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Update 11 October 2026

11 October: Howling Fjord, Grizzly Hills, Zul’Drak, professions and city guards

Fixes for October 11, 2026

All changes listed below were installed today. Some of them have not been verified in game yet: those items are marked separately, and a deployed improvement does not mean that a report has been fully verified. Items that update the post of October 10 are noted as such.

General changes

  • Calls for help: In the open world, only the neighbors of a creature that engaged in combat on its own come to help; the creatures that were called no longer call anyone else. Previously the call spread through the whole hall, and a single creature noticing you was enough to bring everyone. Dungeons and raids behave as before, and strong (elite) open-world creatures still call each other. Still being checked.
  • Panic lines: When a wounded creature runs off for help, the panic line is now spoken once instead of twice: duplicate lines were removed from several hundred creatures across the world, and for a number of creatures fleeing no longer restarts over and over within one fight. Separate fixes: the Borean Tundra magnataur (a battle cry instead of a panic line when entering combat), Fenrick Barlowe’s patrol (one line per stop) and the Riverpaw gnolls. Still being checked.
  • Server-only objects: Red crystals with an English label and other service objects that are meant to be invisible are no longer visible to players: in Zul’Drak and in nine other places around the world. In Grizzly Hills, invisible service creatures that stood with a visible model have been made invisible again.
  • Foreign text in quest descriptions: Several quests had a foreign string with Asian characters in their description; the description is now empty, as it should be, and the same strings were removed from a few more quests. If the old text stays, delete the cache folder in the game folder.
  • Crafting quests: Crafting with a higher rank of a recipe now counts where a quest expects the lower rank (when the higher recipe is already learned and the lower one has disappeared from the profession window). The rule is general for all professions.
  • Capital city guards: Guard dialogue options that are supposed to place a marker on the map now work. In Orgrimmar, markers are placed for all class trainers and profession trainers; in Thunder Bluff and Ironforge the entire main guard window now works; some options were fixed in Stormwind, Darnassus, Northrend Dalaran and with the guards of smaller settlements (Goldshire, Karanos, Dolanaar and others). Every point was checked: the right trainer, teacher or service really stands next to it. Duplicate options were removed from the Thunder Bluff and Ironforge guard windows, and overly long point names no longer cause problems. The Dalaran guides on the Broken Isles do not work yet: that city needs its own points, which is separate work.
  • Legion raid quests: First Arcanist Thalyssra offers only the version of “Nighthold: Shal’dorei Talisman” that matches the current raid difficulty instead of all three at once. Everyone with the quest now gets the required item for every Elisande kill on their difficulty. In Antorus, the items for Grand Artificer Romuul’s quests drop from Aggramar and from Soul-Seeker Imonar for every kill, and only on the difficulty the quest was taken for.

Professions

  • Jewelcrafting: The ring for “Halls of Valor: Celestial Gem” now lies in Odyn’s chest on every dungeon difficulty, not only on normal. An unfinished quest that Jabrul in Dalaran handed out by mistake was removed together with its follow-up. The steps of the line (“Making the Cut”, “Finishing Touches”, “Eyes of Nashal”, Jabrul’s letter) now open in order. While “Familiar Ring” is active, Timothy Jones speaks his line only to the player who has the quest, no more often than once every few minutes, and addresses them by name.
  • Prospecting: The mass-prospecting sketches for Leystone Ore and Felslate now drop from ordinary prospecting of their ore (about six in a hundred per prospect) while the recipe is not learned and you do not carry the sketch. One mass prospecting equals four ordinary ones. The number of gems from prospecting Broken Isles and Argus ores is being reconsidered based on your feedback. Still being checked.
  • Milling herbs: For all six herbs that have a mass-milling quest, the item that starts the quest drops with the same chance, about six in a hundred per milling (eighty to ninety herbs on average). Previously the chance for Felwort was the lowest, about two in a hundred. Still being checked.
  • Blacksmithing: Kruda Thunderhand in “Weigh Anchor!” has been put down on the ground (she was hanging in the air above the pier), so turning the quest in opens. In “Chicken Scratch”, Timofey Oshenko now has a dialogue option: he walks to the machine and hands over the printout; the option is visible while the quest is active and you do not have the printout yet. Muirn Ironhorn’s second-rank recipe quests no longer all appear at once: each opens after you have crafted that item at least once with the first-rank recipe. Muirn’s line about hammer strikes is spoken only in “The Art of Demonic Steel”. Tala Steeltotem speaks her lines rarely, once every few minutes, instead of every few seconds. “Entrance Exam” counts crafting with a higher recipe rank too. In “Not Only Weapons and Armor” and a few other quests of the chain that ask you to forge from provided materials, finished ingots and nails are still handed out at once: the forge stage (furnace, anvil, quenching tub) is not built yet. Still being checked.

Quests and events: Howling Fjord

  • Winterskorn raiders and Skorn residents: The proto-drake and flying pose were set on all raiders, but only two of them fly on routes over Skorn. The others now stand and walk on the ground with weapons in hand. Pairs of warriors facing each other now hold training duels (weapon strike, kick, shield strike and block, spin) without damage; if you attack one of a pair, a normal fight starts and the survivors go back to training afterwards. Training lines are addressed to the partner and the gendered form is filled in correctly; lone and patrolling residents no longer shout such lines into the void.
  • Towers of Certain Doom: The spell at the end of the event now affects only the Winterskorn spellcasters on the tower, not everyone around, the player included; the same was fixed for the Alliance event. The event itself was restored for the Horde: after the signal rocket, smoke rises above the tower, two wind riders fly in and throw torches onto it, the spellcasters die, and fire and smoke briefly appear on the tower. The rocket can be used only near one of the four towers.
  • Green Eggs and Whelps: A plagued proto-drake whelp hatches only from an egg that Tillinghast’s canister was used on. An egg broken in combat gives an ordinary whelp; the body of a broken egg disappears faster.
  • Apply Heat and Stir: Mixing was restored. Most of the time the mixture fails and you get an empty vial back; roughly one time in ten you get the even mixture that the quest needs. A failure comes in three kinds: the mixture is spoiled, it explodes, or it spills and comes alive as plague ooze (previously friendly, now it attacks). After a failure you refill the vial at the cauldron.
  • Baleheim Must Burn!: The objective is credited if you use Gort’s torch about twenty paces from a structure: the dwelling, the watchtower, the barracks and the bridge all work. There will be no visible flames on the structures; go by the message about the objective being credited.
  • Vrykul corpses: Vrykul corpses in Lydell’s camp now lie on the ground, do not attack and cannot be attacked. An extra service creature with a label above Lydell was removed.
  • Adding Injury to Insult: Bjorn hovers above the village at the proper height and chases the player through the air noticeably faster; during the chase he is not tied to his spot and reaches the ambush. In response to the insult he shouts a line and charges at whoever insulted him; once he catches up, he dismounts and fights on the ground. Lydell and the assassins in the ambush join the fight together. Victory is also credited by a backup method.
  • The Frost Wyrm and its Master: After the horn sounds, Glacion appears in the sky to the side of the platform, flies in smoothly and lands on it. He cannot be attacked while approaching; once on the platform, he attacks the nearest player and fights on the ground. The spawn point was moved out of the rock to the open side. Without combat, the wyrm disappears after about a minute and a half. The wyrm that constantly circles above the summit is unchanged. Still being checked.
  • The Slumbering King: Three necrolords and the sleeping king Ymiron are back in the hall. Queen Angerboda and the necrolords hold beams on Ymiron; noticing a player, the queen takes the necrolords’ souls and joins the fight. After her death the Lich King appears, speaks a line and takes Ymiron away. The quest is still credited for defeating the queen.
  • Field Test: The credit for an infected vrykul is given once, right when the sprayer hits it, not on every aura tick (which made the counter rise while you were simply standing nearby). The sprayer cannot be used again on an already infected target; the infected creature attacks everyone around.
  • Steel Gate: gargoyles and workers: The gargoyles over the dig site were lifted into the air and now circle there instead of standing on the rocks. They are visible only to those who have the Alliance quest to patrol the Steel Gate in a flying machine; without it they cannot be seen over the dig site, and that is not a bug. The diggers now dig, three workers were moved back to their places, and fourteen missing workers were added.
  • The Cleansing: The temple now works: Cleansing of the Soul is applied to you, a few seconds later your inner turmoil appears nearby, and defeating it gives credit. The temple works while the quest is active and not completed; after a failed attempt you can retry in about a minute. The second slab and pillar of light were removed. The meditation pose is not shown yet.
  • Rotting Ghoul (Utgarde Catacombs): Ghouls no longer end up on the upper level: wandering was turned off for those in the far part of the lower hall, they walk to the player and back along their own floor, and they respawn quickly. While chasing, ghouls may cut corners near a column or the edge of a staircase. Several grubs were fixed the same way.
  • The Shining Light: The light keeps working on the way back after you pick up the artifact and is removed when you turn the quest in to Ares; if the light has disappeared, talk to Ares again. A ghoul hit by a flash stops attacking and soon crumbles, then rises again; the line about the light is spoken rarely and no more than once.
  • The Echo of Ymiron: Under the effect of the incense you are only in the spirit world: ordinary vrykul of the village cannot see you and do not attack. The same is fixed for the second quest of the pair in Nifflevar. The Lich King now responds to any player who comes to him in the spirit world, from a greater distance and even if he has already been attacked. The conversation of the ancient vrykul in the house can be started by either husband or wife, and credit comes in two independent ways.
  • Stunning Defeat at the Ring: There are now ten prisoners in the cages (five in each), they attack no one and cannot be attacked; the extra ones on the arena sand were removed. The four overseers are flying again on their own routes. Opponents come out of Daegarn’s gate one at a time and run across the arena; Oluf the Violent comes last, and the chest with the cipher appears after him (the cipher is now always inside). If a fight was interrupted, cancel the quest and take it again.
  • Drop It then Rock It!: The Alliance banner stays where you place it and does not run after its owner. Placing the banner does not credit the quest at once: three Winterskorn defenders come out one by one, and if the banner stands a little over a minute, the quest is credited and the banner disappears. If the banner is destroyed earlier, you can try again after about a minute.
  • It Goes to 11...: The harpoon now flies where you aimed it, not along the direction the barrel first pointed. Defenders shot down with the spear are no longer counted twice, so you will have to shoot down more of them. Control of the harpoon cannon was restored: a panel appears behind it with “Fire Harpoon” (at the buildings of Dragonflayer village) and “Fire Spear” (at the defenders), a second cannon was placed, and the defenders fly in on proto-drakes by themselves. Part of the event was rebuilt from the descriptions of the abilities and may differ in small details. Still being checked.
  • One Size Does Not Fit All: The cannonball at Westguard now always contains the quest item (it could occasionally be empty before). There are nineteen cannonballs in total, they lie east of the gunner, most of them noticeably farther than the slopes by the keep. Still being checked.
  • Warning: Some Assembly Required: Control of the assembled abomination now passes to you: the panel has two abilities, a plagued blood burst and a thunder strike. The burst hits only plagued vrykul nearby, and each one is credited. Dismiss your pet before assembling. Still being checked.
  • In Worg’s Clothing: The disguise stays in your bags after you turn this quest in and is needed until “Alpha Worg” is handed in. The dialogue option for a new disguise at the Sage Mistwalker is visible while you do not have one (same for the Alliance trainer). Still being checked.
  • The Explorers’ League Outpost: McGoyver has his ordinary conversation back: the “Send me there, McGoyver!” option is visible while the quest is complete but not handed in, and after turning it in; he takes you by flying machine to Stanwad. He no longer wanders around but works by his machine. Still being checked.

Quests and events: Grizzly Hills

  • Filling the Cages: Budd’s quest was restored: after the dialogue option, Budd the companion appears next to you, with one ability on his panel: tag a troll. Bring Budd to a Drakkari troll, press the ability, and the troll is stunned; while it is stunned, use the headhunter’s cage. The cage does not work on a healthy, unstunned troll. Backup paths were added in case something does not trigger. If you have a pet, it is dismissed when Budd appears.
  • Out of Body Experience: The conversation in the area by the altar now starts even when the quest is complete but not handed in, and Arugal’s Shade no longer shuffles in place: it hovers and turns smoothly. The Shade turning clockwise is intended. Still being checked.
  • Subject to Interpretation: All infusions of Drakuru’s chain drop as ordinary loot from the same creatures, regardless of the state of the quests. Drakuru’s elixir works only at the brazier or altar of its own quest and spends only its own infusion. Drakuru’s image at Drak’Tharon received the same invisibility and green glow as the others. Still being checked.
  • The Thane of Voldrune: The chained dragon has a conversation with an option to free and mount it: the Fire Breather mount appears and you are put in the saddle at once. The panel has three abilities: fire breath, wing buffet and fiery rage; they affect only Thane Torvald Eriksson. Wing buffet no longer hurts the rider. Thane Torvald Eriksson does not wander or leave his place, and the chains at the pillars are visible. Still being checked.
  • Ursoc, the Bear God: Ursoc’s melee reach was fixed to match the size of his model, so he can be hit while standing at its edge. Tur Ragepaw in owlbeast form transforms, runs to the den and hits Ursoc with spells from a distance; in tree form he heals wounded players; in bear form he taunts Ursoc on a timer. After the fight Tur returns to his place; if a summoned Ursoc is left without a fight, he disappears after two minutes, and Tur returns to his place after him. Still being checked.
  • Anatoly Will Talk: Tatjana now sits on her horse, the extra Tatjanas were removed; the dart hits her, she falls asleep, the horse calms down and carries you at a run to the camp, where the quest is credited. If you dismounted or died on the way, the horse soon returns to its former spot with Tatjana. Anatoly’s conversation after the delivery is not restored yet. Still being checked.
  • An Intriguing Plan: The first blueprint piece from the Iron Rune-Smiths was tied to a quest of the other faction and never dropped; the tie was removed, and all three pieces drop equally for both factions and noticeably more often (about three times in four). The area marker on the map does not appear yet, and we are looking for the cause. Still being checked.
  • It Takes Guts....: Only three canopic jars stood in the Drakil’jin Ruins instead of fifteen; the missing twelve were added, and each now contains the quest item.
  • See You on the Other Side: After you strike the gong with the hammer, the spirit of warlord Jin’arrak appears at the gong for half a minute, speaks to you and casts his wrath on you; ten to twenty seconds later credit comes and you find yourself on the other side. You must stay near the gong. Gan’jo can no longer be attacked, and he can be seen only on the other side. The charged hammer stays with you until Gan’jo’s next task; if you do not have it, Drak’aguul gives a new one. Still being checked.
  • Chill Out, Mon: Two ancient Drakkari who walk a patrol route used to leave spirit motes behind by themselves without any snow; this was fixed. Now Snow of Eternal Slumber calms the spirit, it runs to the nearest mummy and lies down, and a mote appears in its place for you to pick up. Missing mummies and the glow of the spirits were restored. Collect the motes in the world of the living. Still being checked.
  • Zone: Thor Modan: The iron rune-grinders and rune-ravagers in the courtyard are busy at work, the ravagers patrol the courtyard along their routes, and one grinder that stood below the floor was lifted to its place. Giants of Grizzly Hills on the cliffs above the courtyard hurl boulders into the courtyard, and one of them throws trees; this is just a show and hurts no one. Still being checked.
  • Rallying the Troops: Permanent placements of drill machines and iron rune avengers in the clearing were removed. The event was restored: when you use the earth shard on a Grizzly Hills giant, the giant is credited, a Thor Modan drill machine rises from the ground for a few seconds, followed by an iron rune avenger that attacks the nearest player. Giants and rune giants in the clearing engage each other. Still being checked.

Quests and events: Zul’Drak

  • Flying gargoyle and ghoul in a cage: The motionless Flying Fiends on the Voltar platforms, including the two beside Overlord Drakuru, now stand in stone form as they should; the Flying Fiends circling around the level are unchanged.
  • The Key of Warlord Zol’Maz: The red crystal at the fortress gate is no longer visible: the ritual is performed at the gate as before, but an invisible service object now stands there.
  • Disclosure: The teleporter on Drakuru’s level takes the player directly to the Moldy Coffin where the quest event begins, not to the lower platform of the upper chambers.
  • Betrayal: The event at the top of Voltar was restored: Overlord Drakuru’s dialogue option takes you up, he gives a speech, summons four Infected Trolls and tears off your disguise, after which he becomes hostile. The Scepter of Domination subdues a troll: it gets a panel with three abilities. When Drakuru has little health left, the Lich King appears, deals with him and leaves; the skull and the “Drakuru’s Last Wish” remain on the platform, and you can leave the summit through it. Safeguards were added in case the event does not finish. It is a large event, and it has not been verified in game yet.

Quests and events: Sholazar Basin

  • The Scouting Flight (update to the post of October 10): Vic now sits in the pilot’s seat, and you take the second seat with the controls and an ability panel: rockets on the first button, landing on the second. Frosthowl screechers attack the flying machine over the glacier, and you can shoot them down with rockets. After the engine explodes, you must fly the burning flying machine back to the lakeside camp yourself, and land it with the second button at Vic’s landing pad. Leaving the flying machine before landing fails the quest. If the flying machine is not landed within a minute and a half, it returns by itself and the quest is credited. Still being checked.
  • The Mosswalker Savior: The “check the pulse” option and both outcomes are in place; the mosswalker roars in pain when the window opens. If the window does not open, check the reputation list for the “At War” mark with the Oracles: conversation may not start with those you are at war with.
  • Frenzyheart Champion: Choosing a side no longer lowers the reputation of the chosen tribe if it is already above Respected: the value only goes up; the other tribe still goes to Hated. The “At War” mark is now removed automatically from the chosen tribe; in the reputation list it may update only after you log in again. Still being checked.
  • A Hero’s Burden: The event with Artruis the Heartless was rebuilt. When the fight starts, Artruis drives away the companion from earlier quests. Before the fight, Jalut and Zepik are bound in ice; when Artruis has less than a third of his health left, he shields himself, and both prisoners are freed and attack. Defeat one of them: the other will turn to your side and the shield will drop. After the victory the phylactery appears (turn the quest in there), and the surviving prisoner stays for a couple of minutes ready to talk: this is where you choose your side. Artruis’s spells are now less frequent. Safeguards were added in case part of the event does not trigger.

Quests and events: Dragonblight and Eastern Kingdoms

  • The Chain Gun And You: The rescued soldier thanks you exactly once and disappears a few seconds later regardless of combat, and the ghouls’ call for help against him breaks off at once (previously the credit was counted hundreds of times in two minutes). After the rescue, the ghouls go back to their places; while they run back, a shot at them is not credited. In addition, calls for help in the open world are now limited (see “General changes”), so in the crypt the whole hall no longer comes at you.
  • Stranglethorn Vale and Booty Bay (bugs found up to level 20): “Stranglethorn Fever”: the gorillas no longer attack Witch Doctor Unbagwa, and Mokk comes; one more fang is needed, and the witch doctor’s quest can be taken again. “High Priestess Jeklik”: the quest can be taken from Maywiki, who got a dialogue option that takes you to the foot of the ramp in Zul’Gurub; the overly high level of the priestess and High Priest Venoxis was fixed. Extra Mok’rash the Cleaver, “Shaky” Phillipe and Gim’hila’s diver ogre were removed. “A Dish Best Served Huge”: the lifeboat lies by the shore about a hundred paces southwest of the marker. “Janitorial Duties”: clicking a mop gives a cleaning effect, stains appear on the deck and are wiped away when you walk up to them; the quest is credited shortly before the effect ends if you stayed on the ship. “The End of the Bloodsail!”: Kebok has an option that takes you to the deck of Fleet Master Firallon’s ship (a temporary replacement for the wind-rider flight); there are now twenty-five Brashtide crewmen on the shore of the bay. Still being checked.

Other quests

  • Mastery of the Tides: Credit for the calm wave spirit that appears now comes from any distance at which the Sphere of Elune can be used, not only near the remains. Still being checked.

This post on the forum: https://azeron.org/forum/fixes/11-oktiabria-revushhii-fyord-sedye-xolmy-zuldrak-professii-gdzgw