Black Morass Attunement Guide (TBC)

The attunement process for The Black Morass is a quest chain that has you complete one run of Old Hillsbrad Foothills. So the best place to start is getting a group together to run Old Hillsbrad Foothills in the Caverns of Time.

  1. Pick up the quest To The Master’s Lair

    Once you enter the Caverns of Time, you need to talk to the Steward of Time. After talking to the Steward of Time, you will talk to Andormu.

  2. Turn in To The Master’s Lair and accept The Caverns of Time

    After you talk to Andormu, you can turn in To The Master’s Lair and then accept the quest The Caverns of Time. Carefully follow the NPC around until your quest finishes. If you get too far away you will have to restart and this quest takes a long time.

  3. Return to Andormu and turn in The Caverns of Time

    Once you turn in The Caverns of Time, Andormu will give you the quest Old Hillsbrad. At this point you want to get your group together and enter Old Hillbrad Foothills.

  4. Enter Old Hillsbrad Foothills and speak to Erozion

    Once you enter Old Hillsbrad Foothills, travel through the tunnel and then speak to Erozion at the end to turn in Old Hillsbrad.

  5. Erozion will give you the quest Taretha’s Diversion.

    After speaking to Erozion he will give you the quest Taretha’s Diversion. He will also give you a Pack of Incendiary Bombs which are needed to light buildings on fire.

  6. Use the dragon nearby to fly to the kee

    Talk to the dragon near Erozion to fly to the keep.

  7. Burn the buildings inside of the keep.

    Make your way to the lower level and set all 5 of the buildings on fire. Inside of each building, you will find a barrel you can place your Pack of Incendiary Bombs into.

  8. Enter the keep and talk to Thrall

    After burning all of the buildings proceed up the hill and enter the keep. Once inside, make your way down the staircase to the jail containing Thrall.

  9. Have everyone in your party pick up the quest.

    Once you talk to Thrall make sure everyone in your party has the quest before anyone begins it. Otherwise it will start and party members won’t receive credit.

  10. Accept Escape from Durnholde and follow Thrall to Tarren Mill.

    Once everyone has the quest, initiate the quest and escort Thrall to Tarren Mill. Keep him safe by killing enemies that spawn around him.

  11. Kill the final boss and watch the cutscene

    After you finish escorting Thrall the final boss will spawn. Once you kill him you will get to watch a cut scene to complete the quest.

  12. Return to the entrance

    After you have killed the final boss and completed your quest, return to Erozion at the entrance and turn the quest in. Next you will pick up Return to Andormu.

  13. Turn in Return to Andormu

    After talking to Erozion, exit Old Hillsbrad and talk to Andormu outside. Once you turn in Return to Andormu he will give you a new quest, The Black Morass. Once you have this quest in hand, you can run Black Morass!


Karazhan Attunement Guide

Kharazhan is the first raid in the Burning Crusade expansion of World of Warcraft. Karazhan can be found in the Deadwind Pass, which is located east of Duskwood. Kharazhan has 11 boss encounters inside of a haunted castle. Usually, guilds break the raid up into two parts, the front half and the back half.

The entire Kharazhan attunement process is one long quest chain. The catch will be that you have to do many dungeons along the way, which can make this process very time-consuming. Due to this, it will help to have a flying mount. If you do not have a flying mount, you will need a warlock to summon you into the Arcatraz.

Below we are going to walk through the entire process and if you follow this guide from beginning to end, you will be attuned with Karazhan before you know it!

Beginning Quests

First we will need to pick up two quests from Archmage Alturus and venture into the underground area right in front of Karazhan. These two quests are pretty quick and easy.

Restless activity

This quest will require you to obtain 10 Ghostly Essence by killing ghostly creatures. Ideally, you complete this quest while working on Arcane Disturbances.

Arcane Disturbances

The second quest you will need to start the Karazhan attunement quest chain is Arcane Disturbances.

You pick this quest up from Archmage Alturus. Who is located just outside of the front entrance of Karazhan. Again, you will want to pick up Restless activity from him at the same time.

Once you accept Arcane Disturbances., you will receive a Violet Scrying Crystal. After you get the  Violet Scrying Crystal follow the path away from the locked door of Karazhan. Take the first path off to the right and you will find 2 ruined buildings. Each of these buildings has stairs that lead down to an underground area.

Underground Well

If you enter the underground area on the left side of the path, you will need to continue down the ramp until you reach a big open room with a small pit inside. After that, head to your right through a hallway into a second big open room. The well will be inside of that room. Simply use the Violet Scrying Crystal near this underground well to complete your task here. After completing this object you can either exit and re-enter from the right side or wander around in the cave system until you find the underground pond.

Underground Water

If you enter the underground area from the right side, you need to continue through the underground area until you find a large open room. On your left, there will be a pool of underground water. Use your Violet Scrying Crysta while standing next to the pool to complete this final objective.

After that is complete, finish up Restless activity and then head back to Archmage Alturus to turn in both quests.

Contact from Dalaran

After turning in the previous two quests, Archmage Alturus will give you the quest Contact from Dalaran. This quest will require you to visit the Dalaran Crater in Alterac Mountains.

Once at the crater you will need to speak with Archmage Cedric. He will be standing next to a broken down house near Lordamere Lake.

Archmage Alturus

Once you talk with Archmage Cedric he will give you the quest Khadgar and send you on your way.


The final introductory quest is Khadgar, this quest just requires you to speak with Khadgar in Shattrath City. Khadgar will be standing in the center of the city right beside A’dal.


Once you speak to Khadgar he will give you the quest Entry Into Karazhan. This is a group quest which requires running the dungeon Shadow Labyrinth.

First Key Fragment

  1. The first thing you will have to do at this point is to get the Shadow Labyrinth Key from Sethekk Halls. This key comes from the chest after you kill the last boss. After killing Talon King Ikiss and looting the Shadow Labyrinth Key it will be time to run Shadow Labs.
  2. Proceed through Shadow Labs and kill Murmur at the end. Take note that this is a pretty difficult fight, so your party needs to be pretty solid.
  3. After you kill Murmur you will have to fight a Fragment Guardian. Give your party some time to rest and then click on the arcane container in the back of the room. This will trigger the Fragment Guardian to spawn.
  4. Once the guardian has been killed, grab the First Key Fragment and head back to Khadgar in Shattrath City.
  5. Khadgar will give you the quest The Second and Third Fragments and we are off to get the second key fragment.

Second Key Fragment

Once you have the The Second and Third Fragments quest, it will be time to head into Steam Vaults!

You don’t actually have to run the entire Steamvault dungeon to get the second key fragment. The arcane container is under water right next to the first boss. You will need a party to kill the Second Fragment Guardian but it isn’t too difficult.

Arcane Container

Third Key Fragment

The last key fragment is located inside of The Arcatraz dungeon. This is one of, if not, the hardest dungeon in the Burning Crusade. You will need a very good group to get through this dungeon.

To get in this dungeon, you will need a flying mount and the Key to the Arcatraz. If you do not have the key, someone else can open the door for you but you will have to make sure someone in your party has the key. Rogues can also pickpocket the door with level 350 pickpocketing.

Once you are inside of The Arcatraz, you will kill the first boss, Zereketh the Unbound, and then continue through the dungeon until you enter a large room full of voidwalkers called Negaton Warp-Master. Once inside that room you will see an Arcane Container on the north-east side of the room. Interacting with that container will spawn the Third Fragment Guardian. Once you kill him you will be able to loot the Third Key Fragment and complete the quest.

To complete the quest return to Khadgar in Shattrath.

The Master’s Key

Khadgar will give you the quest The Master’s Touch which requires you to run The Black Morass

You will have to be attuned for The Black Morass at this point. It’s very important to make sure everyone in your group is attuned or you could end up wasting a lot of time…

After entering The Black Morass you will complete the dungeon as normal by talking to Medivh and then fighting off waves of enemies. After you defeat Aeonus, the final boss, speak to Medivh again and he will complete your quest.

Medivh will give you the quest Return to Khadgar and you simply need to return to Khadgar and pick up your The Master’s Key. At this point you will be able to attuned for Karazhan!!



What is the first quest in the Karazhan questline?

The first quest to begin the Karazhan attunement questline is Contact from Dalaran.

Where do you get the first key fragment?

The first key fragment comes from the Shadow Labyrinth dungeon.

Does Karazhan require attunement?

Yes, Karazhan does require you to be attuned in TBC.

Who gives you the key to Karazhan

Khadgar in Shattrath City gives you the Key to Karazhan.

What is the key to Karazhan called?

The Master’s Key is the key used to open the gate to Karazhan


Burning Crusade Classic mount cost and level requirements

Mount prices and level requirements in TBC

Getting your first mount is one of the best feelings in the World of Warcraft! It is one of the most crucial parts of the leveling process and helps tremendously with getting around the world. With the launch of Burning Crusade Classic, that brings up a lot of questions about how much your mount will cost and what the level requirements will be to ride it. Today I wanted to spend some time answering all of your questions regarding mount prices, speeds and level requirements.

Slow Ground Mount

Your first mount can be bought at level 30 in Burning Crusade Classic. This was an interesting decision because previously this level requirement wasn’t lowered until the end of the Burning Crusade expansion.

Slow Mount

This Mount is typically called your “slow mount” because it only adds an extra 60% movement speed instead of the 100% that the “fast ground mount” adds. While it is the “slow mount” it will feel amazing when you are no longer walking!

The riding skill to use the slow mount will cost 35 gold (before any faction discounts) and require level 30. The mount itself will cost an additional 9 gold.

Slow Riding

Fast Ground Mount

Your next mount can be bought at level 60 in the Burning Crusade expansion. This new mount is a huge improvement over the much slower first ground mount.

Fast Mount

This mount gives you an extra 100% movement speed and is a lot of fun to ride!

The riding skill to use the fast mount will cost 600 gold before any reputation-based discounts. The Journeyman riding skill will require you to be level 60. The bulk of the price will be in the riding skill but the mount itself will cost an additional 90 gold.

Fast Riding

Slow Flying Mount

Your next mount will be the slow flying mount. This mount only adds an additional 60% movement speed. To learn Expert Riding which is required to ride this mount you will need to be level 70. The only exception to this will be Druids. Druids can slow fly at level 68 when they get flight form.

Expert Riding will cost 800 gold and then you will need to spend an additional 100 gold to buy the mount. This sounds like a pricey endeavor for a slow mount but it is well worth it.

This mount will allow you to farm the elemental plateau and do additional daily quests. The mount can also help you get to places quicker because you can fly over obstacles and go in a straight line.

Slow Flying

Fast Flying Mount

Alright, so you have saved up your 5000 gold and are ready to party with the big boys and girls. This is the big one! Once you unlock Artisan Riding you are ready to spend an additional 200 gold to buy a fast flying mount and own the skys!

This fast flying mount moves at 280% movement speed and soars through the sky! This mount is well worth the investment if you can gather up the gold but 5200 gold isn’t the easiest thing in the world to come by.

Fast Flying



When do you get your first mount in Burning Crusade Classic?

In TBC Classic, you get your first mount at level 30

How much does level 30 riding cost in Burning Crusade Classic?

Your first riding skill in TBC Classic will cost 35 gold without any discounts.

When do you get your fast ground mount in TBC Classic?

You can learn fast riding at level 60

How much does level 60 riding cost in Burning Crusade Classic?

Level 60 riding skill in Burning Crusade Classic costs 600 gold without any reputation discounts.

When can you fly in TBC Classic?

You can buy slow flying at level 70 in TBC Classic. Druids can actually get flight form at level 68.

How much is slow flying in Burning Crusade Classic?

Slow flying will cost 800 gold in TBC Classic!

How fast is slow flying in Burning Crusade Classic?

Your “slow flying” or “cheap flying” in TBC Classic increases your movement speed by 60%

How much is fast flying in Burning Crusade Classic?

Fast flying is 5000 gold in Burning Crusade Classic.

TBC Racial traits and information

Racial traits are special abilities and powers granted to characters in World of Warcraft based on their race. These racial traits come in both active and passive forms. Each unique race receives 4 racial traits in the Burning Crusade expansion. (Several of these will be passive and at least one will be active per race).

Some things to note:

  • Forsaken characters are considered as Humanoid’s rather than as Undead.
  • Priests also gain two more active traits, their very own Priest racial abilities.




Activate to gain immunity to poison, disease, and bleed; +10% Armor; Lasts 8 seconds. 3 minute cooldown.

Gun Specialization

increases chance to critically hit with Guns by 1% as of Patch 2.3 (was increase Gun Skill by 5).

Frost Resistance

Increase Frost Resistance by 10.

Find Treasure

Activate to see treasure chests on mini map – lasts until canceled – no cooldown.
Treasure finding also marks many “node-type” quest items on the mini map.


Escape Artist

Escape the effects of any immobilization or movement speed reduction effect. Instant cast. 1 min, 45 sec cooldown as of Patch 2.3 (was 1 min).

Expansive Mind

Increase Intellect by 5%.

Arcane Resistance

Increase Arcane Resistance by 10.

Engineering Specialist

15 point skill bonus to Engineering (note, this also raises the cap by 15 at each level of Engineering).



Activate to increase stealth detection radius. Lasts 20 seconds, 3 minute cooldown.

The Human Spirit

Increase spirit by 10%.


10% bonus to faction point gain.

Sword and Mace Specialization

Increases expertise with maces, two-handed maces, swords, and two-handed swords by 5.

Night elf


Activate while immobile and out of combat to enter stealth mode. Movement or damage cancels Shadowmeld.
Passively boosts stealth mode of rogues and druids.


Dodge chance increased by 1%.

Wisp Spirit

Become a wisp when dead with 50% movement speed increase.

Nature Resistance

Increase Nature Resistance by 10.


Gift of the Naaru

Activate to heal your target for 35 + 15 per Level over 15 sec – 40 yd range – 1.5 sec cast – 3 min cooldown. (At level 1 it heals 50 health, and 1085 at level 70)

Heroic Presence

Increases chance to hit by 1% for you and all party members within 30 yards. (Warriors, Paladins, and Hunters)

Inspiring Presence

Increases chance to hit with spells by 1% for you and all party members within 30 yards. (Priests, Mages, and Shaman)


5 point skill bonus to Jewelcrafting (note, this also raises the cap by 5 at each level of jewelcrafting).

Shadow Resistance

Increase Shadow Resistance by 10.



Blood Fury

Activate to increase attack power and spell damage/healing by an amount based on level/class for 15 seconds, decreasing healing done to the user by 50% for the duration. 2 minute cooldown.


Increase resistance to stun effects by 15%.


Damage done by Hunter and Warlock pets increased by 5%.

Axe Specialization

Expertise with One- and Two-handed Axes increased by 5.


War Stomp

Activate to stun opponents – Stuns up to 5 enemies within 8 yards for 2 seconds. 2 minute cooldown.


Hitpoints increased by 5%.


15 point skill bonus to Herbalism (note, this also raises the cap by 15 at each level of herbalism).

Nature Resistance

Increase Nature Resistance by 10.



Activate to increase attack and casting speed for 10 seconds. Speed is raised by 10% at full health, increasing as health is lost to a maximum bonus of 30%. 3 minute cooldown.
Costs 10 Energy, 5 Rage, or 7% of base mana.


Increase health regeneration bonus by 10%. Also allows 10% of normal health regen during combat.

Beast Slaying

5% damage bonus when fighting against Beasts.

Throwing Weapon Specialization

Increases chance to critically hit with Throwing Weapon by 1% as of Patch 2.3 (was increase Throwing Weapon skill by 5).

Bow Specialization

Increase Bow critical strike chance by 1%.


Will of the Forsaken

Activate to become immune to fear, sleep, and charm effects. Lasts 5 seconds. 2 minute cooldown.


When activated, regenerates 7% of total health every 2 seconds for 10 seconds. Only works on Humanoid or Undead corpses within 5 yards. Any movement, action, or damage taken while Cannibalizing will cancel the effect.

Underwater Breathing

Underwater breath increased by 300%.

Shadow Resistance

Increase Shadow Resistance by 10.

Blood elf

Mana Tap

Activate to reduce target’s mana by (50 + Level) and charge you with arcane energy for 10 min. This effect stacks up to 3 times. 30 yd range – Instant – 30 sec cooldown.

Arcane Torrent

Activate to silence all enemies within 8 yards for 2 seconds. In addition, you gain 10 energy or (5 + Level) mana for each charge of Mana Tap currently affecting you. 2 min. cooldown.

Arcane Affinity

10 point skill bonus to Enchanting (note, this also raises the cap by 10 at each level of enchanting).

Magic Resistance

Increase all Resistances by 5.


Legion models for TBC Client

These files allow you to import Legion models into the TBC client. Biologyst created this mod and posted a thread on the warmane forums here. The thread used to have youtube videos demonstrating the mods but those have been removed. Thanks again Biologyst for making something cool that my friends and I enjoy.

To upgrade the models in your burning crusade client, simply paste the files below into your Data folder. Once you login you should see the difference right away. I hope you guys enjoy this as much as I have!

Npc Models

Download Link: patch-4.mpq

  • Delete the patch-5.MPQ if you installed an older version.
  • Place patch-4.MPQ into your Data folder
  • Launch the game and you are good to go!

Lock Pets and Mounts

Download Link: patch-l.mpq

  • Place patch-l.MPQ into your Data folder
  • Launch the game and you are good to go!

Druid Forms

Download Link: patch-d.mpq

  • Place patch-l.MPQ into your Data folder
  • Launch the game and you are good to go!