Seeking Wisdom
Sulfuras · quest entry 269
Duskwood — zone entry 10, named from this realm's area table.
- Quest level
- 29
- Required level
- 20
- Base experience value
- 590
- Money at the level cap
- 0g 3s 60c
- How it is completed
- stored id 2
This realm keeps one row per patch for some quests, and this is the patch 0 row — the newest it carries. This realm's own quest table holds 4,727 rows for 4,433 quests, counted from this realm — the difference is the patch rows.
Who starts it
| Name | What kind of thing |
|---|---|
| Sven Yorgen | creature |
One start, from this realm's own creature table.
In the realm's own chain
| Position | Quest |
|---|---|
| Previous | Proving Your Worth |
The chain is the realm's own: these are the previous and next entries this quest row stores.
Items this row names
| Role | Item | Count |
|---|---|---|
| Asked for | 1 |
Every item here is named by this realm's own item table, and each name is a link to that item's page.
The gossip a player reads first
Go to the city of Stormwind and speak with Bishop Farthing in the Cathedral of Light. Give him Jitters' journal and tell him you mean to face Morbent Fel.$B$BAlthough Stormwind has forsaken Darkshire, Farthing is a kind soul and very wise. He may help you on your quest to save us.$B$BYour mission is perilous, but hurry, $N. With each passing hour, the shadows of Duskwood grow ever darker.
Objectives
Give Jitters' Completed Journal to Bishop Farthing in Stormwind.
When the items are handed over
Rest, $gbrother:sister;. I can tell you have traveled far, and you bear a heavy burden. Can you tell me what casts that dark shadow over you?
What the quest-giver says at the end
<After reading the journal and hearing your intent...>$B$BAn evil taint has gained a foothold within the already beleaguered Duskwood. I thank the Light we have a hero such as you to face it.$B$BBut you must first prepare yourself for the coming trial...for the Necromancer Morbent Fel is immensely powerful, and has cast dark enchantments about himself to protect him from physical assaults. If you are to defeat him, you will need a weapon that is proof against these protections.
This is the text the realm stores, written as stored. A vanilla quest writes a line break as “$B” and refers to its item counts as “%d”; the rules that turn those into a sentence belong to the game client, so the page keeps the codes rather than guessing at the prose.
Every row above is this realm's own quest row, read from its quest_template table.
A value the realm did not record is left out or written as none rather than filled in with a plausible number.
The figures labelled “stored id” — how the quest is completed, its type, and a reward spell — are keys into game
data this realm was never sent, so they are printed as stored and carry no invented meaning. The experience
figure is the base value the row holds: the amount a player is actually given depends on the character's level,
and that rule belongs to the game client.