Skip to content

Quest

The Might of Khaz Algar

A World of Warcraft quest in Hallowfall. Facts and objectives from the current retail game data.

Advertisement
Top Comments

The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

1
Soulsinger+5via Wowhead (opens the original comment in a new tab)

A warning that, as a Priest, there are two spectacular ways to screw yourself during this quest:

1. Somebody got the bright idea that Penance wouldn't work at full potential unless you cast Power Word: Radiance first. When you cast it in rotation on this battlefield, every NPC will suck up the atonement....starting with the ones furthest away from you. You're going to draw aggro from everything within about 60 yards depending on density in the AO and never not be focused down by something. Exfiltration from the area was, uh, "challenging".

2. If you're soloing, you're Voidweaver because you enjoy keeping most of your blood on the inside. You're going to pre-charge Penance with PW: Radiance, Purge the Wicked and then fire Entropic Rift immediately followed by Penance to spread the DOT to your target's friends and then use Void Blast to chip it to death. Unfortunately, once your target is dead Entropic Rift tends to, uh, "wander". And it's got the bad habit of wandering not to the nearest available hostile but to the next random group. Usually a long, long, LONG way off. I've watched horrified while this thing skipped two nearby clumps of Chitin Ravagers and make a beeline for a Nerubian Crypt Lord about 100 yards away.

So stay alert and know that the parts of our kit we usually depend on will react with the crowd density in ways that can get us killed.

That is every comment on this page.

Quest facts

LevelLevel 80
Quest ID78942

Check whether you have already completed this quest in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(78942))

What to do

StorylineA Light in the Dark, step 2 of 6
Rewards61g 96s, 14,700 XP

Description

The Harbinger thinks she can catch us off guard, but she's a fool if she expects to win this fight. The Algari Offensive stands at your back, {name}. Spare no enemy.

Advertisement

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.

Hallowfall Quest turn-in 13 mapped points
Hallowfall map showing where to go for The Might of Khaz AlgarTurn-inObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective areaObjective area

In-game waypoint: /way #2215 64.6 61.8

Coordinates

  • Turn-inHallowfall 64.6, 61.8/way #2215 64.6 61.8
  • Objective areaHallowfall 63.9, 68.1/way #2215 63.9 68.1
  • Objective areaHallowfall 71.8, 61.1/way #2215 71.8 61.1
  • Objective area (centre of the marked area)Hallowfall 67.4, 64.5/way #2215 67.4 64.5
  • Objective areaHallowfall 71.6, 59.2/way #2215 71.6 59.2

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 Hallowfall map

Quests whose map markers the client places closest to this one on Hallowfall, nearest first. Distances are straight lines between the markers.

Getting there

Flight points closest to the quest’s turn-in marker on Hallowfall:

  • The Aegis Wall, HallowfallAlliance and Horde · about 630 yards north-east
  • Lightspark, HallowfallAlliance and Horde · about 970 yards west
  • Dunelle's Kindness, HallowfallAlliance and Horde · about 980 yards north

From the turn-in, the objective areas lie:

  • Objective areaabout 360 yards south
  • Objective areaabout 600 yards east
  • Objective areaabout 280 yards south-east

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.

Related
Money61 gold96 silver
Experience14,700 XP

Storyline

A Light in the Dark

Part 2 of 6.

Previous: A Tide Needing Turned · Next: Steel and Flames

  1. 1A Tide Needing Turned
  2. 2The Might of Khaz Algar
  3. 3Steel and Flames
  4. 4Cutting Off the Legs
  5. 5A Light in the Dark
  6. 6Return to Dornogal

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.

  • A Tide Needing TurnedHallowfall · Level 80

    Xal'atath's army has been capable of striking at us for a while now. So what caused her to choose this moment? Something is wrong here. She waited for us to build an army in response, and then attacks openly. We're playing into her hands. Report to the Arathi general.

After this quest

Taken from the storyline's own step order.

  • Steel and FlamesHallowfall · Level 80

    Our forces may be able to hold their own, but seeing you in the fray may help their spirits. Take this warhorn. Let it ring out and fill our foes with terror. Once you're done rallying our troops, make your way to your commanders.

The storyline at a glance

A Light in the Dark has 6 steps, from A Tide Needing Turned to Return to Dornogal.

Maps its steps are placed on (steps per map): Hallowfall (5), Dornogal (1).

Steps of this storyline count toward:

Other storylines on the Hallowfall map

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.