Three Kings of Flame
Sulfuras · quest entry 8961
Blackrock Mountain — zone entry 25, named from this realm's area table.
- Quest level
- 60
- Required level
- 58
- Base experience value
- 6,600
- Money at the level cap
- 3g 96s 0c
- How it is completed
- stored id 2
- Quest type
- stored id 62
This realm keeps one row per patch for some quests, and this is the patch 8 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 |
|---|---|
| Bodley | creature |
One start, from this realm's own creature table.
This quest row records no previous and no next quest, so it stands alone in the realm's data. A chain can also be carried by other rows pointing at this one.
Items this row names
| Role | Item | Count |
|---|---|---|
| Asked for | 1 | |
| Asked for | 1 | |
| Asked for | 1 | |
| 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
In order to summon Lord Valthalak we're first going to need to gather the other two-thirds of the amulet. To do that we need to get a brazier and some special coals to burn in it.$B$BThere are three nobles of fire, Lord Incedius in Blackrock Depths, Pyroguard Emberseer in Blackrock Spire and The Duke of Cynders in Silithus, with what we need. Collect from each a piece of their remains, and then return to me with a Hallowed Brazier, which can be purchased from the Argent Dawn if you are honored by them.
Objectives
Gather the Incendicite of Incendius, the Ember of Emberseer and the Cinder of Cynders, along with a Hallowed Brazier, and return them to Bodley inside Blackrock Mountain.
When the items are handed over
It was our folly... our doom that we took that last job. If only we hadn't inadvertently stolen Lord Valthalak's spirit, which was contained in the amulet; if only there weren't those in our mercenary group that had been so greedy and divided it up amongst themselves. I'd be alive today, maybe tossing back a beer, or tossing one of my kids into the air.$B$B$N, don't let the avarice of the ignoble in our old mercenary company be your doom as well.
What the quest-giver says at the end
I'm impressed, $C, but there's no time to lose. I will give you your next task, because you will still need to acquire a few more important components before we can proceed.$B$BSpeak to me again when you feel that you are ready for the challenge that lies ahead.
This is the text the realm stores, written as stored. A vanilla quest writes a line break as “$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.