An Unofficial Guidebook to Turtle WoW

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Qixel
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An Unofficial Guidebook to Turtle WoW

Post by Qixel » Mon Feb 17, 2020 12:56 am

I've been playing on Turtle for over a year now. I've watched it grow in that time, and it's occured to me that it's perhaps harder for a new player to grow accustomed to Turtle's unique peculiarities than it was when I joined because the changes happened gradually for me, as opposed to all at once for those just joining us. So I thought to make a guide to help people more easily understand what google cannot readily tell them.

1. Introduction and Table of Contents (You are here)
2. Turtle WoW Unique Systems (Diplomacy and Survival)
3. Turtle WoW Unique Abilities
4. Raid Information
5-10. Reserved for Future Necessity
Last edited by Qixel on Mon Feb 17, 2020 2:54 am, edited 4 times in total.

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Qixel
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Re: Setting up, please do not post.

Post by Qixel » Mon Feb 17, 2020 12:56 am

Turtle WoW has a few unique features. Some of these features are not particularly intuitive, or result in things that are not. In this post, I will be talking about some of them.

Diplomacy
What is Diplomacy?
  • Diplomacy is a feature unique to Turtle WoW that allows Horde and Alliance players to group, trade, and talk together. A player can become a diplomat by speaking to an NPC in Stormwind's Trade District (near the bank) or Orgrimmar's Valley of Strength (in the inn).

    NOTE: Diplomacy does not make NPCs friendly to you. You will still be murdered by the guards if you try to enter one of the opposite faction's cities.
What plays nice between paladins and shamans?
  • With the use of the diplomacy system, paladins and shamans can be in the same group together. However, some of their buffs are mutually exclusive, and cannot be used at the same time. A totem's buff will remove a paladin's blessing if it shares the same 'domain'. For the sake of simplicity, I will list all of the paladin blessings, along with the totems they do not play nice with.
    • Might: Windfury, Strength of Earth, Grace of Air
    • Wisdom: Mana Spring/Tide
    • Kings: Windfury, Strength of Earth, Grace of Air
    • Light: No Interactions
    • Salvation: Tranquil Air
    • Sanctuary: Stoneskin
    Additionally, resistance auras and totems of the same element do not stack, although the totems will not remove the auras.

    Note: This list is a work in progress. I will amend it as I discover/remember more interactions. The usual stickler and important one to remember is that Windfury removes both Kings and Might.
Survival
What's the big deal?
  • Survival is a unique fourth secondary profession here at Turtle WoW. At the time of posting, it allows the use/creation of five things. Gifted has created a fantastic starter guide for it here.
Lighting Torches
  • At skill level 1, you can buy a poor unlit torch from any general goods vendor, then right click it to light it in a fire (anything you can cook with will work) to make it equipable for one hour. While held in the offhand, the torch grants you and those around you a bonus to spirit, as well as lighting up your surroundings.
Bright Campfires
  • At skill level 1, you gain the ability to set up a bright campfire using flint and tinder and some simple wood. This campfire gives +8 to spirit to those around it as opposed to +4 like the basic variety from cooking.
Tents
  • At skill level 75 and character level 15, you can set up tents. To do so, you need to purchase the blueprints from the Survival vendor at Nesingwary's camp. Once every 90 minutes, you can click the blueprints to expend 1x Simple Wood and 5x Linen Cloth to pitch a tent that lasts 20 minutes. Over the tent's duration, it will give players around it five bubbles of rested experience. Each tent gives the rested experience separately, so it is common to hear people in World Chat looking to establish 'Tent Parties', where multiple players put up tents to gain rested experience at an accelerated rate. You can still only have 30 bubbles of rested experience at a time, or 1.5x your level, of course.
Gardening
  • At skill level 100 and character level 20, you can begin a quest to learn how to garden. The quest begins outside the gates of Stormwind for alliance players, and near the lake at Bloodhoof Village for horde players. You are tasked with seeking out and returning with seeds for four different crops; pumpkins, watermelons, mushrooms, and berries, and are given a book hinting where to find them. These seeds are not bound on pickup, so you can buy or sell them with other players.

    I'm certain there's more than one location for each, but the ones I found while doing the quest were:
    • Pumpkin seeds from the Brackwell Pumpkin Patch in Elwynn Forest
    • Berry seeds from bushes scattered around the Hinterlands
    • Watermelon seeds from the Stonefield Farm in Elwynn Forest
    • Mushroom spores from the ditch digger in the Cenarion Enclave of Darnassus
    Once you have at least one of each seed, return to the quest giver for your reward of a planter and whopping shovel. Once you have possession of the planter, you may right-click it similarly to the tent blueprints to place it. Choose one the seeds you have in your inventory to plant, then wait. After 9 minutes, it will require [Un'goro Soil] as fertilizer, and after another 9 minutes, nourishment with some [Refreshing Spring Water].After another 9 minutes, water your crop one more time, and it's ready to harvest. But watch out! Thieves and other various ne'er-do-wells can take your hardwork for themselves if you aren't paying attention!

    Each grown crop has two variants:
    • Plump Country Pumpkins requires level 25 and have two different effects. The first variant restores 552 health over 24 seconds, and if you remain eating for 10 seconds, you'll gain 6 Stamina and Spirit for 15 minutes. The other restores 2% of your health each second for 24 seconds, and if you remain eating for 10 seconds, you'll gain Stamina and Spirit equal to 25% of your level for 15 minutes.
    • Sweet Mountain Berries require level 35 and have two different effects. The first variant restores 874 health over 27 seconds, and if your remain eating for 10 seconds, you'll gain 10 Agility for 10 minutes. The second restores 874 health over 27 seconds, and increases your Stamina by 10 for 10 minutes.
    • Juicy Striped Melons require level 45 and have two different effects. The first variant restores 1392 health over 30 seconds, and if your remain eating for 10 seconds, you'll gain 12 Stamina and Spirit for 15 minutes. The second restores 1933 health over 27 seconds, and increases your Intellect by 10 for 10 minutes.
    • Magic Mushrooms requires level 55 and have two different effects. The first variant restores 2550 health over 30 seconds, and if you remain eating for 10 seconds, you'll gain 25 Stamina for 15 minutes. The other restores 2148 health over 30 seconds, and if you remain eating for 10 seconds, you'll gain 20 Strength for 15 minutes.

Fishing Boats
  • At skill level 125 and character level 25, you can craft a fishing boat. To do so, you need to purchase the book 'Boats for Dummies' from the Survival vendor at Nesingwary's camp. Once every two hours, you can click the book while in water to expend 15x Simple Wood and 1x Handful of Copper Bolts to establish a stationary fishing boat for 20 minutes. While on the boat, players recieve a +50 bonus to fishing.
Last edited by Qixel on Thu May 14, 2020 4:08 pm, edited 16 times in total.

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Re: Setting up, please do not post.

Post by Qixel » Mon Feb 17, 2020 12:56 am

Turtle WoW has returned some abilities pruned from classes prior to the launch of the game. In this post, I will list them in order of return.

Rogues: Disguise
Disguise is awarded from a quest you recieve from your starting class trainer. At first, you will only receive the knowledge of how to disguise yourself as an orcish peon (if alliance) or a human peasant (if horde), but you can learn new disguises by purchasing blueprints from disguised rogues in the world.
  • The Dalaran Wizard is located on the road heading towards Shadowfang Keep from Hillsbrad Foothills.
  • The Dark Iron Dwarf is located by Dun Modr, in the Wetlands.
  • The Defias Footpad in located behind the building that contains the Deadmines, in Westfall.
  • The Southseas Pirate is located south of Ratchet, in the Barrens.
  • The Stonesplinter Trogg is located in the mountains west of Thelsamar, in Loch Modan.
  • The Syndicate Footpad is located at Northfold Manor, in the northwest of the Arathi Highlands.
Each disguise requires materials to create and wear, and will be removed upon hostile action. Disguises are cosmetic only, and will not fool npcs. Dressing up as a defias footpad will not allow you to simply walk into Moonbrook; there are pillagers there that do not sleep.

Mages: Khadgar's Unlocking
Khadgar's Unlocking, or Alohomora if you're a fan of another magical setting, allows the mage to unlock chests and doors up to a certain level. There are four ranks of the spell, and each rank requires a reagent to cast. The spells are learned from tomes sold by the keymasters Truvicus (located in the Stormwind Mage Tower) and Moroves (located in the Magic Quarter of the Undercity). These keymasters also sell the unique reagents required for the spells.
  • Rank 1 requires level 18 to learn. The spell uses a Tiny Bronze Key, and can open up to a difficulty of 15.
  • Rank 2 requires level 30 to learn. The spell uses a Tiny Iron Key, and can open up to a difficulty of 75.
  • Rank 3 requires level 42 to learn, and additionally requires you to seek out the help of Ol' Biggins at Ravenholdt Manor. The spell requires a Tiny Copper Key, and can open up to a difficulty of 135.
  • Rank 4 requires level 54 to learn, and additionally requires you to once again seek out the help of Ol' Biggins. The spell requires a Tiny Silver Key, and can open up to a difficulty of 195.
Paladins: Holy Strike
Holy Strike is first learned from a quest in your captial city. Humans will seek out Lord Grayson Shadowbreaker in the Cathedral of the Light in Stormwind, who requires you to kill the notorious gnoll, Hogger. Dwarves may instead seek their challenge in the Mystic Ward of Ironforge. Once you've learned the first rank, future ranks are learned from books purchased from a vendor in the same room as the quest you received.

Holy Strike increases the damage of your next attack, with each rank increasing the added damage and mana required, and converts all of the damage to holy damage. It has a 10 second cooldown, but it hits like a holy truck, and feels rather satisfying to use for a class who doesn't normally have much at all.

Edit: In true World of Warcraft fashion, Holy Strike has since been nerfed due to PvP complaints, and now hits for much less, with an 8 second cooldown.


High Elf Racials
The new playable alliance race, the High Elves of Quel'thalas have racial abilities like each other race.
Bow Specialization: +5 Bow Skill
Enchanting Specialization: +15 Enchanting Skill
Arcane Resistance: +10 Arcane Resistance
Quel'dorei Meditation: The activated racial of high elves, it has an initial cast time of 0.5 seconds. Upon completion, the caster immediately begins channeling for 5 seconds, restoring 2% of their maximum mana, 6 rage, or 10 energy per second they maintain it. This ability has a 6 minute cooldown.

High Elf Priests
In Vanilla WoW, each race had a different approach to their worship, and this manifested in racial spells for priests. With the new expansion, High Elves are playable and can be priests; this leads to them having two unique spells. Each spell and their accompanying ranks may be purchased in book form from a vendor in Alah'thalas.

The first spell they get is Divine Sanction. Obtained at level 10, it is a targeted buff that increases the target's melee, ranged, and spellcasting speed by 10% for 10 seconds, with a 6 minute cooldown. Because the spell is entirely percentage based, it does not have any other ranks to learn.

The second spell they get is Sun's Embrace, first obtained at level 20, with further ranks available at 36, 48, and 60. Sun's Embrace is a self-targeted buff that reduces the mana cost of the next 5 Smite, Holy Fire, and Holy Smite spells you cast within 20 seconds by a flat amount, with a 5 minute cooldown.

Both of these spells are holy, so they cannot be cast in Shadowform, although Sun's Embrace is obviously not very exciting for shadow priests.

Goblin Racials
The new playable horde race, the Goblins of the Venture Company have racial abilities like each other race.
Aggressive Negotiations: +5 Dagger and One-Handed Mace Skill
Chemical Superfreak: +10 Alchemy Skill
Prospecting: +10 Mining Skill
Exit Strategy: The activated racial of goblins, it increases the caster's movement speed by 40% for 5 seconds. However, while their speed is increased, the goblin cannot attack or cast spells, and at the end of the duration, they are slowed by 20% for 2 seconds. Each of these effects are classified as debuffs, so you cannot simply right click them off to remove the pacify effect.
Last edited by Qixel on Thu Mar 18, 2021 4:32 am, edited 9 times in total.

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Qixel
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Re: Setting up, please do not post.

Post by Qixel » Mon Feb 17, 2020 12:57 am

Raid Stuff

Raid Scaling
Turtle WoW's population is on the slighter side, and for a long time we struggled to get more than 25 active 60s at a time. In late July 2019, the GMs blessed us with Raid Scaling. Raid scaling scales down the melee damage and health of enemies in raids depending on how many people are in the raid, allowing our smaller server to progress. Mechanics and spells are unaffected, however. I do not have an intimate understanding of the system, so I will simply list facts rather than going in-depth.
  • Scaling "starts" at 20 people for a 40 man raid, and 12 people for a 20 man raid. This means that even if you have less than 20 people in Molten Core, for instance, the scaling will act like you don't.
  • Scaling is only active in instanced areas. This means world bosses like Azuregos and Lord Kazzak are not affected.
  • Scaling only counts those who are currently within the instance. If a member of the raid is outside or offline, they are not added to the total.
Note: Raid Scaling is a stop gap measure; it is more beneficial to have a good raider than to rely on scaling, both mechanically and socially. The majority of the fun of raiding is hanging out with each other, after all.

Unique Bosses

Turtle WoW is home to some unique bosses as well, providing a new and interesting challenge to an older world.

Turtlhu
<Servant of N'zoth>


N'zoth's servant, Turtlhu, wanders the northern shores of Feralas in search of treasures for his dark master. This corrupted turtle is balanced around being engaged by a group of roughly 15 to 20 pre-raid geared adventurers and has a few notable abilities.

Soon, You Shall Flee!
The first ability of Turtlhu summons the entire raid to surround him, and immediately precedes his next ability.
All Your Energy Shall Burn!
After Turtlhu has summoned the raid to him, he will begin casting this ability. When he completes the cast, any enemy still within 20 yards of him will be horrified, and their mana will be burned.
Shadow Bolt Volley
If any enemy dies (be it a player or a pet), Turtlhu will immediately reward the survivors with a Shadow Bolt Volley. It deals roughly 2000 damage, and he does it every time someone dies, so it's quite common to see him wipe the raid in quick succession by chaining it. As such, it is generally advisable to not have your pet summoned for this fight if you do not think you can keep it up the entire way.
Blackout
I'm not truly clear on it, but I believe it works the same was as the priest talent of the same name, giving Turtlhu a chance upon dealing shadow damage to stun as well.
The Shadows Devour! (Enrage)
At 30%, Turtlehu will enrage, taking on a shadowy tint, and begin casting Shadow Bolt Volley regardless of deaths. He will continue to use all his other abilities, so you need to burn him down before the additional damage causes too many deaths.

Once you slay him, Turtlhu will be freed from the old gods' control, and revert to his former self. As a reward for freeing him, he will drop one epic item from the non-shared nightmare dragon loot tables, a unique non-combat pet (Egg of Turtlhu), and a varying amount of Corrupted Sand.

Snowball

Snowball is a giant wolf who terrorized the Winter Veil Vale in Dun Morogh. Currently, no one has seen hide nor hair of the monstrous white wolf, but in case he returns next year, or simply for documentation's sake, it would be wise to recall his abilities. (Disclaimer: Fought him way less than Turtlhu by virtue of being a limited time boss, and abilities were added as the event went on, so I'll be operating off memory)

Blizzard
Throughout the fight, Snowball will cast a blizzard spell upon random members of the raid. It lasts for roughly ten seconds and remains where it was cast, so simply move out of the way.
Frost Breath
Snowball will periodically breath frost in a frontal cone (think fire breath for your average dragon); stand to the side and back of him if you aren't the tank!
Snowball
Snowball will occasionally hit a random member of the raid with a snowball, dealing respectable frost damage, and knocking them back.
Ice Cover
On occasion, Snowball will spawn ice blocks in front of ranged members that interfere with their line of sight and briefly freezing them in place. The freeze can be dispelled by anything that removes magic debuffs, but you'll need to reposition to continue firing upon the boss.
Ice Block
Not to be confused with the previous ability, but often used in conjunction with it. Snowball will encase himself in a block of ice and begin healing until he is removed. You can continue damaging him (he is not immune to attacks), but he will generally outheal your efforts. The ice block can be removed by damaging him with fire spells.
Frostbolt Volley
If Snowball manages to get himself back to full health while in the ice block, he will cast Frostbolt Volley, hitting for upwards of 6k damage. This is generally a wipe, so don't let him heal to full.
Every hero in the Vale likes casters a lot; but Snowball, who prowls just west of the Vale, did NOT.
Snowball does not like casters; if too many are near him, he will push everyone away from him.
Shivering Cold (Enrage)
Despite his name, Snowball actually hates the cold. If he is hit by more than ~30 frost spells, he will enrage and cast a Frostbolt Volley for over 10k damage to make it stop. This will likely be a nonissue, since logic dictates hitting a boss named Snowball with frost attacks is less than ideal.

Once Snowball was defeated, he dropped one level 50-60 world drop epic, two level 50-60 world drop rares, and had a chance to drop [Snowball's Horn], a unique mount. In addition, there was a quest to kill the direwolf that rewarded an 18-slot bag.
Last edited by Qixel on Tue May 18, 2021 6:10 am, edited 8 times in total.

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Qixel
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Re: Setting up, please do not post.

Post by Qixel » Mon Feb 17, 2020 12:57 am

[This post is lying in a crumpled heap. Who put that crumpled heap there?]
Last edited by Qixel on Mon Feb 17, 2020 2:45 am, edited 1 time in total.

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Qixel
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Re: Setting up, please do not post.

Post by Qixel » Mon Feb 17, 2020 12:57 am

[This space for rent. Contact Sargeras to inquire. Smultron rox.]
Last edited by Qixel on Wed Apr 22, 2020 5:55 am, edited 2 times in total.

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Qixel
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Re: Setting up, please do not post.

Post by Qixel » Mon Feb 17, 2020 12:58 am

[This post will one day be filled with incredible knowledge, but for now, it is as empty as my dreams.]
Last edited by Qixel on Mon Feb 17, 2020 2:50 am, edited 1 time in total.

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Qixel
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Re: Setting up, please do not post.

Post by Qixel » Mon Feb 17, 2020 12:58 am

[Coming Soon^TM: Actual Information!]
Last edited by Qixel on Mon Feb 17, 2020 2:51 am, edited 1 time in total.

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Qixel
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Re: Setting up, please do not post.

Post by Qixel » Mon Feb 17, 2020 12:59 am

[Help I'm trapped in a reserved post factory!]
Last edited by Qixel on Mon Feb 17, 2020 2:52 am, edited 1 time in total.

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Qixel
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Re: Setting up, please do not post.

Post by Qixel » Mon Feb 17, 2020 12:59 am

[This is the post detailing where to start the ashbringer quest chain. Unlock Turtle VIP privileges to read.]

Badling
Posts: 17

Re: An Unofficial Guidebook to Turtle WoW

Post by Badling » Mon Apr 20, 2020 12:33 am

Also this is beautiful, also i called sargeras but he does not want to write "Smultron rox" on thepost... rude

Khonekt
Posts: 1

Re: An Unofficial Guidebook to Turtle WoW

Post by Khonekt » Wed May 06, 2020 1:55 am

Thank you for the guide, quick question, what version is the client? I have vanilla client but trying to figure out which to realmlist change, thank you :)

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Azjael
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Location: Moonglade

Re: An Unofficial Guidebook to Turtle WoW

Post by Azjael » Wed May 06, 2020 4:45 am

The client you need is 1.12.1 (which is the one you probably downloaded since it's the only one Vanilla servers use). Inside the folder you've downloaded you'll find the file "realmlists.wtf", open this with Notepad and delete its content, then paste this: set realmlist logon.turtle-wow.org, now you can open WoW.exe and log in!

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Kazgrim
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Re: An Unofficial Guidebook to Turtle WoW

Post by Kazgrim » Thu May 07, 2020 9:03 pm

Great guide Engie!
Chieftain of the Dreadskull Clan
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Check out my patches in the modding section!
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Qixel
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Re: An Unofficial Guidebook to Turtle WoW

Post by Qixel » Sun May 10, 2020 3:50 am

Updated with information for the new Gardening Release

Lunkdunk
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Re: An Unofficial Guidebook to Turtle WoW

Post by Lunkdunk » Fri May 15, 2020 2:05 pm

Thanks engie, I as a veteran also go in here and look once in a while smiling_turtle_head
Frostbert/Furryslayer

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Gex
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Re: An Unofficial Guidebook to Turtle WoW

Post by Gex » Wed Jun 03, 2020 12:32 am

Awesome read, good job!

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Qixel
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Re: An Unofficial Guidebook to Turtle WoW

Post by Qixel » Sat Dec 12, 2020 4:30 pm

Updated the raid information post with more information about Snowball. :3
Last edited by Qixel on Tue May 18, 2021 6:11 am, edited 1 time in total.

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Qixel
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Re: An Unofficial Guidebook to Turtle WoW

Post by Qixel » Thu Mar 18, 2021 4:33 am

Updated with information on the new racial abilities of Goblins and High Elves, including the high elf priest spells.

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Bazou
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Re: An Unofficial Guidebook to Turtle WoW

Post by Bazou » Thu Mar 18, 2021 11:42 am

It’s so helpful! Thanks for your guide.

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Augustfenix85
Posts: 84

Re: An Unofficial Guidebook to Turtle WoW

Post by Augustfenix85 » Fri Mar 19, 2021 2:41 am

Thank you for doing this, very helpful
Duvall 60 Hunter
Velissa 35 Priest
Calmore 60 Shaman Tank
Malcore 45 Warlock
Splodax 28 Rogue
Ghostbc 40 Paladin
Hanami 60 Druid
Reidobosu 34 Warrior

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Aomiaz
Posts: 30

Re: An Unofficial Guidebook to Turtle WoW

Post by Aomiaz » Sat Mar 27, 2021 11:09 pm

Thank you very nice post. but you forgot to mention Tauren's plainsrunning turtle_tongue

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Augustfenix85
Posts: 84

Re: An Unofficial Guidebook to Turtle WoW

Post by Augustfenix85 » Mon Jul 26, 2021 1:43 am

How about a post about the reputation quests for the Revantusk and Silvermoon factions
Duvall 60 Hunter
Velissa 35 Priest
Calmore 60 Shaman Tank
Malcore 45 Warlock
Splodax 28 Rogue
Ghostbc 40 Paladin
Hanami 60 Druid
Reidobosu 34 Warrior

Silverleafeon
Posts: 36

Re: An Unofficial Guidebook to Turtle WoW

Post by Silverleafeon » Wed Dec 29, 2021 10:23 pm

Oh wow, this is exactly the info I was looking for! I was thinking of making a High Elf Shadow Priest, but since their 2 racials can't be used in Shadowform, I'll rethink things.

I know this is a somewhat old post, but thanks for putting this all together :)

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Toemaster
Posts: 3

Re: An Unofficial Guidebook to Turtle WoW

Post by Toemaster » Tue Feb 01, 2022 8:40 pm

How do you build the tent?I've done everything in the guide and learned the tent building skill but it's not in my survival book.

Finchalex
Posts: 1

Re: An Unofficial Guidebook to Turtle WoW

Post by Finchalex » Mon Feb 07, 2022 9:50 pm

Turtle WoW's population is on the slighter side, and for a long time we struggled to get more than 25 active 60s at a time. In late July 2019, the GMs blessed us with Raid Scaling. Raid scaling scales down the melee damage and health of enemies in raids depending on how many people are in the raid allowing our smaller server to progress.Mechanics and spells are unaffected however.

I do not have an intimate understanding of the system, so I will simply list facts rather than going in-depth. Scaling starts at 20 people for a 40 man raid, and 12 people for a 20 man raid.This means that even if you have less than 20 people in Molten Core, for instance, the scaling will act like you don't. Scaling is only active in instanced areas. This means world bosses like Azuregos and Lord Kazzak are not affected.

Scaling only counts those who are currently within the instance. If a member of the raid is outside or offline, they are not added to the total. Raid Scaling is a stop gap measure; it is more beneficial to have a good raider than to rely on scaling, both mechanically and socially.

Sgtmajorfish
Posts: 1

Re: An Unofficial Guidebook to Turtle WoW

Post by Sgtmajorfish » Sat Aug 06, 2022 2:25 pm

Hello,

Im new here and wondering is turtle wow safe to run on my pc? i got an unsafe warning on my screen. I cant afford to replace my pc, but I want to try turtle wow.

sargeantmajorfish (twitch affiliate)

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Sinrek
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Location: England

Re: An Unofficial Guidebook to Turtle WoW

Post by Sinrek » Sat Aug 06, 2022 9:18 pm

Sgtmajorfish wrote:
Sat Aug 06, 2022 2:25 pm
Hello,

Im new here and wondering is turtle wow safe to run on my pc? i got an unsafe warning on my screen. I cant afford to replace my pc, but I want to try turtle wow.

sargeantmajorfish (twitch affiliate)
I can only assume that it's your anti-virus or something like fire-wall program that can't comprehend if that edited WoW.exe file provided by the Turtle WoW client is safe.

If it is - know that it is false positive. These programs just do not know anything about the file. It's safe to use. Just either close these programs, or report that the file is fine and safe to use.
satisfied_turtle Slowly turtling my way up.

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Xepug
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Re: An Unofficial Guidebook to Turtle WoW

Post by Xepug » Thu Sep 01, 2022 8:45 am

Im new and this sure helped a lot.
Xepug, The Wandering Brewmaster

Thetse7
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Re: An Unofficial Guidebook to Turtle WoW

Post by Thetse7 » Thu Dec 01, 2022 7:13 am

Nice! Thanks

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Akarion
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Location: Germany

Re: An Unofficial Guidebook to Turtle WoW

Post by Akarion » Wed Dec 21, 2022 7:38 pm

Is there any overview of custom level/quest zones? Because right now I'm leveling the good old way, and already found some custom qs - really enjoying the slow pace leveling, but I've the fear to miss some, so such an overview would be very helpful in this regard.

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Shamma
Posts: 540

Re: An Unofficial Guidebook to Turtle WoW

Post by Shamma » Wed Dec 21, 2022 7:46 pm

Akarion wrote:
Wed Dec 21, 2022 7:38 pm
Is there any overview of custom level/quest zones? Because right now I'm leveling the good old way, and already found some custom qs - really enjoying the slow pace leveling, but I've the fear to miss some, so such an overview would be very helpful in this regard.
No, and even if there were, it would need a major update now with 1.16.5

This is the closest we had so far:
https://database.turtle-wow.org/?quests=-44

Bear in mind it does NOT YET include any 1.16.5 content.

Monkeywrench
Posts: 3

Re: An Unofficial Guidebook to Turtle WoW

Post by Monkeywrench » Tue May 16, 2023 4:19 am

Seems like Diplomacy NPC is no longer a thing, just leaving this here so nobody else goes looking for it :)

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Optacon
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Re: An Unofficial Guidebook to Turtle WoW

Post by Optacon » Fri Aug 11, 2023 6:45 pm

This guide has been crafted exceptionally well, and I am genuinely excited to bring it to consummation once I have successfully tackled what is likely the most significant barrier I've ever encountered. Thank you very much for the invaluable gesture of dedicating your time to provide assistance to newcomers!

Journeyman1
Posts: 1

Re: An Unofficial Guidebook to Turtle WoW

Post by Journeyman1 » Sun Sep 10, 2023 6:02 am

So helpful!

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