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- For the daily quest hub that is separate from the PvP event, see Tol Barad Peninsula.
|Level: 85 - 90 PvP|
Battle Pet Level: 23 - 24
|Tol Barad loading screen|
More than one thousand and two hundred years ago, Arathor built the citadel of Tol Barad. Prior to the First War, Tol Barad was considered a territory of Stromgarde. During the Second War, Tol Barad was a strategic staging area for Alliance forces, from which they struck on the Horde-controlled city of Dun Modr and took it back from the hands of their enemies. The orcs, viewing Tol Barad as an obstacle in their path to the Eastern Kingdoms, mounted a ferocious counterstrike on the island. Unprepared for such aggression, the Stromgarde soldiers were expelled from Tol Barad and the citadel was razed, a charred symbol of the Horde's brutal victory. Despite this, some of the original Stromic population remained.
Following the Second War, what remained of the blackened, derelict battlements was left to languish until the wizards of Kul Tiras claimed the isle for a new purpose. Towering walls were again stacked high from the war-scarred stones, but in their cleverness, the arcanists turned the citadel’s defenses inward, designing a mystical prison to hold the most powerful criminals. Serving the Tirasian magi, the Stromic population formed the Baradin's Wardens: charged with ensuring that the deadly prisoners locked away in the mystic Baradin Hold never again walk free on Azeroth. Even the Kirin Tor imprisoned some powerful demons in the repurposed stronghold.
When Stromgarde started to suffer a series of catastrophes, the town of Rustberg was abandoned as its population were recalled home. This settlement later became the base of a group of pirates that struck the towns along the shores of Baradin Bay.
With the Cataclysm, Tol Barad once again became a battleground between the Horde and the Alliance. Warchief sent the elite warriors known as Hellscream's Reach to the island, charged with taking it from the humans. Defending it against them were the Baradin's Wardens, the army that originally guarded the prison. However, as the two forces fought for supremacy over the island, something sinister was taking over the prison fortress of Baradin Hold and the whole island in turn, with prison guards murdering each other or letting their charges free, insanity amongst Alliance soldiers, undead corpses rising from their graves, and spirits reliving their final battles.
Added in World of Warcraft: Cataclysm, Tol Barad is an outdoor PvP zone, very similar to Wintergrasp in Northrend. However, the island is also similar to the Isle of Quel'Danas in that it is a major daily quest hub. Battling for control of the island are the Baradin's Wardens for the Alliance, and Hellscream's Reach for the Horde. Whichever side controls the prison on Tol Barad gains access to more dailies and the dungeon instance Baradin Hold.
In World of Warcraft, Tol Barad consists of two zones:
- Tol Barad - PvP zone (location of the battle) as well as a daily quest hub for the faction that controls it. This PvP area is also home to the Baradin Hold dungeon.
- Tol Barad Peninsula - A daily quest hub for level 85 players regardless of who controls Tol Barad.
Players can enter Tol Barad by portals from Stormwind and Orgrimmar once they reach level 85 or by means of a mage portal, Portal: Tol Barad.
At the beginning of battle, the faction that won the last battle is set as "defending" while the other is "attacking". Defending players start on top of Baradin Hold (players can float down the central chains or off the edges), and attacking players start on the Blackstone Span. To win, the attacking force must capture all three buildings at the same time: Ironclad Garrison to the north, Slagworks to the southeast, and Warden's Vigil to the southwest. The battle lasts for 15 minutes, but can be extended by 5 minutes for each of the towers the attacking force can destroy using the which can be piloted by any attacker who has earned an honorable kill in the current battle. The defender's goal is primarily to prevent the attackers from capturing all 3 buildings, and secondarily to prevent the extension of the battle time by destroying the active Siege Engines.
Buildings are captured by a simple presence mechanic - the faction with the higher number of players near a flag will move the capture meter in their favor over time, very much like Eye of the Storm. The rate of capture based on presence is steady, but is affected by two new mechanics. Each time a member of one faction is killed in the immediate vicinity of the flag, the capture meter is "nudged" in favor of the opposing faction. Also, the attacking force gains a 200% capture rate while they control 2 buildings and the defending force also has a 200% capture rate while they control all 3 buildings as of patch 4.0.6.
- Main article: Tol Barad quests
Several daily quests become available to the controlling faction in between battles in the center of the map at Baradin Hold. One set of quests is always there, the other focuses on one of three cellblocks around the island.
Maps and subregions
|Baradin Hold · Blackstone Span · Cursed Depths (Galus' Chamber) · D-Block (Svarnos' Cell) · East Spire · The Hole (Warden's Chambers) · Ironclad Garrison · Slagworks · South Spire · Warden's Vigil · West Spire|
- Main article: Tol Barad NPCs
In the RPGThis section concerns content exclusive to the Warcraft RPG and is considered non-canon.
Wizards from both Dalaran and Stormwind oversaw the magical prison, built over the ruins of the old fortress. Its prisoners included enemy mages, lesser and greater demons, warlocks, and undead war criminals. The wizards did not allow anyone near the island and kept the prison's existence secret. was among the prisoners of Tol Barad. The naga attacked the prison and Zae'Rathis escaped.
Concept art of Tol Barad in The Art of World of Warcraft.
Tol Barad's position in Warcraft II.
Tol Barad (red base) and Dun Modr (black base) in the Warcraft II human campaign.
Tol Barad (red base) and Dun Modr (blue base) in the Warcraft II orc campaign.
Tol Barad can be seen at its original Warcraft II location in an early WoW map.
Tol Barad in the Lands of Conflict map.
- Tol Barad (zSprawl.com)
- Tol Barad Preview
- Tol Barad (WoW-Serbia.com)
- Tol Barad (Cataclysm beta)
- Tol Barad daily quests (Yogscast)
- Tol Barad Peninsula
- Tol Barad Peninsula (WoW-Serbia.com)
Notes and trivia
- This zone is not affected by the cross-realm zones feature.
- "Tol" is Sindarin for "isle" (as in Tol Brandir) and "Barad" is Sindarin for "tower" (as in Barad-dûr) according to Lord of the Rings' appendices. "Tol Barad" would thus mean "The Isle of the Tower" in Sindarin.
- The Warcraft II game demo has a mission called Tol Ronal that is situated in Khaz Modan. If not a separate location, it could be an earlier, production name for the island.
- Before Cataclysm Tol Barad was, lore-wise, in Baradin Bay between Hasic and the shores of Khaz Modan. When asked about this discrepancy, Matt Burns suggested that maybe Tol Barad and Baradin Bay were named after a common historical figure, indicating that he was merely speculating and that it wasn't canon. The existence of gives more fuel to this speculation.
- The Tol Barad art was the instance loading screen for the Scarlet Monastery before it was split into four wings.
- Tol Barad Peninsula is not actually a peninsula.
- Although Tol Barad is visible on the map of the Eastern Kingdoms, it is housed in a separate instance and thus cannot be accessed by flying from Vashj'ir or the Ruins of Gilneas. Instead of the two islands, the main map only has fatigue water at their supposed locations.
- There is an island south of here; through a sight spell it's just unimplemented terrain.
- Although called a kingdom in Day of the Dragon, Tol Barad has never been noted as an independant nation. The prison was also formerly run by a Duke, unlike any of the other human kingdoms. It does, however, appear to have its own unique cultural emblem, the owl, separate from those of both Stromgarde and Kul Tiras.
- Tol Barad was initially planned to appear in Wrath of the Lich King, but didn't make it into the game until Cataclysm because Blizzard felt that it didn't fit the story of Wrath.
- The player can summon Stromic Footmen and Fallen Grunts as nods to the battle of Tol Barad of the Second War. The grunts are presumably members of the Black Tooth Grin clan, though the battle may have happened when the clan was coming back from the Broken Isles rather than early in the war like originally depicted.
The strange, dark magic that has raised many of the inhabitants of the island's north, both recently killed and long dead, as various forms of undead is almost surely the same cause behind the insanity within the prison complex. It is possibly the result of the powerful demons held within Baradin Hold, but many of these creatures appear to have been let out by their own jailers, the deranged Wardens seen across Tol Barad, in league with at least some of their former prisoners. As such it could be feared that whatever ancient horrors lurk beneath the Great Sea are behind the madness of all Tol Barad. Alternately, and the other demons did do it.
Patches and hotfixes
- Hotfix (2016-10-28): "Fixed a bug where several items from Ashran, Tol Barad, and battlegrounds were not usable."
- Hotfix (2016-09-14): The time-out between battles was increased to 1 hour.
- Patch 7.0.3 (2016-07-19): The time-out between battles was reduced from around 2 hours to 15 minutes.
- Patch 6.0.2 (2014-10-14): Players can no longer queue for PvP zones through the PvP interface.
- Patch 5.1.0 (2012-11-27): The growing conflict between the Horde and the Alliance has spilled across the face of Azeroth: level 90 players can now queue for Wintergrasp and Tol Barad via the PvP tab to battle one another in these epic conflicts.
- Patch 4.3.0 (2011-11-29): The queue in the Honor frame now displays the status of and lets you queue for Tol Barad and Wintergrasp while on every continent.
- Patch 4.0.6 (2011-02-08):
- Attacking forces will receive a 200% capture speed bonus when they control 2 keeps.
- Defending forces will receive a 200% capture speed bonus when they control all 3 keeps.
- Daily quest creatures, herbs, minerals, etc. will only spawn when Tol Barad is in the quest phase between battles. There will be 5-minute and 1-minute warnings before the quest phase ends. The quest phase ends 15 minutes before the battle for Tol Barad begins and queuing is made available. At that time any players in the daily micro dungeons will be ported just outside. This does not apply to Tol Barad Peninsula or the daily quests there.
- The weekly PvP quest now awards
200and 3 .
- Players can now see the status of Tol Barad on the World Map no matter where they are. The time to the next battle is displayed by zooming into the Tol Barad section of the map. The current controlling faction can be seen on the Eastern Kingdoms map.
- Patch 4.0.3 (2010-11-16): The leader of Wintergrasp raids can no longer kick players from the raid (this change will also apply to Tol Barad in Cataclysm).
- ^ Warcraft II human mission briefings at https://www.youtube.com/watch?v=DpEXhNjEeHY 4:08
- ^ a b Day of the Dragon, 121
- ^ a b c Baradin's Wardens#History
- ^ File:Chronicle2 Eastern Kingdoms Before the First War.jpg
- ^ Tol Barad (WC2 Human)
- ^ Tol Barad (WC2 Orc)
- ^ a b Told Barad - Game Guide
- ^ a b Ask CDev#Ask CDev Answers - Round 3
- ^ Baradin Hold#Dungeon Journal
- ^ Cataclysm Preview: Tol Barad
- ^ Lands of Conflict, pg. 102
- ^ Matt Burns on Twitter
- ^ perculia. 6.2 Mamytwink Interview: Hellfire Citadel Planned as Last Warlords Raid, and More. Wowhead.
- ^ Matt Burns on Twitter