The value of these low-level purple equipment didn't just lie in its stats, but also in its rarity.
In the 60s, many Warrior players would even sell cards to buy Blazing Battle Axes. A large card would sell for 300 gold coins, and they would spend 100 gold coins to buy Blazing Battle Axes.
From the perspective of the later generations, it was simply incomprehensible. According to the gameplay of World of Warcraft, any low-level purple equipment would at most have some value in terms of appearance. For example, the Quicksand Robe was used for transformations. No matter how good a low-level purple equipment's stats were, could it compare to a max-level blue equipment?
This phenomenon was mainly due to the fast-food nature of the later versions. With the continuous adjustments in the version, farming had basically become a one-stop service. As long as the player reached level 11, they could directly go from Deadmines, Shadowfang Keep, Scarlet, Zul 'farrak, Stratholme, Hellfire Citadel, Colifang Reservoir, etc., all the way to max level in just a few days.
For these fast-food people, a low-level purple equipment was indeed meaningless.
However, in the 60s, players needed a very long time to go from level 20 to level 60. During this process, a good purple equipment could allow you to have a very comfortable experience of farming monsters and leveling up for dozens of hours. Even if you encountered an enemy faction in the wild, you wouldn't be afraid at all.
Moreover, the stats of the equipment in the 60s weren't as similar as later generations. Take weapons for example, the upper limit of damage, speed, stats, and special effects all directly affected the quality of a weapon.
For example, the main sword that Thieves could buy at level 51, Kelo's Blade, was one of the legendary weapons. Its speed was 8, and its upper limit was 149. Its only attribute was "increases critical strike chance by 1%". Its stats were + 7 Strength and + 5 Endurance. It could be said that it was a perfect match in all aspects. Of course, if you wanted to buy it, you would have to compete with other Thieves, Warriors, and Knights.
If you enchanted it with Crusader or 15 Dexterity, this weapon would be enough for a Thief to carry from level 51 to the Molten Core.
What kind of concept was this? In the 60s, leveling up was very slow, especially after Level 50. Obtaining this weapon meant that before you reached max level, you would basically be able to do anything you wanted. You could do quests as you pleased, kill enemy factions as you pleased, and even if you encountered a max level but poorly equipped main account, you would still have a chance to struggle.
Therefore, many people said, "Max level is the beginning of World of Warcraft." This phrase had a specific context. It meant that only when players reached max level in World of Warcraft would they truly come into contact with its core PVE and PVP gameplay. Only then would they be able to face those epic-level group dungeons.
Many people thought that the content in World of Warcraft before the max level was boring and that players could only level up by killing monsters. This was an absolute misunderstanding.
In fact, World of Warcraft also put a lot of effort into low-level quests and dungeons. Although these low-level dungeons weren't that difficult due to the consideration of difficulty, their story structure and gameplay were no weaker than the high-level dungeons.
For example, Zul 'Farrak, which Zou Zhuo and the others were about to explore, could be traced back to the ancient times of Azeroth.
In that era, the Trolls were the absolute rulers of this continent, but some Troll Priests always wanted to create big news and used Necromancy to summon demons. They repeatedly played with fire and finally awakened the sleeping leader of the Zerg, Kishikos, in Silithus. This directly led to the official establishment of the Aqir Empire of Azeroth, and the beginning of the thousand-year war.
In the end, Kishikos played himself to death. In order to continue to monitor the Zerg in Silithus, Gurubashi built their own city in the desert of Tanaris, Zul 'Farrak, which was guarded by the Sandfury tribe. However, over the course of history, more and more races appeared, and these races invaded the Trolls' land.
The Sandfury Trolls could only retreat to Zul 'Farrak. They hoped to create an Undead army here, and even create various evil creatures to conquer their territory.
In the Instance Dungeon Boss battles, players began to encounter more and more difficult challenges. For example, in the Scarlet Monastery, the Dog and Dog couple caused many players to vomit blood and revive on the spot, giving them the nickname of the Dog and Dog couple. The Bosses in Zul 'Farrak were even stronger, and there were more ways to fight them.
For example, the Witch Doctor Zum 'rah had a large number of graves outside his altar, which were filled with various Troll mummies. When players came here for the first time, they might not know what was going on and directly fight the Boss. At that time, the mummies in the graves would come out and send the players back to the graves.
If they wanted to kill this Boss, they had to patiently open all the graves outside the altar and kill all the mummies one by one.
In front of the huge altar in Zul 'Farrak, players would encounter a rare "guardian" Boss battle style. Here, after players killed the executioner, they would find an expedition team locked in a cage. Their commanding officer, Sergeant Blair, would ask the players to save them.
At this time, the Sandfury Trolls had already surrounded the altar and were attacking. Out of desperation, the players could only fight against the Troll army with Sergeant Blair.
The reason why this place was called the Hundred Man Slash was because there were nearly 100 Sandfury Trolls below. However, these monsters were all Elite + Normal monsters, and many Mages were having a lot of fun using Magic Burst Spells.
This battle wasn't as simple as killing monsters. There were five different NPCs here, and each of them had different skills. For example, the Orc Warlock could cast spells, and the Goblin Engineer could bury bombs. At this time, the players had to mark the NPCs and pay attention to the safety of key NPCs.
Among them, the Goblin Engineer couldn't die because he would help the players blow up a path to the final boss.
The door to the Abyss. As for the others … after the boss battle, they would betray the team, and the players could decide whether or not to let them live until the end.
Moreover, the most praiseworthy item was the two-handed sword dropped by Zul 'Farrak: Godly Sword Sul' Thraze. This two-handed sword didn't drop directly. Instead, it had to be combined with two blue one-handed swords dropped by the two bosses, and these two swords were bound to the player's body. This set of swords combined into one sword seemed to be the only one in World of Warcraft.
Of course, the reason why this two-handed sword was so rare was because its drop rate was very low. In the initial version, the drop rate of its components, the two blue swords, was only about 0.5%. One could imagine what kind of luck it would take to get both swords and fuse them together.
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