? yes?
A quest that's supposed to move the story along? yes?
Then why are there 50 people trying to kill one thing that spawns every ten minutes. 40 minutes to get 10 acrane dust. FFS.
And here ladies and gentlemen, we have the reason people don't bother with the story - the story isn't fit to play.
Quest
Arcane Wasteland
A World of Warcraft quest in Isle of Dorn. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
You do need to do the opening quests in the fallen Dalaran zone to see the quest mobs. Spent a good 10 minutes wandering around until I realised.
Apart from the mobs dropping this, there are crystalls like mining ores. Took me a while to see them, but they work for this quest too
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(83499))
What to do
Description
Kirin Tor survivors have been hesitant to return to this area. A great deal of energy was dispelled before and after Dalaran's crash. An invisible yet tangible miasma lingers in the area for those who are sensitive to it. It is unclear if the site is hazardous or if other more corporeal dangers still lurk here. I can protect us, but I expended all my reagents at the Proscenium. Will you aid me in procuring more?
Where to go
Pins are the quest’s own POI points from the current retail client, projected onto the in-game zone map. The game marks one blob as the quest’s turn-in; the rest are objective areas. Points that fall outside a map’s window are dropped rather than guessed at.
Turn-inTurn-inObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaIn-game waypoint: /way #2248 29.6 58.2
Coordinates
- Turn-inIsle of Dorn 29.6, 58.2
/way #2248 29.6 58.2 - Objective area (centre of the marked area)Isle of Dorn 30.8, 53.7
/way #2248 30.8 53.7 - Objective areaIsle of Dorn 28.8, 51.9
/way #2248 28.8 51.9
Map coordinates of the pins above. An area the client draws as a shape is given by the centre of its points.
Nearby on the Isle of Dorn map
- A Helping Hand about 30 yards
- Secure the Beach about 160 yards
- Urgent Recovery about 180 yards
- Slay the Saboteurs about 180 yards
- Erratic Artifacts about 180 yards
- Isle of Dorn about 180 yards
- Dhar Oztan about 180 yards
- Violent Impact about 190 yards
- Strays about 210 yards
- Shattered Spires about 210 yards
Quests whose map markers the client places closest to this one on Isle of Dorn, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on Isle of Dorn:
- Freywold Village, Isle of Dorn
- Dornogal, Isle of Dorn
- Rambleshire, Isle of Dorn
From the turn-in, the objective areas lie:
- Objective area
- Objective area
- Objective area
Straight-line distances in yards between the quest’s own map markers (QuestPOI) and the client’s flight-point positions (TaxiNodes); flight paths and terrain are not modelled.
Community notes from Wowhead · 17 comments
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Valorstonesx 10
Reward details
Currency: Valorstones x 10
Earned from completing quests, raids, dungeons, battlegrounds, arena matches, radiant echoes, and other activities at max level. Used to upgrade max-level gear.
Item facts are the current retail client’s (ItemSparse); the specialisations for a pick-one item are the ones the Blizzard quest API lists; faction and currency text is the client’s own. Lowest listed price = the US commodity auction house now.
Storyline
Arcane Desolation
Part 3 of 11.
Previous: The Hardest Part · Next: Lessons in Defensive Magic
- 1Survivor's Guilt
- 2The Hardest Part
- 3Arcane Wasteland
- 4Lessons in Defensive Magic
- 5Feeling Blue
- 6Magic-stealing Kobolds
- 7Trinkets, Curios and Other Powerful Objects
- 8Mysterious Necklace
- 9Maybe You Shouldn't Touch That
- 10Trapped Between Life and Death
- 11Somehow We Survived
Storyline order is the client’s own QuestLine data from the current retail build.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- The Hardest Part
<Aethas sighs heavily, his voice tinged with sorrow.> Dalaran... once a symbol of unity and arcane mastery, now reduced to rubble and ash. Again. So much loss and so much pain. Friends and comrades gone in an instant, their voices silenced by Xal'atath.
After this quest
Taken from the storyline's own step order.
- Lessons in Defensive Magic
The spell for the barrier is ready, but I must channel it and define its perimeter. While I channel the spell, take these wards and place them at the edges of our would-be barrier. We will empower the spell when you are finished.
The storyline at a glance
Arcane Desolation has 11 steps, from Survivor's Guilt to Somehow We Survived.
Maps its steps are placed on (steps per map): Isle of Dorn (11).
Steps of this storyline count toward:
Other storylines on the Isle of Dorn map
- Mourning Rise
- Ties That Bind
- Merrix and Steelvein
- Khaz Algar Emissary
- Earthen Fissures
- Brotherhood in the Skolzgal Wood
Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.