Summoning the Princess
Sulfuras · quest entry 656
Arathi Highlands — zone entry 45, named from this realm's area table.
- Quest level
- 50
- Required level
- 30
- Base experience value
- 7,100
- Money at the level cap
- 0g 42s 0c
- How it is completed
- stored id 2
- Quest type
- stored id 1
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 |
|---|---|
| Theldurin the Lost | creature |
One start, from this realm's own creature table.
In the realm's own chain
| Position | Quest |
|---|---|
| Previous | The Lost Fragments |
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 | |
| Reward | 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
You must defeat Myzrael before she grows in strength. If you do not, then once she has gathered enough power she will challenge her captors! There are some who think they can control her, but if she can be controlled then why did the giants chain her in the first place??$B$BCrazy logic, eh?$B$BTo defeat her, summon her at the Shards of Myzrael where you first spoke with her. Defeat her and gather her Eldritch Shackles, then bind them to the Shards of Myzrael.$B$BDo that, and she will again be trapped.
Objectives
Go to the Shards of Myzrael, summon her and defeat her.$B$BGather her Eldritch Shackles and bind them to the Shards of Myzrael.
When the items are handed over
The Shards of Myzrael are now strangely quiet.
What the quest-giver says at the end
As the eldritch shackles are placed around the Shards, an unhuman wail is heard from far below. The scream is followed by a roar.$B$BThe Shards of Myzrael no longer invoke feelings of warmth and security as they once did. Now they pulse with an open menace... as if the thing beneath them holds ill will toward the surface.
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.