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Battle for Azeroth Beta: Patch 8.0.1 Build 25902 Datamining

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Beta servers have been updated with the first Battle for Azeroth build. Check out what's new in 25902!


  • We datamined new achievements, broadcast text, mounts, zones and global strings below.
  • Players will be able to boost Demon Hunters in BfA.
  • New strings for voice chat and communities have been added to the game.
  • Professions have been squished and are down to 100 skill points in BfA.
  • Scribes can create new contracts, allowing users to gain reputation with BfA factions every time they complete a world quest on Kul Tiras & Zandalar.
  • Flight form of Zandalari trolls is a pterrordax.
  • You can browse the entire database of spells here.
  • Season reward mounts in BfA are proto-drakes (different color variations for each Season just like in Legion).
  • Vicious War Basilisk is a new PvP mount that can be purchased for 1 Vicious Saddle in 8.0.


  • "Legion's Bane" - Complete the quest line ""The Council's Challenge,"" unlocking a new appearance for your artifact weapon.
  • "Zuldazar" - Complete the Zuldazar storylines listed below.
    "Nazmir" - Complete the Nazmir storylines listed below.
  • "The Reining Champion" - Score at least 600 points in the Norwington Estate horse show.
  • "Bringing Hexy Back" - Defeat all four bosses with at least one party member under the affects of Unstable Hex in Atal'Dazar on Mythic difficulty.
    "Gold Fever" - Defeat Priestess Alun'za after defeating the Fatal Corruption in Atal'Dazar on Mythic difficulty.
    "It's Lit!" - Defeat Yazma while all four Shadowflame Sconces are lit in Atal'Dazar on Mythic difficulty.
  • "Remix to Ignition - Defeat Ignition Mage Valyri without detonating any Munitions Piles in Tol Dagor on Mythic difficulty.
    "Shot Through the Heart" - Defeat Overseer Korgus after all party members have been stunned by Heartstopper Venom at the same time in Tol Dagor on Mythic difficulty.


  • "Let's mount up and make our way to Vol'dun. Talanji brought the mongrel Horde wit' her. Dis be treason, Highness."
  • "We need allies if we are going to defeat the blood trolls. I did what I had to do."
  • "Enough. I would speak with this hero who brought my daughter back to me."
  • "Blood trolls be chaotic savages. They not been a threat for ages."
  • "Come, champion of da Horde, walk with me."
  • "My daughter tells me you be da ones who rescued her and Zul from da dungeons of Stormwind."
  • "She wishes to prove herself, and could use some help. My council advises caution, but my daughter seeks action. Dis amuses me, and I would see what she has planned."
  • "Welcome, my new friends, to Zuldazar, Jewel of the Zandalari Empire."
  • "In thanks for your service, da Horde are welcome in Zuldazar. I grant ya use of da royal chambers of Dazar'alor."
  • "Da law be what I say it be. I be King, and dis be my Kingdom."
  • "Let it be known... Dis day, I name you Speaker of the Horde."
  • "What?! Non-Zandalari staying in those sacred halls? But the law-. Kaja, beneath us! What are those things?"
  • "We'll need to travel through the swamp. As long as we stay in the air and out of sight, we shouldn't have too much trouble."
  • "Lieutenant, beneath us! What are those things?","Lieutenant, beneath us! What are those things?"
  • "Let's keep flying and hope we don' find out."
  • "Aaaah! Try distracting him with a toy!","Aaaah! Try distracting him with a toy!"
  • "I'll keep an eye on this one and make sure he doesn't go anywhere."
  • "Strip this camp apart. I want everything Goji and his ilk were working on brought to me."
  • "Freehold is a 'free people's port'. Unlike Boralus, it has no rules or regulations about what vessels are allowed to dock."
  • "Privateers, mercenaries. Even pirates are welcome. Naturally, it's a, uh... colorful town."
  • "I've never seen it this busy before. Something big is going down."
  • "I'd bet my boots we'll find more Ashvane weapons at the docks. We need to learn who's buying them."
  • "There has to be another way, Warchief-. And what would that be, High Overlord? We are out of time!"
  • "Once you have proof that the Ashvane Company has been selling weapons to these scumbags, come find me up the hill at the main gate."
  • "What be happening? I was sick in me bed... and now... where be I?"
  • "Da voice... he be callin' to us.. we must obey!"
  • "Hear it? It be Bwonsamdi's call! Eternity be near!"
  • "Arrival of the Zandalari Fleet"
  • "Prepare the Blight! Let it rain down upon their armies!"
  • "Look... blood trolls. They must be gettin' ready to attack my city."
  • "Take out those blood trolls, we can't let them sink our barge!"
  • "Let's hope Rokhan and da others make it back safely to Zul'jan... otherwise this be a real short trip."
  • "Undead! They must be marchin' towards Zuldazar. We need to destroy them!"
  • "I'm glad you recognize that, Patch. You're a step ahead of me father."
  • "The blood trolls be relentless and unending thanks to the power of an old god."
  • "We be in the clear now. We need to be movin' fast once we land at Zul'jan ruins."
  • "Bruddahs and sistahs of Zandalar, da time has come to cut da head off dese traitors and heretics who have sworn themselves to Zul."
  • "Gonk, loa of da hunt, lead your followers to the Temple of the Prophet and slay any you find. Flush our enemies into da open."
  • "Pa'ku, loa of da winds, take to da skies and seek out da heretics. Divine their goals and meet us at the temple."
  • "Rezan, let's go hunting."
  • "For Zandalar!"
  • "PLACEHOLDER SCENE - Hezrel reveals G'huun being an old god, being experimented upon, and reveals blood trolls want to destroy Zuldazar in order to free G'huun. No way of fixing current containment, must protect Zuldazar. Ateena, blood troll matriarch, arrives, badly damages Hezrel, and prepares to strike.","PLACEHOLDER SCENE - Hezrel talks about G'huun being an old god, being experimented upon, and reveals blood trolls want to destroy Zuldazar in order to free G'huun. No way of fixing current containment, must protect Zuldazar. Ateena, blood troll matriarch, arrives, badly damages Hezrel, and prepares to strike"
  • "Tze'na! Hello little girl, did ya miss me?"
  • "My father believes he is indulging me. He believes the word of his stoic advisors like Zul instead of listening to me."
  • "Time is short so I will be brief. I plan to lead an expedition into the swamps of Nazmir to deal with the threat to our northern border."
  • "However, if you want our navy, you need the support of my father here in Zuldazar. His advisors plot against you."
  • "And then there are the schemes of Jakra'zet in the deserts of Vol'dun. I have no doubt he is as big a threat to the Horde as he is to my people."
  • "We cannot be in all places at once. I leave it to you to choose your priority. Review your maps and decide which plan you will chose first."
  • "I was able to arrange for your companions to be flown here without Zul interfering. You need only signal them."
  • "Saurfang, now is your time. You may claim the warrior's death you so sorely desire."
  • "PLACEHOLDER SCENE - The gob squad arrives and sets up their gun. The gun sets itself into position and fires at the construct. Shot: Up close view of the gun starting to fire with the construct on the triangulation point in the distance.","PLACEHOLDER SCENE - Patch orders the gob squad gun to fire at the giant construct. Shot: Up close view of the gun starting to fire with the construct on the triangulation point in the distance."
  • "PLACEHOLDER SCENE - The gun fires and impacts, but a magical barrier protects the construct. Shot: View from near the triangulation point of the shot exploding on a magic barrier. The artillery gun is in the distance.","PLACEHOLDER SCENE - The gun fires and impacts, but a magical barrier protects the construct. Shot: View from near the triangulation point of the shot exploding on a magic barrier. The artillery gun is in the distance.
  • "PLACEHOLDER SCENE - Grand Mada Ateena, the blood troll matriarch, laughes and taunts you for failing. Scene: Camera swings down and looks up at Ateena, the construct is shown behind her, protected and unscathed.","PLACEHOLDER SCENE - Grand Mada Ateena, the blood troll matriarch, laughes and taunts you for failing. Scene: Camera swings down and looks up at Ateena, the construct is shown behind her, protected and unscathed."
  • "Temporary rally speech! Use Control + E to get through the wall, because the door doesn't open!"
  • "Intercept the Alliance in the courtyard! Make haste to Nathanos!"
  • "PLACEHOLDER SCENE - Talanji casts a big flashy spell, signaling the Gob Squad to fire another round.Shot: Talanji and Rohkan are killing blood trolls on the bridge when Talanji turns her head and sees Ateena drop dead.","PLACEHOLDER SCENE - Talanji casts a big flashy spell, signaling the Gob Squad to fire another round.Shot: Talanji and Rohkan are killing blood trolls on the bridge when Talanji turns her head and sees Ateena drop dead."
  • "PLACEHOLDER SCENE - Gob Squad cannon fires another shot.Shot: Up close view of the cannon preparing to fire.","PLACEHOLDER SCENE - Gob Squad cannon fires another shot.Shot: Up close view of the cannon preparing to fire."
  • "PLACEHOLDER SCENE - The shot connects, blasting hard into the construct. After a moment, it lists hard and falls over and collapses through the floor.Shot: Wide shot of the construct platform, slight pan downwards following the construct as it plummets into the depths.","PLACEHOLDER SCENE - The shot connects, blasting hard into the construct. After a moment, it lists hard and falls over and collapses through the floor.Shot: Wide shot of the construct platform, slight pan downwards following the construct as it plummets into the depths."
  • "We gonna load this thing up, row ourselves in that river and blow us up some trolls. Who's ready for a good time, eh?"
  • "I'm gonna pilot this thing, you just tell me where to shoot, and I'll shoot. Let's show these things a good time!"
  • "Rokhan's been around for a long time, princess. He ain't gonna die to some blood trolls!"
  • "Yeah that's right buddy, take a walk!"
  • "We're gonna blow your old god up, goblin style!"
  • "You're gonna be sleeping with the swamp fishies tonight!"
  • "Terrible swamp you all got here, would be real nice if somethin' happened to it!"
  • "... I don't know why I believed working with goblins would result in anything other than this."
  • "Well excuse me, princess!"
  • "And BOOM goes the bad guy!"
  • "Bet we could blow up a whole lotta gnomes with this baby!"
  • "Where's your blood god now!",
  • "They're blowing up too fast, I can't enjoy this! Well... maybe I can enjoy it a little."
  • "Wakey wakey, time to DIE!"
  • "That's how goblins from Kezan roll!"
  • "Whoah whoah whoah, nobody said we'd be dealing with undead!"
  • "We WORK with undead all the time, you idiot!"
  • "Uh, boss, I think what they call the politically correct term is 'Forsaken'."
  • "Princess, I ain't no expert but I think you guys got a blood troll problem."
  • "How many more of these things do we gotta blow up before they get the message?"
  • "Huh, never blew up an old god before. Shoulda brought more explosives!"
  • "MORE?! Bring it on!"
  • "Got it, princess. You should be thankful to get a front row seat to the latest and greatest of goblin technology!"
  • "Uh, boss, there are definitely some screws missing in places that the manual says require screws."
  • "Ha.. ha... manuals are for schmucks, Newt, we're doing this live!"
  • "This thing ain't a problem, we just gotta use the ol' curveball!"
  • "Curveball! Curveball!"
  • "We got a BIG problem right here!"
  • "Haha! I not gonna let ya die when ya still owe me."
  • "Da rest of dem be all yours. Hurry and send me their souls, you still be payin' me a debt!"
  • "That ain't gonna hit the monster, aim harder!"
  • "[PH]The city has fallen. Nothing was left in the wake of the epic battle between sethraliss and my'thix. Sethraliss gave her life to keep us safe, and we will not let that sacrifice be in vain."
  • "[PH]Together with Vorrik and Korthek, we sealed the tomb, with the hopes that no one will ever wake the giant buried within. We will not be doomed to repeat the mistakes our neighbors made so long ago."
  • "[PH]There is talk within the temple. Korthek is eager to attack the trolls. They are a formidable race that will not fall easily. We've lived in peace for so long, why would he now desire to pick a fight he cannot win?"
  • "[PH]I must inform Vorrik of my concerns, but first I need to safeguard my key. I have a feeling something bad will happen very soon..."
  • "Vorrik, if you are receiving this message, then I fear I was too late. Korthek has betrayed our people, and plans to break the barrier we placed on the tomb long ago. I can only hope I've hidden my key well enough so that you are the only one to find it."
  • "PLACEHOLDER SCENE - Reveal of the true power of the blood trolls, a giant corrupted titan monster, huge armies of blood trolls, and Ateena mocking Talanji. Ends with a horde of blood trolls descended upon everyone.","PLACEHOLDER SCENE - Reveal of the true power of the blood trolls, a giant corrupted titan monster, huge armies of blood trolls, and Ateena mocking Talanji. Ends with a horde of blood trolls descended upon everyone."
  • "Korthek! Where be ya armies? It almost be time."
  • "Welcome, General Jakra'zet. Do you require any refreshment after your long journey? My slaves are-". I don't be needin' nothin' from ya 'cept ya be keepin' dat key of yours protected."
  • "Of course the key is protected. I am not one of your incompetent thugs. I am the Emperor!"
  • "It better be. If I can't summon My'thix because ya fools lose dat key, ya gonna have more dan da Zandalari ta worry 'bout."
  • "And if you threaten me again, General Jakra'zet, you will have more than a key to worry about."
  • "I be returnin' soon. Have da key ready. I don't want ta wait."
  • "The key's been ready for thousands of years. Once YOU are ready, I'll hand it to you personally."
  • "Presumptuous savage."
  • "Raas! Ready your skycallers!"
  • "Raise the spires as quickly as you can."
  • "I'll need their power to protect the key."
  • Look up at the bridge!"
  • "Well, this will require a... creative solution."
  • "Pour all of your power into the spires! I need more!"
  • "A ship enters the dungeon. Pike expresses grave concern as to why a ship bearing villagers would enter his order's sanctum.","A ship enters the dungeon. Pike expresses grave concern as to why a ship bearing villagers would enter his order's sanctum."
  • "Pathetic skycallers! You've failed your Emperor!"


  • "%s, No Good, Dirty, Rotten, Candy Stealer!","%s, No Good, Dirty, Rotten, Candy Stealer!"


  • "ONESHOT_STAND_VAR2 (Ultra)"
  • "ONESHOT_WAStandDrink"

Global Strings

  • "SPELL_FAILED_CUSTOM_ERROR_339","You are not the correct Rank to use this item."
  • "TEMPSCENE","Work In Progress"
  • "OPTION_TOOLTIP_UNIT_NAMEPLATES_SHOW_FRIENDLY_CLASS_COLORS","Turn this on to display friendly Unit Nameplates in class colors."
  • "SPELL_FAILED_CUSTOM_ERROR_348","Requires Morrison's Master Key."
  • "SPELL_FAILED_CUSTOM_ERROR_352","You must be affected by the Spirit Powder to take the phylactery."
  • "XP_STATUS_BAR_TEXT","XP: %d/%d","
  • "GXAPI_D3D12","DirectX 12"
  • "DUNGEON_FLOOR_CITYOFGOLD2","Sacrificial Pits"
  • "VOICE_CHAT_VOLUME","Voice Chat Volume"
  • "VOICE_CHAT_MIC_VOLUME","Microphone Volume"
  • "VOICE_CHAT_MIC_DEVICE","Microphone Device"
  • "VOICE_CHAT_TEST_MIC_DEVICE","Test Microphone"
  • "VOICE_CHAT_INVALID_DEVICE","Invalid Device"
  • "VOICE_CHAT_MODE_KEY","Push to Talk Key"
  • "VOICE_CHAT_PROMPT_CHANNEL_ACTIVATE_INSTANCE","Join |c%sInstance|r voice chat?"
  • "VOICE_CHAT_PROMPT_CHANNEL_ACTIVATE_RAID","Join |c%sRaid|r voice chat?"
  • "VOICE_CHAT_PROMPT_CHANNEL_ACTIVATE_PARTY","Join |c%sParty|r voice chat?"
  • "VOICE_CHAT_PROMPT_CHANNEL_ACTIVATE_BATTLEGROUND","Join |c%sBattleground|r voice chat?"
  • "VOICE_CHAT_NOTIFICATION_COMMS_MODE_PTT_UNBOUND","Push to talk key not bound."
  • "COMMUNITIES","Communities"
  • "VOICE_CHAT_SETTINGS","Voice Chat Settings"
  • "BOOST2_DEMONHUNTER_FELRUSH","Use |cFFFFFFFFFel Rush|r to reach your enemy."
  • "BOOST2_DEMONHUNTER_DEMONSBITE","Use |cFFFFFFFFDemon's Bite|r to attack your target and generate Fury."
  • "BOOST2_DEMONHUNTER_BLADEDANCE","Use |cFFFFFFFFBlade Dance|r to strike all nearby enemies."
  • "BOOST2_DEMONHUNTER_METAMORPHOSIS","Use |cFFFFFFFFMetamorphosis|r to empower your attacks."
  • "ITEM_LEGACY_INACTIVE_EFFECTS","Legacy Item: Effects are inactive"
  • "FUNGAL_SKELETON_POWER","Fungal Power"
  • "COMMUNITIES_FRAME_TITLE","Communities and Guild"
  • "ERR_NO_TARGET_OR_NAME","No target or name specified."
  • "SPELL_FAILED_CUSTOM_ERROR_359","Only other members of their Hivemind may join with them."
  • "REWARD_UNLOCK","You will unlock access to the following:"
  • "RACE_INFO_DARKIRONDWARF","Known for their fiery tempers and fierce determination, Dark Iron dwarves have a turbulent history with the other clans. A failed coup in Ironforge ignited the War of the Three Hammers, and many of the Dark Iron once fought in the service of Ragnaros the Firelord. Though one faction of the dwarves is pledged to Queen-Regent Moira Thaurissan, others refuse to stand alongside their kin. The Alliance seeks a united Dark Iron clan to harness the power of azerite and aid their struggle against the Horde."
  • "RACE_INFO_ZANDALARITROLL","Descended from the first troll tribes, the Zandalari are an ancient kingdom steeped in ritual and superstition. Their warriors ride mighty dinosaurs into battle, and they possess one of the most formidable fleets in the known world. But as enemies encroach upon the borders of Zuldazar, unrest within the king's council threatens to topple the empire. If the heroes of the Horde can return stability to Zandalar, they would gain a powerful new ally."
  • "RACE_INFO_DARKIRONDWARF_FEMALE","Known for their fiery tempers and fierce determination, Dark Iron dwarves have a turbulent history with the other clans. A failed coup in Ironforge ignited the War of the Three Hammers, and many of the Dark Iron once fought in the service of Ragnaros the Firelord. Though one faction of the dwarves is pledged to Queen-Regent Moira Thaurissan, others refuse to stand alongside their kin. The Alliance seeks a united Dark Iron clan to harness the power of azerite and aid their struggle against the Horde."
  • "RACE_INFO_ZANDALARITROLL_FEMALE","Descended from the first troll tribes, the Zandalari are an ancient kingdom steeped in ritual and superstition. Their warriors ride mighty dinosaurs into battle, and they possess one of the most formidable fleets in the known world. But as enemies encroach upon the borders of Zuldazar, unrest within the king's council threatens to topple the empire. If the heroes of the Horde can return stability to Zandalar, they would gain a powerful new ally."
  • "SPELL_FAILED_AZERITE_EMPOWERED_ONLY","Item is not Azerite empowered"
  • "ERR_PETBATTLE_OPPONENT_NOT_AVAILABLE","Your pet battle opponent is no longer available."
  • "ITEM_AZERITE_EMPOWERED_VIEWABLE","<Shift Right Click to View Azerite Powers>"
  • "AZERITE_ITEM_LEVELED_UP_TOAST","Leveled up! Level %d"
  • "AZERITE_EMPOWERED_ITEM_TIER_AVAILABLE_SUB_TOAST","Open character sheet to select power"
  • "AZERITE_EMPOWERED_BIND_NO_DROP","Selecting a power will bind this item to you."
  • "TRADESKILL_NAME_RANK","%s %d/%d"
  • "TRADESKILL_NAME_RANK_WITH_MODIFIER","%s |cff20ff20+ %d|r/%d"


  • Hundreds of new items have been added to the game, you can check them all out here.

Journal Encounter

  • "Yazma","Having consumed the might of Shadra, the spider loa, Yazma is now tasked with holding the sacred temple of Atal'Dazar for her master, the Prophet Zul."
  • "Vol'kaal","In life Vol'kaal was a trusted bodyguard of Yazma.  Since his untimely death, she has used her newfound powers to reanimate the corpse of her former lieutenant who can now serve for eternity."
  • "Priestess Alun'za","As a fanatical defender of Atal'Dazar's golden sanctum, Priestess Alun'za has come to cleanse the temple of all corruption at any cost."
  • "Rezan","Rezan, once a loa to the Zuldazar kings, had his soul torn from his body during a ritual. Now, only a twisted husk remains, bent on devouring anyone who enters his hunting grounds."
  • "Council o' Captains","Captains Raoul, Eudora, and Jolly meet within Freehold to drink and confer. They lead the Blacktooth Brawlers, Bilge Rats, and Cutwater Corsairs crews, currently gathered under the banner of the Irontide by Harlan Sweete."
  • "Ring of Booty","Within Freehold, there is a fighting tournament where the fiercest brigands from across the seas test their might. This rogue's gallery consists of a strange assortment of contenders, but none so fearsome as the current champion, Shark Puncher. Countless challengers have sought to topple the powerful pugilist, but all of them have ended up as chum."
  • "Harlan Sweete","Harlan Sweete is the leader of the Irontide Raiders, and his vast wealth is only exceeded by his sliminess. Currently bankrolled by the Lady Ashvane, Sweete has been tasked with uniting the crews of those who sail the seas of Kul Tiras."
  • "Overseer Korgus","Temp description here"
  • "The Sand Queen","Temp description here"
  • "Jes Howlis","Temp description here"
  • "Ignition Mage Valyri","Temp description here"
  • "Skycap'n Kragg","Skycap'n Kragg and his faithful mount Sharkbait are the guardians of Freehold, continously patrolling the sky on the lookout for intruders. At least, that is what their supposed to be doing. Instead, these two are often found snoozing in their crow's nest or dropping guano on unsuspecting victims from above."
  • "Coin-operated Crowd Pummeler","When goblins fight, the winner of the argument is the one with the deepest purse. Why? Because they can afford to pay the Pummeler."
  • "Tik'ali","Goblins drilling for Azerite have disturbed a powerful earth spirit, Tik'ali, who has taken physical form to exact vengance!"
  • "Rixxa Fluxflame","Overseeing the creation of the Venture Co's supply of Agent Azerite, Rixxa is a reknowned chemist and known pyromaniac."
  • "Mogul Razzdunk","Never able to ascend to Trade Prince, Mogul Razzdunk is certain that becoming the world's foremost Azerite baron will let him bridge the gap."
  • "Witch Council"
  • "Wicker Goliath"
  • "Drustvar Manor Boss 03"
  • "Lord and Lady Waycrest"
  • "Drustvar Manor Boss 05"
  • "Sporecaller Zancha","In life, Zancha warded the Nazmani from the physical and mental corruptions of the Blood God. In death, Zancha has succumbed to the Blood God, forever spreading his rot and echoing his dark whispers."
  • "Infested Crawg","An ancient crawg has inadvertently been corrupted by the Blood God. It roams the Underrot, bloodthirsty and infested with his spawn."
  • "Chopper Redhook","Chopper Redhook's brutality is feared throughout Kul Tiras. Supported by Irontide forces, Chopper is free to rampage through Boralus, relishing the choas rampant in the streets."
  • "Sergeant Bainbridge","Sergeant Bainbridge is a devout officer that vehemently enforces the will of the Kul Tiran church. Believing that his faith places him above all others, Bainbridge is quick to send those who oppose him to the noose."
  • "Hadal Darkfathom","Hadal Darkfathom is an ancient sea giant called from the depths to unleash his fury on Boralus. Using his powerful strength he crushes buildings, statues and civilians alike."
  • "T'zane"
  • "Lady Ashvane","Lady Ashvane is the powerful Matron of House Ashvane and seeks to bring Boralus under her control. With an arsenal of azerite weapons at her command, she will obliterate anyone who stands in her path."
  • "Ji'arak"
  • "Adderis and Aspix"
  • "Boss 2"
  • "Boss 3"
  • "Boss 4"
  • "Trash Chimaera","A chimaera, but in trash!"
  • "G'huun","<PH>"
  • "Elemental","Temp description here"
  • Council","Temp description here"
  • "Priest","Temp description here"
  • "Faceless","Temp description here"
  • "Elder Leaxa"
  • "Taloc the Corrupted"

Journal Encounter Creature

  • "Priestess Alun'za"
  • "Rezan"
  • "Anicent Bones"
  • "Captain Eudora"
  • "Captain Jolly"
  • "Harlan Sweete"
  • "Vol'kaal"
  • "Yazma"
  • "Skycap'n Kragg"
  • "Shark Bait"
  • "Shark Puncher"
  • "The Sand Queen"
  • "Jes Howlis"
  • "Ignition Mage Valyri"
  • "Overseer Korgus"
  • "Captain Raoul"
  • "High Priest Zancha"
  • "Infested Crawg"
  • "Chopper Redhook"
  • "Sister Solena"
  • "Sister Malady"
  • "Sister Briar"
  • "Sergeant Bainbridge"
  • "Lord Waycrest [PH Model]"
  • "Lady Waycrest"
  • "Wicker Goliath [PH Name]"
  • "Hadal Darkfathom"
  • "Soul Terror"
  • "Lady Ashvane"
  • "Ji'arak"
  • "Ji'arak Scavanger"
  • "Boss 2"
  • "Boss 3"
  • "Boss 4"
  • "Trash Chimaera"
  • "Water Elemental Boss"
  • "Sea Priest Council 2"
  • "Sea Priest Council"
  • "Sea Priest Council 3"
  • "High Priest"
  • "Old Thing"
  • "Elder Leaxa"
  • "Taloc the Corrupted"
  • "Adderis"
  • "Aspix"

Journal Instance

  • "Atal'Dazar","For millennia, the Zandalari kings were laid to rest within the tombs of Atal'Dazar, secluded high atop the mountain Mugamba. These pyramids grew more elaborate with each passing ruler, as new rooms were constructed to house the deceased's vast wealth. Now, these once pristine halls have been corrupted by the Prophet Zul and his trusted lieutenant, Yazma, who seek to twist the power of these ancient kings for their own dark machinations.
  • "Freehold","Freehold has traditionally served as a haven for pirates, scoundrels, and those who wish to live free of Kul Tiran control. Now, the Irontide Raiders have brought the city under their harsh rule and are coercing the various pirate crews under their banner. While the pirates gather, a small group of heroes must infiltrate the town and eliminate their leadership to dissolve this growing alliance of cutthroats."
  • "Tol Dagor"
  • "Kezan"
  • "Drustvar Manor"
  • "The Underrot"
  • "Siege of Boralus","Lady Ashvane has unleashed her endgame and set her forces against Boralus. As the city burns, a small group of heroes must quell the rising choas and put an end to Ashvane's plan to dominate the region."
  • "Zandalar"
  • "Temple of Sethraliss"
  • "Shrine of the Storm"

LFG Dungeons

  • "AI Test WSG","It's Warsong Gulch!"
  • "Warfront Prototype","Destroy the Horde!"
  • "Expedition to Crescent Isle","Head out for adventure on Crescent Isle."
  • "Battle for Stromgarde","Assault and destroy the Alliance in their newly reconstructed fortification of Stromgarde Keep."
  • "[TEST] PvE Battleground"
  • "[TEST] PvE Island","Head out for adventure on Crescent Isle."
  • "[TEST] PvP Island","Head out for adventure on Crescent Isle."
  • "Atal'Dazar"
  • "Random 8.0 Dungeon"
  • "Random 8.0 Heroic"
  • "Freehold"
  • "[TEST] PvE Island - Un'gol Ruins","Head out for adventure on Un'gol Ruins."
  • "Strike Back!","You have embarked on a mission to stop the repeated bounties on your head."
  • "Temple of Sethraliss"
  • "Siege of Boralus"
  • "The Stormwind Extraction","Warchief Sylvanas Windrunner asked you to retrieve an important package from the Stormwind Stockades."
  • "For Zandalar!","The time has come to launch an offensive to retake the Zandalari capital."


  • "Hyena Mount White (PH)"
  • "Hyena Mount Snow (PH)"
  • "Hyena Mount Tan (PH)"
  • "Krolusk (Black) PH"
  • "PH Bloodfeaster Mount"
  • "Default AI Mount Record"
  • "PH Pterrordax Mount"
  • "PH Crawg Mount"
  • "PH Giant Parrot (Green)"
  • "PH Giant Parrot (Blue)"
  • "PH Giant Parrot (Red)"
  • "PH Goblin Hovercraft (Blue)"
  • "PH Goblin Hovercraft (Yellow)"
  • "PH Goblin Hovercraft (Red)"
  • "PH Goblin Hovercraft (Green)"
  • "Proudmoore Horse (PH)"
  • "PH Frog"
  • "PH Bee"
  • "Stormsong Horse (PH)"
  • "Waycrest Horse (PH)"
  • "Waycrest Donkey (PH)"
  • "Stormsong Horse (PH)"
  • "Kul Tiras Horse (PH)"
  • "The Hivemind","A true union of minds."
  • "Vicious War Basilisk","Its breath is worse than its bite."
  • "Vicious War Basilisk","Its breath is worse than its bite."
  • "PH Goblin Head"
  • "Ebon Krolusk"
  • "Red Gladiator's Proto-Drake","They say that proto-drakes can smell fear. This iron-bound monster FEEDS off of it."
  • "Blue Gladiator's Proto-Drake","They say that proto-drakes can smell fear. This iron-bound monster FEEDS off of it."
  • "Purple Gladiator's Proto-Drake","They say that proto-drakes can smell fear. This iron-bound monster FEEDS off of it."
  • "Pale Gladiator's Proto-Drake","They say that proto-drakes can smell fear. This iron-bound monster FEEDS off of it."
  • "Green Gladiator's Proto-Drake","They say that proto-drakes can smell fear. This iron-bound monster FEEDS off of it."
  • "Black Gladiator's Proto-Drake","They say that proto-drakes can smell fear. This iron-bound monster FEEDS off of it."
  • "Gold Gladiator's Proto-Drake","They say that proto-drakes can smell fear. This iron-bound monster FEEDS off of it."
  • "Zandalari Direhorn","The Zandalari proud themselves on being the first to raises and train all of the most ferocious lizards on Azeroth."
  • "PH Brutosaur Mount"


  • "Combat Training"
  • "The Battle for Stromgarde"
  • "The Siege of Lordaeron"
  • "City of Gold
  • "Freehold"
  • "Kezan Dig Site"
  • "Boralus Dungeon"
  • "Combat Baseline"
  • "The Fall of Lordaeron"
  • "Tol Dagor"
  • "Waycrest Manor"
  • "Strike Back!"
  • "The Underrot"
  • "The Stormwind Extraction"
  • "Shrine of the Storm"
  • "For Zandalar!"
  • "Temple of Sethraliss"



  • "Zandalar - Temp GY"
  • "AI Island - AI Test - Graveyard 1"
  • "AI Test Map 8B - Horde Entrance"
  • "AI Test Map 8B - Alliance Entrance"
  • "AI Test Map 8 - Arathi Basin Safe Loc"
  • "Race Track - Start Location - Alliance"
  • "Race Track - Start Location - Horde"
  • "AI Test Map 8b - Arathi Basin - Graveyard, Mid (Blacksmith)"
  • "AI Test Map 8b - Arathi Basin - Graveyard, H-Mid (Farm)""
  • "AI Test Map 8b - Arathi Basin - Graveyard, A-Mid (Stables)"
  • "AI Test Map 8b - Arathi Basin - Graveyard, ALT-N (Gold Mine)"
  • "AI Test Map 8b - Arathi Basin - Graveyard, ALT-S (Lumber Mill)"
  • "[DNU] Nazmir, Frogmarsh Graveyard - GY - JMC"
  • "AI Gulch - Alliance Rez Loc"
  • "AI Gulch - Horde Rez Loc"
  • "AI Gulch - Alliance Start"
  • "AI Gulch - Horde Start"
  • "Zuldazar - Warbeast Kraal GY"
  • "Zuldazar - Blood Gate GY"
  • "Islands - Crescent Isle - Alliance - Setup 1"
  • "Nazmir, Zul'jan Hub (Horde Only) - GY"
  • "[DNU] Nazmir, Bat Caves - GY"
  • "Nazmir, Zo'bal Ruins (Horde Only) - GY"
  • "Nazmir, Torga's Rest - GY"
  • "Nazmir, Forlorn Ruins - GY"
  • "Nazmir, Gloom Hollow (Horde Only) - GY"
  • "Vol'dun, Eastern Zone Entrance - GY"
  • "Nazmir, Dark Heart - East - GY"
  • "Nazmir, Dark Heart - South East - GY"
  • "Nazmir, Dark Heart - North - GY"
  • "Nazmir, DYNAMIC - Zone Intro - GY"
  • "AI Gulch - Horde Enter Loc"
  • "AI Gulch - Alliance Enter Loc"
  • "Zuldazar - Harbor GY"
  • "8.0 WF Barrens - Camp Taurajo GY"
  • "8.0 WF Barrens - Overgrowth East GY"
  • "8.0 WF Barrens - Firestone Point GY"
  • "8.0 WF Barrens - Overgrowth GY"
  • "8.0 WF Barrens - Overgrowth West GY"
  • "8.0 WF Barrens - Fort Triumph GY"
  • "8.0 WF Barrens - The Great Lift GY"
  • "8.0 WF Barrens - Ratchet GY"
  • "8.0 WF Barrens - The Crossroads GY"
  • "8.0 WF Barrens - East GY"
  • "8.0 WF Barrens - Forgotten Pools GY"
  • "8.0 WF Barrens - North GY"
  • "8.0 WF Barrens - Lumber Camp GY"
  • "8.0 WF Dustwallow Marsh - Brackenwall Village GY"
  • "8.0 WF Dustwallow Marsh - Mudsprocket GY"
  • "8.0 WF Dustwallow Marsh - Tabetha's Farm GY"
  • "8.0 WF Dustwallow Marsh - Theramore Isle GY"
  • "8.0 WF Dustwallow Marsh - The Dragonmurk GY""
  • "8.0 WF Durotar - Razor Hill GY"
  • "8.0 WF Durotar - Sen'jin Village GY"
  • "8.0 WF Durotar - Northern GY"
  • "8.0 WF Durotar - Echo Isles GY"
  • "8.0 WF Feralas - Camp Mojache GY"
  • "8.0 WF Feralas - Feathermoon Stronghold GY"
  • "8.0 WF Feralas - Dire Maul Stonemaul Hold GY"
  • "8.0 WF Feralas - Lower Wilds GY"
  • "8.0 WF Feralas - Ruins of Isildien GY"
  • "8.0 WF Feralas - Camp Mojache Twin Colossals"
  • "8.0 WF Feralas - Camp Ataya GY (H)"
  • "8.0 WF Feralas - Dreamer's Rest GY (A)"
  • "8.0 WF Feralas - Ruins of Feathermoon GY"
  • "8.0 WF Feralas - Dire Maul Dungeon GY"
  • "8.0 WF Mulgore - Bloodhoof Village GY"
  • "8.0 WF Mulgore - Thunder Bluff GY"
  • "8.0 WF Mulgore - Red Rocks GY"
  • "8.0 WF Mulgore - Southeast GY"
  • "8.0 WF Thousand Needles - The Great Lift GY"
  • "8.0 WF Thousand Needles - High Perch GY"
  • "8.0 WF Thousand Needles - Razorfen Downs GY"
  • "8.0 WF Thousand Needles - Southsea Holdfast GY"
  • "8.0 WF Thousand Needles - Speed Barge GY"
  • "8.0 WF Thousand Needles - Splithoof Heights GY"
  • "8.0 WF Thousand Needles - Twilight Hammer Base GY"
  • "Islands - Crescent Isle - Safe Loc"
  • "Islands - Crescent Isle - Horde - Setup 1"
  • "Warfront - Alliance Base GY"
  • "Warfront - Alliance Start"
  • "City of Gold - Entrance Target - MRN"
  • "City of Gold - Exit Target - MRN"
  • "asdad"
  • "Silithus BG - Alliance Start"
  • "Nazmir, Wayward Shoals - GY - LWB"
  • "8.0 Lordaeron Scenario - Alliance GY 1 - CRT"
  • "Azerite BG - Alliance Start"
  • "Azerite BG - Horde Start"
  • "Islands - Crescent Isle - Alliance - Setup 2"
  • "Islands - Crescent Isle - Alliance - Setup 3"
  • "Islands - Crescent Isle - Horde - Setup 2"
  • "Islands - Crescent Isle - Horde - Setup 3"
  • "Outlaw Town - Zone In"
  • "Warfront Arathi - Horde, Base GY"
  • "Warfront - Arathi - Horde Start"
  • "Zuldazar - Zanchul GY"
  • "8.0 Zuldazar - Terrace of the Chosen - Vehicle Safe Spot"
  • "8.0 Lordaeron Scenario - Alliance GY 2 - CRT"
  • "8.0 Lordaeron Scenario - Alliance GY 3 - CRT"
  • "8.0 Lordaeron Scenario - Alliance GY 4 - CRT"
  • "Kul Tiras Arena - Purple Team - Start"
  • "Kul Tiras Arena - Gold Team - Start"
  • "Warfront Arathi - Horde, High Perch GY"
  • "Warfront Arathi - Horde, Intro GY"
  • "Nazmir, Terrace of Sorrows - GY"
  • "Zuldazar - Shipyard GY - GJC"
  • "7.3 Test Loc 1"
  • "7.3 Test Loc 2"
  • "7.3 Test Loc 3"
  • "7.3 Test Loc 4"
  • "7.3 Test Loc 5"
  • "7.3 Test Loc 6"
  • "Zuldazar - Covescale GY"
  • "Nazmir, Hir'eek Ride Safe Location - (STM) "
  • "8.0 Zuldazar - Shipyard - Pterrordax Flight Safe Loc - GJC"
  • "Zuldazar - Golden Road GY"
  • "Blizzcon 2017 Dungeon Exit - Alliance"
  • "Blizzcon 2017 Dungeon Exit - Horde"
  • "Drustvar-CemetaryGY"
  • "Drustvar-FallhavenGY"
  • "Drustvar-FletchersGY"
  • "Freehold - Entrance Target - SAN"
  • "Nazmir, Necropolis - GY - LWB"
  • "8.0 Outlaw Town Dungeon - Safe Loc"
  • "8.0 Kezan Dungeon - Starting Loc"
  • "8.0 Outlaw Town Dungeon -  Alliance Cemetery Loc - HEP"
  • "8.0 Outlaw Town Dungeon -  Horde Cemetery Loc - HEP"
  • "8.0 Zuldazar - Elevator - Upper East"
  • "8.0 Zuldazar - Elevator - Lower East"
  • "8.0 Zuldazar - Elevator - Lower West"
  • "8.0 Zuldazar - Elevator - Upper West"
  • "Zuldazar - Garden of the Loa GY"
  • "Zuldazar - Scaletrader Post GY"
  • "Zuldazar - Nesingwary's Trek GY"
  • "Zuldazar - Zeb'ahari GY"
  • "Zuldazar - Pyramid GY (Horde Only)"
  • "8.0 Zuldazar - Fleet - Far Island (msc)"
  • "8.0 Stormsong - Stormsong Island GY - GJC"
  • "8.0 Zuldazar - Atal'torcali - URN OF VOICES GRAVEYARD 01 - DO NOT USE (JAK)"
  • "8.0 Zuldazar - Atal'torcali - URN OF VOICES GRAVEYARD 02 - DO NOT USE (JAK)"
  • "8.0 Outlaw Town Dungeon - Boss 1 GY"
  • "8.0 Outlaw Town Dungeon - Boss 2 GY"
  • "8.0 Nazmir Dungeon - Zone Out Location"
  • "8.0 Nazmir Dungeon - Zone In Location",
  • "Islands - Tropical Isle - Horde - Setup 1"
  • "Islands - Gilnean Isle - Horde - Setup 1"
  • "8.0 Prison Dungeon - Entrance Target - KLH"
  • "8.0 Drustvar Dungeon - Exit"
  • "Torga's Rest - Hand of Fate Safe Location - (STM)"
  • "8.0 Islands - Crescent Isle - Bots "
  • "8.0 Islands - Ship - Player Horde - Submarine Spawn Location"
  • "8.0 Islands - Ship - Player Alliance - Submarine Spawn Location"
  • "8.0 Islands - Ship - Player Alliance - Destroyer Spawn Location"
  • "8.0 Islands - Ship - Player Horde - Forsaken03 Spawn Location"
  • "8.0 Islands - Ship - Player Horde - Orc01 Spawn Location"
  • "8.0 Islands - Ship - Player Alliance - Battleship Spawn Location"
  • "Boralus Dungeon - Entrance Target Alliance - CAV"
  • "Boralus Dungeon - Exit Target - CAV"
  • "Boralus Dungeon - Alliance Graveyard - CAV"
  • "Boralus Dungeon - Horde Graveyard - CAV"
  • "Un'gol Ruins"
  • "8.0 Drustvar - Ambush - Alliance Capper - Start - KRB"
  • "JT Test - Safe Loc"
  • "8.0 Drustvar - Ambush - Alliance Capper - Ext zone end Loc - KRB"
  • "Zuldazar - Fleet GY"
  • "Warfront Arathi - Horde, Gunship GY"
  • "Temple of Sethraliss - Zone In"
  • "Temple of Sethraliss - Boss 2"
  • "Temple of Sethraliss - Boss 3"
  • "Temple of Sethraliss - Boss 4"
  • "Temple of Sethraliss - Zone Out""
  • "Vol'dun, Temple of Sethraliss - GY"
  • "8.0 Lordaeron Scenario - Horde GY 1 - CRT"
  • "8.0 Lordaeron Scenario - Horde GY 2 - CRT"
  • "8.0 Lordaeron Scenario - Horde GY 3 - CRT"
  • "8.0 Prison Dungeon - Boss 1 Transfer Loc - KLH"
  • "8.0 Prison Dungeon - Boss 2 Transfer Loc - KLH"
  • "8.0 Prison Dungeon - Boss 3 Transfer Loc - KLH"
  • "8.0 Zuldazar - Boat Service - Harbor Boat Man (msc)",
  • "8.0 Stormsong - Fishing Village - Vehicle Exit Safe Loc - GJC"
  • "Zuldazar - Atal'Gral GY"
  • "Boralus Dungeon - Entrance Target Horde - CAV"
  • "8.0 Horde Intro - Scenario - Stage 1 - Entrance (JAK)"
  • "8.0 Horde Intro - Scenario - General - Exit (JAK)"
  • "8.0 Horde Intro - Scenario - Stage 1 - Vehicle Safe (JAK)"
  • "8.0 Stormsong - Brennadam GY - GJC"
  • "8.0 Zandalar Finale - Scenario - Stage 1 - Entrance (ZTO)"
  • "8.0 Zandalar Finale - Scenario - General - Exit "
  • "Zandalari Finale - Blood Gate GY"
  • "Nazmir, Flamespitter Fen Safe Space - (STM) "
  • "Nazmir, Alliance West Hub (Alliance Only) - GY"
  • "Nazmir, Plateau - GY"
  • "Nazmir, Flamespitter Fen - GY"
  • "[UNUSED AT THIS TIME] Nazmir, Plateau Azerite - GY"
  • "Nazmir, Far Reach (Bronto Beach Necropolis) - GY"
  • "Nazmir, Kra'gwa's Shore (Naga Beach) - GY"
  • "Nazmir, Alliance East Hub (Alliance Only) - GY"
  • "Nazmir, Dark Heart - South West - GY"
  • "Zandalar - Pyramid Top TEMP - GY"
  • "Voldun, Alliance Forward Base TEMP - GY"
  • "8.0 Tiragarde Sound - (01) Timberfell Station"
  • "8.0 Tiragarde Sound - (03) Vigil Hill"
  • "8.0 Tiragarde Sound - (04) Stagheart Cliffs"
  • "8.0 Tiragarde Sound - (05) Southwind Ferry"
  • "Orgrimmar - Area Trigger - Old Innkeeper Backup (RKS)",
  • "8.0 Tiragarde Sound - (06) Daelin's Gate"
  • "8.0 Tiragarde Sound - (06) Freehold"
  • "8.0 Tiragarde Sound - (07) Castaway Point"
  • "8.0 Tiragarde Sound - (08) Kennings Lodge"
  • "8.0 Stormsong - Briarback Kraul - Boar Vehicle - Safe Loc - AJB"

Zone Music

  • "Zone_80_WF_Barrens_A_General"
  • "Zone_80_WF_Barrens_A_Battle_Medium"
  • "Zone_80_WF_Barrens_A_Battle_Heavy"
  • "Zone - Nazmir - Swamp of Sorrows :(TEMP)"
  • "DGN_80_Freehold_Outskirts"
  • "DGN_80_Freehold_Town1"
  • "DGN_80_Freehold_Battle"
  • "DGN_80_CityofGold_Grand"
  • "DGN_80_CityofGold_Dark"
  • "ZONE_80_Drustvar_Town"
  • "ZONE_80_Drustvar_Woods"
  • "ZONE_80_Drustvar_WoodsDark"
  • "ZONE_80_Nazmir_Swamp"
  • "ZONE_80_Nazmir_Marsh"
  • "ZONE_80_Nazmir_BatLoa"
  • "ZONE_80_Nazmir_Necropolis"
  • "DGN_80_Freehold_Town2"
  • "ZONE_80_PH3"
  • "ZONE_80_PH4"

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3 hours ago, Brutalis said:

The real question is are specs still locked into a single weapon type, or can I give my WW a staff again?

Well, they are doing away with artifact weapons and putting weapon drops back in. So I doubt you'll be limited to one weapon type unless the spec's abilities specifically require it, like fury warrior for example.

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12 minutes ago, krapmyself said:

Well, they are doing away with artifact weapons and putting weapon drops back in. So I doubt you'll be limited to one weapon type unless the spec's abilities specifically require it, like fury warrior for example.

That's the thing. Will Fists Of Fury still require fist weapons alone, so staves and other dual wielders are still not an option? Will Fury's abilities need 2H melees only and once again force the spec down that road?

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1 hour ago, Brutalis said:

That's the thing. Will Fists Of Fury still require fist weapons alone, so staves and other dual wielders are still not an option? Will Fury's abilities need 2H melees only and once again force the spec down that road?

Fists of Fury never required fist weapons. "Requires One-Handed Melee Weapon". At least in MoP, you could use 2H or 1H but 1H was better DPS unless 2H was way higher ilvl.

Edited by Pandemic420

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9 hours ago, Brutalis said:

That's the thing. Will Fists Of Fury still require fist weapons alone, so staves and other dual wielders are still not an option? Will Fury's abilities need 2H melees only and once again force the spec down that road?

To clarify. Fists of the Wind currently reads as requiring a One-handed melee weapon to use, not a fist weapon. It's possible they'll change it in BfA so you can use staves but nothing yet. If they are getting rid of artifact weapons I wouldn't be surprised if skills like this will get changed which would be very nice.

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On 27/1/2018 at 1:26 AM, krapmyself said:

Well, they are doing away with artifact weapons and putting weapon drops back in. So I doubt you'll be limited to one weapon type unless the spec's abilities specifically require it, like fury warrior for example.

Well. Fists of Fury require a one-handed melee weapon, so they'll have to change that in BfA.

I guess it's reasonable to think they'll stick to those weapon types, so they don't have to balance around both 1h and 2h weapons. Same probably goes for Fury Warriors.

Edited by Weltenfeind

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      Shadowlands Class Philosophy
      Classes have evolved throughout WoW’s 15 years of development, and so have our philosophies on class design. With new expansions and an increasing level cap came new spells, abilities, and Talents. While earning new powers is exciting and a natural part of growth in a role-playing game, eventually we began to *filtered* up against the limits of action bar and accessible keybind space, and many of the tools and perks that had once defined certain classes became increasingly widespread, diminishing class uniqueness. To address this in the past, we made changes to Talents with Mists of Pandaria, and even removed several abilities in Warlords of Draenor. In Legion, alongside the introduction of Artifact weapons, we focused on class identity and carving out a distinct fantasy for each specialization to go along with their weapon. Mechanically, this meant revamps to most of our specializations, removing several long-standing class-wide abilities and adding new spec-specific abilities in the process.
      Today in Battle for Azeroth, while specializations have unique and flashy abilities, we’ve heard feedback that in some cases we’ve moved too far away from the core of the class that initially sparked players’ interest when they first created their character. At times, there is more that divides two specializations of the same class than there is that unites them.
      In Shadowlands, we want to return to the idea that a specialization is about powering up a specific part of a class’s kit, not narrowing down their toolset. In an expansion that is all about choice, we also want to give players more opportunities to make impactful choices to customize their gameplay and express their own vision of how their characters engage in combat. Many specialization-specific abilities and spells that help define the identity of a class will once again be available class-wide, and we’re reintroducing some iconic abilities to give all of Azeroth’s heroes a fighting chance against the dangers ahead. In addition to these changes, players will have their new Covenant class abilities to look forward to, which we preview comprehensively in our Shadowlands: A Look at Covenant Class and Signature Abilities blog.
      Today, we’d like to give you a look at some of what’s in store for each class, including our overall goals, some cool new (and returning!) powers, and some key changes to abilities and talents. This isn’t meant to be a comprehensive list of updates—these changes represent a starting point for a dialogue with the community—but this should give you a good overview of what to expect.
      Death Knight
      Former champions of the Lich King, Death Knights overwhelm their foes with brute force and dark magic. In Legion, Death Knights became very narrowly focused thematically around their spec (for example, Frost Death Knights having an overwhelming majority of their spells be Frost-themed only). In Shadowlands, we are unifying the core Death Knight kit by restoring many abilities back to all specs, including popular utility options from the past.
      Death Knight Class and Specialization Changes General Changes
      Once these changes are live, all Death Knights will be able to desecrate the ground around them with Unholy magic to deal damage to their enemies with Death and Decay, or neutralize their attacks with Anti-Magic Zone. Furthermore, every Death Knight will once again be able to tap into unnatural powers to temporarily turn themselves undead with Lichborne, or use Raise Dead to summon a ghoulish servant to fight alongside them. The new Sacrificial Pact ability enables Death Knights to perform a forbidden ritual, sacrificing one of their undead minions, siphoning their health and causing them to explode and deal damage to nearby enemies. Finally, the frosty grasp of Chains of Ice will once again bind the enemies of all Death Knights.
      Blood At home in the Shadowlands and amongst their fellow dead, Blood Death Knights can learn new abilities and Talents. Blood Tap allows Death Knights to consume essence from slain enemies to generate 1 Rune, and is repeatable whenever a Bone Shield charge is used. Blood Death Knights will also get Rune Tap without needing to select it as a Talent.
      Relish in Blood will significantly heal these bloody bruisers for each active Bone Shield charge and grant 5 Runic Power when Death and Decay is cast while Crimson Scourge is active.
      Frost Memories of the Lich King’s legendary sword Frostmourne stirs the hearts of Frost Death Knights, who can again choose between two 1-handed weapons or one 2-handed weapon to cut down their foes. The harsh lessons learned on frozen tundra of Northrend have manifested into new abilities and Talents. The iconic Frostwyrm’s Fury will be accessible to all Frost Death Knights, rather than needing to be selected as a Talent. Hypothermic Presence is a new Talent that halves the Runic Power cost of abilities for a moderate amount of time, giving the Death Knight the vigor to strike down all who stand against them.
      Unholy While all Death Knights have some ability to control and reanimate undead minions, an Unholy Death Knight has chosen to specialize necromantic magic, and their abilities should reflect that. All Unholy Death Knights will be able to use Summon Gargoyle (previously a Talent) to bring these flying terrors to their side. Army of the Damned returns as an even stronger force with a familiar and faithful recruit—a Magus of the Dead. These formidable magic-wielders have fought side by side with Maldraxxus’ bannermen and their presence rallies Unholy Death Knights’ ghoulish armies, lobbing Frostbolt and Shadow Bolt spells into the enemy. Death Coil and Epidemic casts will reduce Army of the Dead’s cooldown, allowing Unholy Death Knights to summon forth a relentless stream of monstrosities into battle. Magus of the Dead will also fight by a Death Knights’ side when they cast Apocalypse, which also benefits from a cooldown reduction whenever Death Coil and Epidemic are cast. Unholy Death Knights’ Mastery: Dreadblade will benefit both master and servant by also increasing the Death Knights’ Shadow damage and the damage of their ghoulish minions, allowing undead armies to trample all in their wake.
      Demon Hunter
      Demon Hunters were originally added in Legion, at a time when all characters were assigned a specialization at creation and Artifact weapons made each spec feel almost like its own class—and that’s reflected in the Demon Hunter’s design. Though there are a number of similarities between Havoc and Vengeance, we feel we can do more to create some common ground, such as sharing a single resource and certain abilities.
      Demon Hunter Class and Specialization Changes General Changes
      All Demon Hunters now share a single resource—Fury—which channels their fiery hatred into relentless demonic attacks on their enemies. In addition, Immolation Aura (originally a Vengeance-only ability) will be available to both specs.
      Havoc Havoc Demon Hunters have a new passive, Unending Hatred, which expands their Fury’s maximum capacity, letting them get an extra hit or two in.
      The Dark Slash Talent has evolved into Essence Break, which deals Chaos damage and significantly increases the damage that both Chaos Strike and Blade Dance deal for a short duration.
      Vengeance Vengeance Demon Hunters will see changes to Soul Cleave and their Talents to encourage more build variety outside of Spirit Bomb. This includes getting Demonic as a Talent option and Fel Devastation as part of their specialization’s baseline abilities so Demon Hunters can dish out more destruction than ever before. Similar to their Havoc brethren, Vengeance Demon Hunters who choose Demonic will temporarily enter their Metamorphosis form following a Fel Devastation.
      Vengeance Talents as a whole have been substantially reworked. We’ve combined several popular Talents, shuffled others to different locations, and introduced new Talents to encourage new build possibilities. One such Talent is the new Bulk Extraction, which immediately rips a soul fragment from up to five enemies around the Demon Hunter and consumes them. For situations that call for the Vengeance Demon Hunter to take a hit or two, Ruinous Bulwark (Talent) increases the healing of their Fel Devastation and converts overhealing into an absorption shield that lasts for a moderate amount of time.
      Druids are the masters of shapeshifting—a versatile hybrid class than can adapt their form to suit a wide variety of situations—and Shadowlands reinforces this core identity by giving them even more flexibility. We’re bringing several abilities back to the class and making others more widely available. Most notably, the Affinity system has been expanded to offer utility abilities along with passive bonuses.
      Druid Class and Specialization Changes General Changes
      All Druids will be able to use Ferocious Bite, Barkskin, Cyclone, Stampeding Roar, and Ironfur regardless of their active specialization. Druids of any specialization will also now be able to use Cyclone and Stampeding Roar. In addition, Heart of the Wild has returned as a Talent, providing an option for Druids who want to use off-role abilities during combat.
      The Affinity Talents associated with each specialization (Balance, Guardian, Feral, and Restoration) also gain an additional utility ability. Balance receives Typhoon, Feral gets Maim, Guardian gets Incapacitating Roar, and Restoration can use Ursol’s Vortex.
      Balance Solar and Lunar Empowerments are being strengthened and updated into Eclipses. Reminiscent of past expansions like Wrath of the Lich King, Wrath and Starfire will grant each other alternating Lunar and Solar Eclipses for a longer duration, with special moments of Celestial Alignment allowing both to occur at once. Balance Druids who master the flow of these Eclipses will be able to ensure a period of sustained power to either Wrath or Starfire at key moments of a fight. Starsurge will extend the current Eclipse to continue focusing power into either Wrath or Starfire, while Starfall instead extends your current Moonfire and Sunfire effects, giving the main Arcane Power spenders distinct roles based on situation.
      Starfall will also return to its previous design, used from Wrath of the Lich King through Warlords of Draenor. Instead of needing to telegraph the affected area, Balance Druids again call down waves of stars, which strike the surrounding ground while they stand, run, or flap for its duration.
      Feral Fierce felines will see their Bloodtalons Talent reimagined, tapping into their primal power. When Feral Druids use Shred, Rake, and Ferocious Bite in quick succession, the damage of their next Rip will increase dramatically.
      Guardian Guardian Druids in the Shadowlands can once again embrace (or bear hug) their brutish side with Berserk, reducing the cooldowns of Mangle, Thrash, Growl, and Frenzied Regeneration substantially, while also halving the cost of Ironfur.
      Renewal also returns as a Talent choice, instantly healing the Guardian Druid for a fair bit of their maximum health.
      Restoration Swiftmend will return to its historic functionality of consuming a heal-over-time effect on the target, but with a substantially reduced cooldown and cost. And for moments of special need, the classic Restoration staple Nature’s Swiftness will again allow a Regrowth, Rebirth, or Entangling Roots to be cast instantly. Communing with the wild spirits in death’s realm has reawakened Restoration Druids’ inert knowledge to cast Nourish, a Talent option that heals an ally for a significant amount. Nourish receives triple the boon from Mastery: Harmony, which increases the healing for each active Restoration heal-over-time spell on the target.
      Masters of the wilderness, Hunters draw on a variety of tools such as specialized ammunition and traps that alter the environment to their advantage. Those who master the strategy of chaining their abilities and coordinating opportune attacks with their bestial companions will unleash their full lethal potential. In general, we feel the core Hunter class kit is well-realized across all of their specializations, yet each plays in a unique fun way. As a result, Hunters’ core damage rotations will remain familiar in Shadowlands, but several iconic abilities will return and many Talents will be updated.
      Hunter Class and Specialization Changes General Changes
      Arcane Shot, Eyes of the Beast, Hunter’s Mark, Kill Shot, Scare Beast, and Tranquilizing Shot will be available for all Hunters to use regardless of their active specialization.
      To prepare for the fight ahead, all Hunters will have their stable size significantly increased to hold many companions including the new creatures they discover and tame in the ethereal wilds of the Shadowlands.
      Beast Mastery A Beast Mastery Hunter’s strength comes from the bond with their companions, who will ruthlessly fight at their side and savagely tear apart enemies.
      Bloodshed is a new Talent that Beast Mastery Hunters can teach their companions, commanding the beast to tear into their target. The unfortunate quarry will bleed significantly, causing them to take more damage from their pet.
      Beast Masters’ Scent of Blood Talent is being reimagined; this passive now activates when Bestial Wrath is used—granting two charges of Barbed Shot to bloody a target and empower their bonded beast to take down threats quickly.
      Venomous Bite takes the place of Spitting Cobra and comes with a twist. When Bestial Wrath ends, a cobra will come to aid the Hunter in combat. The serpent’s power will increase based on how many times they used Cobra Shot during Bestial Wrath.
      Marksman Master sharpshooters can empower Kill Shot with Dead Eye, a new Talent that lets the Hunter store two charges of Kill Shot. It also makes Aimed Shot recharge faster for a short time whenever Kill Shot is used.
      Binding Shackles is a new passive Talent that causes enemies rooted by their baseline Binding Shot to deal less damage to the Hunter for a short time after being released from the root.
      Volley is a new Talent that enables the Marksman Hunter to rain arrows down on a targeted area over a short period of time. It also empowers the Hunter with the Trick Shots buff, causing all their Aimed Shot and Rapid Fire abilities to ricochet and hit up to five additional targets for half the damage for the entire duration of Volley.
      Survival To take down the horrors waiting for them in the Shadowlands, Survival Hunters are refining their skills and improving their weapons and gadgets. Expect to see damage increases for Hydra’s Bite, Butchery, Steel Trap, Tip of the Spear, and Flanking Strike, along with a reduction in the Focus cost for Chakrams—all designed to help them best the beasts they’ll encounter in death’s realm.
      Mages manipulate many schools of magic but focus their power on one in particular. We feel it’s important for every Mage to have access to spells from the Arcane, Fire, and Frost schools, especially for utility purposes, even if their damage rotation draws primarily from a single source—and to support this, we’re making more spells from all three schools class-wide. In addition, we felt that the Arcane Mage damage rotation lacked a focal moment that results in a big payoff. As such, the combat rotation is undergoing a significant redesign that looks to add this while retaining the overall flow and feel of the spec.
      Mage Class and Specialization Changes General Changes
      Arcane Explosion, Fireblast, Frostbolt, and Mirror Image are once again available to all specializations, and Fire Ward and Frost Ward return to bolster Mages’ defenses.
      Alter Time also comes back from the past, allowing Mages of all specs to show off their temporal mastery. When cast, this spell gives the Mage the ability to return to their initial location, with the same health and mana, after casting it a second time or after a short duration.
      All Mages can also learn a new Talent, Focus Magic, which grants an ally a slight bonus to their spell critical hit chance; in addition, when the ally critically hits with a spell, the Arcane Mage receives the same boon for a short period of time.
      Arcane Wild, untamed magic wends through the Shadowlands—and Azeroth’s most chaotic magic-wielders can’t wait to channel it. Clearcasting now has an additional stack, rendering Arcane Mages even more capable of decimating their foes. Mastery: Savant now extends its damage-increasing properties beyond Arcane Blast and Barrage to all spells. Touch of the Magi moves from its current place as a Talent to a baseline Arcane ability, allowing wielders to target an enemy that will take an additional burst of damage from all Arcane spells and spread that damage to surrounding enemies.
      Enlightened is a new Talent that rewards mana management. While the Arcane Mage’s mana is above a certain threshold, it empowers all Arcane damage dealt by a moderate amount; when below that threshold, it significantly increases mana regeneration.
      Fire Fire Mages now have more control over how and when they spread their Ignite with a redesigned Mastery: Ignite. Fireblast now serves as the catalyst: when used against an enemy who is Ignited, it spreads to up to eight enemies close to your target.
      Fire Mages’ Talents are also getting a few updates to help promote different play styles based on the situation they face. Blast Wave now does more damage, and an increased slow duration helps keep enemies at bay while melting their health away.
      For Mages who want to watch the world burn, the cooldown reduction provided by Kindling is increased, allowing the Mage to get their Combustion back faster for maximum critical-strike goodness.
      The damage bonus that Pyroclasm grants is also being increased, making the reward for casting the next non-instant Pyroblast much more satisfying.
      Frost With the addition of Mirror Images and Alter Time, Frost Mages will have some cool new abilities to weave into their gameplay. One of the more noticeable changes to Frost Mages in Shadowlands is the update to Flurry’s Winter’s Chill debuff. Previously Winter’s Chill was tied to Flurry’s movement speed debuff, which created tight windows and required distance checks to achieve the maximum-damage bonuses. Moving into Shadowlands, Winter’s Chill is now a much longer debuff that causes Frost Mages’ next two spells to treat the target as frozen, a debuff that increases the critical hit chance from the Frost Mage and their allies against the target.
      In preparation for their perilous journey into the Shadowlands, Monks return to the Peak of Serenity to study, train, and hone their skills. Several abilities from the original version of the class return to all specializations to reinforce their identity as masters of martial combat. In addition, each specialization will receive a unique Celestial cooldown ability reconnecting them with the mystic nature of Pandaria.
      Monk Class and Specialization Changes General Changes
      Expel Harm, Fortifying Brew, Spinning Crane Kick, and Touch of Death are now available for all Monks to use. Additionally, Touch of Death returns to its original design, killing an enemy with less health than the Monk. Each specialization also gains a unique benefit by dealing damage with Touch of Death.
      All three specializations will also be able to summon their Celestial to the battlefield with Invoke Xuen, the White Tiger; Invoke Niuzao, the Black Ox; and Invoke Yu’lon, the Jade Serpent (previously Talents).
      Brewmaster Stalwart Brewmaster Monks are prepared to do all they can to restore balance and can again choose between two 1-handed weapons or one 2-handed weapon to subdue their foes.
      Brewmaster Monks also have a returning passive, Shuffle, which increases the amount of physical damage that’s staggered when the Monk uses one of several abilities including Blackout Kick (previously called Blackout Strike), Keg Smash, and Spinning Crane Kick. Celestial Brew is a new ability that absorbs damage based on the imbiber’s attack power. And Brewmaster Monks can once again challenge their chosen target with Clash, a returning ability that causes both the Monk and their target bull-rush each other and—at the epicenter of the conflict—root their opponent for short duration.
      All Brewmaster Monks will be able to use Invoke Niuzao, the Black Ox (previously a Talent) to help shoulder Brewmasters’ Stagger damage. Niuzao also deals additional damage based on Stagger damage purified. For Brewmaster Monks, not only does Touch of Death instantly kill any creature with less health than the Monk, but it will also clear remaining Stagger damage.
      Brewmasters can imbue their brews with divine powers via a new Talent, Celestial Flames. Drinking brews has a moderate chance to grant Celestial Flames, which slightly increases Breath of Fire’s damage reduction and spreads its periodic damage effect to targets struck with Spinning Crane Kick. Exploding Keg returns as a Talent, immolating enemies on impact and blinding them for a brief period of time.
      Mistweaver All Mistweaver Monks will be able to use Invoke Yu’lon, the Jade Serpent to summon the Celestial, who heals allies with Celestial Breath and spawns Healing Spheres for nearby allies. Touch of Death now instantly kills any creature with less health than the Mistweaver Monk and will spawn Healing Spheres for their allies.
      Invoke Chi-Ji, the Red Crane returns as a Talent choice for Mistweaver Monks, strengthening their Physical damage moderately and healing their allies for part of the damage inflicted on enemies. Chi-Ji also makes Mistweaver Monks immune to movement-impairing abilities so that they can constantly be on the move during combat.
      Windwalker Like their Brewmaster brethren, Windwalker Monks will once again be able to choose between two 1-handed weapons or one 2-handed weapon in their fight to restore balance.
      All Windwalker Monks will be able to call upon a powerful ally with Invoke Xuen, the White Tiger (previously a Talent). Xuen will fight by their side and assault enemies with Tiger Lightning, dealing additional damage to targets the Monk has recently attacked. Touch of Death now instantly kills any creature with less health than the Windwalker Monk and will spawn Chi Spheres that the Windwalker can consume to perform devastating blows.
      In the Shadowlands, Wild Gods freely wander the woods of Ardenweald, and their magic awakens Windwalker Monks’ knowledge to perform Dance of Chi-Ji. This new passive Talent has a moderate chance to make the next Spinning Crane Kick free to use and deal a significant amount of extra damage to all it strikes.
      Devoted servants of the Light, Paladins tap into its holy power to protect their friends and vanquish their enemies. In the original version of the game, Paladins had several categories of spells that transcended their specializations, such as Seals, Blessings, and Auras. While we feel that not all of these categories of spells make sense for the modern game, having those categories defined the Paladin class. We want to restore that feeling of shared spell categories with the unification of the Paladin resource system, and the restoration of several iconic abilities including Auras. While a few of these abilities are situational utility, they play well into the Paladin’s archetype as a holy avenger and bane of the undead.
      Paladin Class and Specialization Changes General Changes
      Blessing of Sacrifice, Hammer of Wrath, Sense Undead, Shield of the Righteous, Turn Evil, and Word of Glory will be available to all Paladins, regardless of their specialization.
      Holy Power returns as a resource for all Paladins to use to fight off attackers and defend their allies. Abilities such as Crusader Strike and Hammer of Wrath grant Holy Power on use, which can then be spent to call upon the most powerful forms of the Light—including Word of Glory and Shield of the Righteous—to vanquish foes and protect allies.
      As champions of the Light, all Paladins can use powerful Auras to safeguard and enhance their allies. Concentration Aura returns to all Paladins, reducing the duration of interrupts and silences. A redesigned Retribution Aura allows Paladins to avenge fallen allies with a short burst of Avenging Wrath, giving these holy warriors the strength to vanquish evil or keep their remaining allies on their feet. Crusader and Devotion Auras are also available to all Paladins.
      All Paladins will also have access to more Talents that allow them to manipulate and spend Holy Power. The Divine Purpose Talent will be available for all Paladins to select and standardized for all specializations, allowing their abilities that spend Holy Power to have a decent chance to make the next Holy Power-spending ability free and increase its damage or healing output. Holy Avenger allows the generation of huge bursts of Holy Power in a short window, while Seraphim allows the Paladin to spend their Holy Power to increase their secondary stats for a moderate amount of time.
      Holy The Azerite Trait Glimmer of Light moves to a space in the Level 50 Talent row, competing with powerful existing options such as Beacon of Faith. While Holy Paladins’ Aura Talent row has been replaced by the class-wide Aura bar, Aura Mastery continues to give Holy Paladins the unique ability to give any Aura a special empowerment.
      Protection To better uphold their oath to protect the innocent, Protection Paladins now exude Shining Light—a new passive that makes the next cast of Word of Glory free whenever Judgment critically strikes a target, enabling Protection Paladins to shield themselves and defend their allies from attackers.
      Retribution The darkest places within the Shadowlands inspire Retribution Paladins to perform valorous acts in the name of the Light. Wake of Ashes is available to all Retribution Paladins instead of needing to be picked as a Talent, allowing these holy warriors to vanquish evil with a blow so powerful it damages all foes close to its impact and reduces any survivors’ movement speed significantly. Demon and Undead enemies are further crippled with a substantial stun when struck with the ability.
      Empyrean Power (previously an Azerite Trait) will be available as a Talent, giving Crusader Strike a moderate chance to make the next Divine Storm cost no Holy Power and increase the damage dealt by a significant amount.
      Priest Class and Specialization Changes General Changes
      Mind Blast, Mind Soothe, Power Infusion, Shadow Word: Death, and Shadow Word: Pain will be available for all Priests to use regardless of their active specialization.
      Discipline Discipline Priests are masters of balancing the forces of Light and Shadow, and the changes in Shadowlands cover both ends of that spectrum.
      Light’s Caress is a new ability that the most powerful disciples of the Light can use, enabling Discipline Priests to heal their allies by blessing them with Power Word: Barrier, and healing them again if they’re still under the barrier when it expires.
      Discipline Priests who dare to lean into darker magics can learn Shadow Covenant. This reimagined Talent instantly heals a chosen hero and four other injured allies within a small area and moderately increases the damage the Priest deals for a short period of time, during which they cannot cast any Holy spells.
      New to Discipline in Shadowlands, Mind Blast will provide a powerful burst of damage and Atonement healing along with an absorption shield for a significant mana cost.
      Holy With the protective veil of the Shadowlands shattered, the grace of the naaru has slipped through and can be channeled by their most faithful. Circle of Healing is now a baseline spell for all Holy Priests, freeing them up to master a new Talent in its stead: Prayer Circle. Prayer Circle empowers Circle of Healing, reducing the cast time of Prayer of Healing moderately for a short period of time when cast.
      Shadow In the realms of death, Shadow Priests will learn how to ascend to the peak of their power with a new Talent: Death and Madness. Each time a target dies after being slain with Shadow Word: Death, the Shadow Priest gains a substantial amount of Insanity over a few seconds; in addition, Shadow Word: Death resets, instantly ready to use on their next victim.
      Surrender to Madness returns with a wicked twist. On use, the Shadow Priest instantly gains a huge spike of Insanity and casts Void Eruption on the target. Over a long duration, Insanity-generating abilities grant 100% more Insanity, and you can cast your spells while moving. However, this power comes at a terrible price—if the caster fails to slay their target during the buff window, they succumb to the shadows and die.
      Throughout WoW’s history, Rogues have always had a broad utility toolkit for damage, control and survivability. But, during the development of Legion, we felt a need to distinguish each of the specs from each other and give them a unique identity. This resulted in us dividing up much of the core Rogue kit amongst the three specializations, making each feel a bit thinner than before. For Shadowlands, we’re working to correct this problem by restoring many iconic Rogue traits to the base class, while preserving much of what’s novel about each specialization.
      Rogue Class and Specialization Changes General Changes
      The three specializations of Rogues share the teachings they’ve learned while mastering their vicious skills. Assassins teach the basics of Poisons, allowing Subtlety and Outlaw to once again coat their blades with Instant, Crippling, and Numbing Poisons. The lost art of a well-placed Shiv in a target’s side allows a concentrated version of poison to infect the target for a short duration. Pick Pocket will frequently uncover new ingredients that can be mixed into their Crimson Vial, augmenting its power the next time the Rogue drinks it.
      Assassination Assassination Rogues continue their mastery of poisons with the returning Shiv ability, providing a moment of increased Nature damage on the victim, mirroring the gameplay of Toxic Blade (previously a Talent). Their poisons will be stronger and apply to their blades faster than other Rogues, along with always infecting targets when attacking from Stealth. Assassination once again has access to Ambush as an option for their initial attack from Stealth.
      Blindside (Talent) has changed to give the Assassin a chance to allow access to Ambush even while out of stealth, with a higher chance on lower-health targets. Shiv gets access to another an upgrade through Toxic Blade, reducing its cooldown to provide more frequent assaults of increased Nature damage.
      Outlaw Ever resourceful and hungry for an edge, Outlaw Rogues have traded in the Combo Point requirement of Roll the Bones for a modifiable cooldown which can be manipulated to line up with their staggering finishing moves. Frantic combat will reduce the cooldown of Roll the Bones through Restless Blades by spending Combo Points. Kidney Shot returns to Outlaw’s toolkit, with Between the Eyes making their foes more susceptible to their critical strikes instead of stunning them.
      Evasion returns as Outlaw’s defensive ability, with Riposte becoming an upgraded Talent option. Retractable Hook (Talent) now also increases the speed of the Rogue’s Grappling Hook, getting them where they need to be faster than ever.
      Subtlety Always looking for an advantage in combat, all Subtlety Rogues have mastered the art of Find Weakness (previously a Talent). Attacking from stealth and other abilities allow the Rogue to bypass their target’s armor, but also causes additional Shadow damage when they are struck by an Eviscerate. Find Weakness can also mark a large number of targets when needed to setup for their new area-of-effect finisher, Shadow Vault, which also assaults targets with their Find Weakness for additional Shadow damage.
      Shadow Dance gains the power of Dark Shadow (previously a Talent) to increase all damage active, at the cost of less frequent dancing. Rupture returns as Subtlety’s damage-over-time bleed finishing move, instead of the shadowy Nightblade—however, they’ll still have access to movement speed reduction and healing reduction through Wound and Crippling Poisons.
      As a class, Shaman have long had some of the most distinctive categories of spells in the game—Totems, Shocks, Shields, Weapon Imbues, and Chain spells—but over time, some have become the domain of specific specializations. In Shadowlands, we're giving these types of abilities back to the entire class. As a player levels up, they'll be exposed to the many ways a Shaman can interact with the elements to overcome challenges. Over time, the Shaman will discover which of these tools they have the strongest affinity for, and which abilities they’d like to focus on as they master the elemental forces.
      Shaman Class and Specialization Changes General Changes
      In Shadowlands, Chain Heal, Chain Lightning, Healing Stream Totem, Flametongue Weapon, Flame Shock, Frost Shock, and Lightning Shield will be available for all Shaman to use regardless of their specialization. Searing Totem also returns as an ability for all Shaman to use, which bombards nearby enemies with fireballs for a short duration.
      Elemental The Maelstrom resource and accompanying bar have been removed, returning Elemental Shaman’s to their former cooldown management playstyle. When we added Maelstrom to Shamans in Legion, we wanted to improve affordance around the use of Earth Shock and Earthquake in their rotation. But the addition of the resource had the side-effect of converting the spec into one with “builder/spender” abilities, which comes with certain built-in expectations on the payoff of its spenders. When an Elemental Shaman presses Earth Shock and it consumes most of their resource, the expectation is that this moment is the peak of their rotation and there should be a big payoff. But we want the focus of the rotation to be about managing your Flame Shock debuff on multiple targets to maximize the potential of Lava Burst through Lava Surge procs. Lightning Bolt, and consequently Earth Shock, are meant to be a flavorful but secondary part of the single-target rotation. As such, we are returning to a design that relies on building stacks of Fulmination to determine when to insert Earth Shock into the rotation. Similarly, Chain Lightning and stacks of Seismic Thunder will serve to enable Earthquake.
      Echoing Shock is a new Talent that blasts a target for significant damage, and makes it so the Shaman’s next healing or damage-dealing spell casts a second time shortly afterward without costing additional resources.
      Enhancement As with Elemental, the Maelstrom resource and Maelstrom bar have been removed from Enhancement Shaman. Enhancement will return to a specialization based on managing a number of cooldown abilities with high points built around repeat casts of Stormstrike. In Shadowlands, Enhancement Shaman who chain certain abilities in combat will see their efforts rewarded when the time is right (and the elements will it) with the capacity to unleash a powerful cooldown dealing devastating damage. . Maelstrom Weapon returns, giving each attack a chance to grant a stack of a buff that can be used to make your next healing or damage-dealing spell instant. Flametongue Weapon and Windfury Weapon can once again be applied to Enhancement Shaman’s weapons, imbuing them with the power of the elements to suit the situation at hand.
      The passive bonus provided by Hailstorm has been redesigned so that it resets the cooldown of Flame Shock and Frost Shock when a Shaman uses Stormstrike. Searing Assault metamorphosizes into a powerful fire attack, striking the foe for significant Fire damage and causes their Searing Totem to cast incredibly fast. It also triggers Flame Shock to rapidly dish out its damage-over-time burn effects to melt enemies.
      Overcharge now generates five stacks of Maelstrom Weapon instantly and another stack every second for a short duration. Stormkeeper will make your next two Lightning Bolt or Chain Lightning spells instant cast and deal bonus damage. It also benefits from Maelstrom Weapon, lowering Stormkeeper’s cast time so the Enhancement Shaman can chain powerful abilities together to pummel down foes quickly.
      Elemental Blast is now a Talent option for Enhancement Shaman, giving this melee-focused spec access to a powerful spell to destroy foes from a distance. It also benefits from Maelstrom Weapon’s effect, which can reduce its cast time or even cause it to become instant cast.
      Restoration Once Restoration Shaman step into the realm of the ancestral spirits, they will find new ways to tap into the elements’ powers. Earth Shield can now be used by all Restoration Shaman without needing to select it as a Talent. Surge of the Earth is a new Talent that expends a few charges of Earth Shield to significantly heal the current Earth Shield target and several nearby allies.
      When designing Warlocks for Shadowlands, we had a few core goals. As part of our effort to distinguish classes as a whole, we’re bringing back Curses that Warlocks can use as proactive, situational tools—satisfying to use in special cases, but not something they should feel obligated to use when fighting every enemy. Abilities like Demonic Circle offer unique ways to interact with the world and combat spaces.
      Spec-wise, we’re making relatively minimal changes to Demonology and Destruction, as we feel their core rotations and talent options fit well with our goals for Shadowlands. With Affliction, we’re making larger changes to bring the specialization’s gameplay more towards managing damage-over-time effects, rather than saving up for a major burst moment.
      Warlock Class and Specialization Changes General Changes
      All Warlocks will be able to afflict their foes with Curse of Tongues, Curse of Recklessness, Curse of Weakness, and Curse of Doom. In addition, Warlocks can manipulate space with Demonic Circle.
      Tongue Tied is a new Talent that empowers spells lobbed at targets suffering from Curse of Tongues, causing them to seal the victim from receiving healing effects, forcing them to succumb to all incoming damage for a moderate amount of time
      Affliction Unstable Affliction sacrifices its stacking effect to torture its victim longer, and all without consuming a Soul Shard. Soul Wrack is a new channeled ability that ravages the foe’s spirit, empowering Warlocks’ periodic spells to deal a significant amount of bonus damage to an enemy afflicted by this dark magic. Affliction Warlocks can exacerbate the malaise they sow with Malefic Rapture, a new ability that causes their periodic spells to tick significantly faster while the victim is suffering from the malady.
      New Talents will be available for Affliction Warlocks to more effectively drain away the life from their victims. Sow the Seeds will now embed two additional seeds into nearby enemies which—combined with the new Malefic Rupture ability—can make for explosive results. Finally, Doom is now available for Affliction Warlocks to use, and deals more damage with a shorter damage-over-time duration. If Doom kills the target, there is a slight chance the Warlock will summon a Doomguard to fight for them for a period of time.
      Demonology Dark Pact will now scale with Spell Power to deal more damage than ever before. Demonology Warlocks will also discover that the Dark Fury Talent has a new effect—in addition to the cooldown reduction it provides, it empowers Shadowfury by increasing its area of effect as the spell crashes down on in the battlefield.
      Destruction Fire and Brimstone is getting an upgrade in Shadowlands, as it now generates 2 Soul Shard Fragments for each additional enemy struck by the Warlock’s empowered Incinerate.
      Clad in heavy armor and wielding brutal weapons, it’s often forgotten that Warriors are also hybrids, equally adept at dealing damage and protecting their allies on the frontline. We want to restore utility to all three Warrior specializations by bringing back many iconic abilities that are useful across the game. In addition, several Talents have undergone revision for each spec to increase build diversity and gameplay variety.
      Warrior Class and Specialization Changes General Changes
      Execute, Hamstring, Ignore Pain, Shield Block, Shield Slam, Slam, Spell Reflection, and Whirlwind are now available to all Warriors to use regardless of their active specialization. Furthermore, Challenging Shout and Intervene are returning, and all Warriors can use them to turn the tide of battle. Shattering Throw is also back, with a new twist—it will deal devastating damage against foes protected by an absorption shield.
      Lastly, Double Time and War Machine can now be utilized by all specializations as a Talent.
      Arms The armies of Maldraxxus have inspired Arms Warriors to return to several key martial tactics and abilities.
      Piercing Howl can now be used by Arms Warriors, giving them another way to stop enemies in their tracks by dazing them and significantly reducing their movement speed for a short duration.
      Cleave (Talent) has been redesigned—after striking three targets with Whirlwind, the Warrior can use Cleave to strike all enemies in front of the Warrior, inflicting Mastery: Deep Wounds—a scaling bleed effect. The Deadly Calm Talent has also been redesigned, and will completely remove the Rage cost of the next four abilities, and includes a passive effect that increases the Warrior’s maximum Rage by a moderate amount. Dreadnaught now takes on the Seismic Wave Azerite Trait, empowering Overpower to deal damage to enemies in a line. When Overpower hits two targets with Sweeping Strikes, Dreadnaught causes two devastating seismic waves.
      Fury Fury Warriors will find themselves at home in the Shadowlands and will be able to perform feats in battle that were previously unfathomable.
      Fervor of Battle is a new Talent, where the Warrior loses themselves to their bloodthirst during Whirlwind and also Slams their primary target and gains additional Rage. Warriors will also be able to learn Onslaught, in which an Enraged Warrior brutally attacks an enemy for a large amount of damage and generates some Rage.
      Frothing Berserker has been reimagined—now, when the Warrior reaches 100 Rage, they gain Haste and movement speed over a few seconds. Wrecking Ball returns as a Talent, which gives the Warrior a moderate chance for their next Whirlwind to deal a devastating amount of damage. Fresh Meat now causes Bloodthirst to always Enrage you the first time you strike a target with Bloodthirst.
      Protection In their shining armor, Protection Warriors are seen as stalwart defenders, but behind the shield stands a coldblooded tactician. Protection Warriors can now tap into their brutal side with some reimagined Talents. Best Served Cold increases the damage of Revenge, with the damage bonus increasing significantly after a successful dodge or parry has made Revenge cost no Rage. Menace has also been redesigned with this theme in mind, empowering Intimidating Shout to cause all enemies to cower in fear for a substantial amount of time, knocking back those that are not the primary target. Indomitable will passively increase the Warrior’s maximum health by a moderate amount, and spending Rage while the ability is active will heal their wounds. Never Surrender increases Ignore Pain by either a moderate or significant amount based on missing health.
      Here we have an overview of all Class changes coming in the Shadowlands expansion.
    • By Stan
      Blizzard posted a preview of the new Covenant system coming in Shadowlands including an early look at all class-specific Covenant abilities.
      What Are Covenants?
      Covenants are ruling powers that control Shadowlands and you must earn their favor in exchange for various powers for your character.
      Covenant Abilities
      Each Covenant provides players with two abilities. The first one's generic available to all Covenant members (also known as Signature ability) whereas the other one is an active class-specific spell.
      Blizzard (Source)
      Four ruling powers control the Shadowlands, each of which is in desperate need of aid from the heroes of Azeroth. In exchange for your help, the Covenants are willing to share a piece of their power and access to the rewards and other blessings, boons, or temptations they have to offer.
      As you level up on your initial journey through each of their domains, you’ll get to experience the abilities they have to offer firsthand—before you ultimately choose the Covenant you wish to dedicate yourself to.
      Kyrians: The denizens of Bastion, these angelic beings embrace humility and service to their order. Necrolords: Comprised of liches, warlords, and spies, the Necrolord Covenant calls Maldraxxus home. They make up the army that defends the Shadowlands. Night Fae: Guardians of nature, the Night Fae inhabit Ardenweald and shepherd beings through the cycle of life and death. It was through their aid that the demigod Cenarius was able to make his return to Azeroth during the events of the Cataclysm. Venthyr: Making their home in Revendreth, the vampiric Venthyr are the punishers of the unworthy, seeking to rehabilitate the sinful souls sent to them by the Arbiter. When the time comes to ally with one of these four, you’ll want to carefully consider the abilities the Covenant will provide you. Each provides two abilities tailored to the theme of the Covenant. The first of these is the Covenant’s signature ability, which is available to all Covenant members regardless of class, race, or specialization. This ability helps you explore and engage with the world in new ways, and gives you a unique tool to help solve the problems you encounter in the Shadowlands. The second of these abilities is specific to your class, and gives you a new spell or power to use in combat.
      To give you an idea of what to expect, we’ve put together a list with the Covenant signature abilities and class abilities. Please keep in mind that these are a work in progress and may have additional changes during the course of development and testing, so all abilities shown here are subject to change.
      Signature Ability
      Summon Steward
      Call your steward to bring you a Phial of Serenity that can be consumed to restore some of your health and remove all Curse, Disease, Poison, and Bleed Effects.
      Your Steward additionally offers access to a selection of useful amenities, each once per day.
      Door of Shadows
      Wend through the shadows, appearing at the targeted location.
      Form a shield of flesh and bone that prevents damage equal to a portion of your maximum health. Standing near the corpse of a defeated enemy when the ability is cast will create a larger shield.
      Night Fae
      Turn into a Vulpin, increasing movement speed. You may reactivate Soulshape to teleport a short distance forward.
      Additional cosmetic forms can be earned and collected through a variety of gameplay.
      While out in the world, this effect has a short duration before it wears off, but lasts indefinitely while in a rest area.
      Aligning with a specific Covenant provides access to class abilities that provide additional combat-oriented gameplay options that are tailored to the theme of that Covenant. Every Covenant offers an ability for each class, but note that some Covenant class abilities are still in development and are not currently represented in the chart.
      Bastion Covenant abilities shown for: Priest and Warrior.
      Night Fae
      Death Knight
      Shackle the Unworthy
      Admonish your target for their past transgressions, reducing the damage they deal to you and dealing Arcane damage over time.

      Shackle the Unworthy's cooldown is reduced when you damage the affected enemy with a Rune-spending attack.
      Swarming Mist
      A heavy mist surrounds you, increasing your chance to dodge.

      Deals Shadow damage over time to enemies within range. Every time it deals damage you gain additional Runic Power, up to a maximum amount.
      Abomination Limb
      Sprout an additional limb for a limited time,  dealing Shadow damage to nearby enemies. If an enemy is farther away from you, they are pulled to your location.
      Death’s Due
      (Replaces Death and Decay)
      Corrupts the targeted ground, causing Shadow damage over a duration of time to targets within the area.

      Affected enemies deal reduced damage to you (up to a maximum amount) and their power is transferred to you as an equal amount of Strength.

      While you remain within the area, your Necrotic Strike and Heart Strike will hit additional targets. Scourge Strike and Clawing Shadows will hit all enemies near the target.
      Demon Hunter
      Elysian Decree
      Carve runes into the ground in front of you, which detonate to deal  Arcane damage and shatter Lesser Soul Fragments from enemies.
      Sinful Brand
      Brand an enemy with the mark of the Venthyr, reducing their melee and casting speeds and inflicting Shadow damage over time.
      Activating Metamorphosis applies Sinful Brand to all nearby enemies.
      (Work in Progress)
      The Hunt
      Charge to an enemy, inflicting Nature damage and rooting them. The target is marked for a period of time, increasing your Fury from Demon's Bite andShear against them.
      You may reactivate The Hunt every 30 seconds to teleport behind the marked target and ignoring line of sight.
      Kindred Spirits

      Form a bond with an ally. On a cooldown, you may empower the bond for a period of time, granting you an effect based on your partner’s role, and granting them an effect based on your role.
      Ravenous Frenzy
      For a period of time, Druid spells you cast increase your damage, healing, and haste by a percentage, stacking.
      If you spend a period of time idle, the Frenzy overcomes you, consuming a percentage of your health per stack, stunning you, and then ending.
      Adaptive Swarm
      Command a swarm that heals or deals Shadow damage to a target and increases the effectiveness of your periodic effects on them.
      Upon expiration, travels to a new target within range, alternating between friend and foe up to a set number of times.
      Convoke the Spirits
      Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds.
      You will cast Moonfire, Wrath, Regrowth, Rejuvenation, Thrash, Rake, Shred, and Ironfur on appropriate nearby targets, favoring your current specialization.
      Resonating Arrow
      Fire a resonating arrow to the target location and fill the area with echoing anima. The effect causes your attacks to ignore line of sight to enemies in the area, and you have an increased critical strike chance against them.
      Flayed Shot
      Fire a shot at your enemy, causing them to bleed Shadow damage over a period of time. Each time Flayed Shot deals damage, you have a  chance to gain Flayer's Mark, causing your next Kill Shot to be usable on any target, regardless of their current health.
      Death Chakram
      Throw a deadly chakram at your current target which will rapidly deal additional Shadow damage.
      Each time the chakram damages a different target, its damage is increased, and you generate additional Focus.
      (Work in Progress)
      Radiant Spark
      Conjure a radiant spark that causes Arcane damage instantly and additional damage over time.
      The target takes a percentage of increased damage from your direct damage spells, stacking each time they are struck. This effect ends after a number of spells.
      Mirrors of Torment
      Conjure mirrors to torment the enemy for a time. Whenever the target casts a spell or ability, a mirror is consumed to inflict  Shadow damage and their movement and cast speed are slowed.

      The final mirror will instead inflict Shadow damage to the enemy, Rooting and Silencing them for some time.
      Transform into a  powerful Skeletal Mage for a period of time.
      While in the form of a Skeletal Mage, your Frostbolt, Fireball, and Arcane Blast are greatly enhanced, and your spell damage is increased.
      Shifting Power
      Draw from the ground beneath you for a period of time, dealing Nature damage over time to nearby enemies.
      While channeling, your ability cooldowns are reduced.
      Weapons of Order
      For a short duration, your Mastery is increased by a percentage. In addition:
      Windwalkers’ Rising Sun Kickcooldown is reset instantly, and your Rising Sun Kick reduces the cost of your Chi abilities.
      Brewmasters’ Keg Smashcooldown is reset, and enemies hit by Keg Smash take increased damage from you (stacks up to a set amount).
      Mistweavers’ Essence Font cooldown is reset instantly and heals nearby allies on channel start and end.
      (Work in Progress)
      (Work in Progress)
      (Work in Progress)
      Divine Toll
      Instantly cast Holy Shock, Avenger's Shield, or Judgmenton several targets within range (based on your current specialization).
      Ashen Hallow
      Hallow the target area, dealing Shadow damage split among enemies and restoring health split among injured allies over time.
      The land remains filled with anima, causing additional Shadow damage to all enemies. You gain the benefits of Consecration while within the area.
      (Work in Progress)
      (Work in Progress)
      Boon of the Ascended

      Gain the Boon of the Ascended, granting access to Ascended Nova and Ascended Blast, and increasing your movement speed. Both abilities damage your enemies, heal your allies, and build power that will erupt in a powerful explosion of damage and healing at the end of Boon of the Ascended’s duration.
      Assault an enemy's mind, dealing Shadow damage and briefly reversing their perception of reality.
      For a period of time, the next damage they deal will heal their target, and the next healing they do will damage their target.
      Unholy Nova
      An explosion of dark energy heals nearby allies and infects nearby enemies with Unholy Transfusion.
      Unholy Transfusion deals Shadow damage over time. Enemies who damage this target receive healing.
      (Work in Progress)
      Echoing Reprimand
      Deal Arcane damage to an enemy, extracting their anima to Animacharge a combo point.
      Damaging finishing moves that consume the same number of your combo points as your Animacharge deal damage as if they consume 7 combo points.
      Slaughter the target, causing Physical damage. The target's anima mixes with your lethal poison, coating your weapons for the next 5 minutes.

      Slaughter Poison deals Shadow damage over time and steals a percentage of healing done to the target.

      This also awards combo points.
      Serrated Bone Spike
      Embed a bone spike in the target, dealing Physical damage over time until they die.
      Attacking with Serrated Bone Spike causes all of your active bone spikes to fracture and strike your current target, increasing initial damage by a percentage per spike.
      (Work in Progress)
      Vesper Totem
      Summon a totem at the target location for 30 seconds. Your next 3 damage spells or abilities will cause the totem to radiate Arcane damage to enemies near the totem and your next 3 healing spells will heal up to 6 allies near the totem.
      Casting this ability again while the totem is active will relocate the totem.
      Chain Harvest
      Send a wave of anima at the target, which then jumps to additional nearby targets. Deals  Shadow damage to enemies and restores  health to allies.
      For each target critically struck, the cooldown of Chain Harvest is reduced.
      (Work in Progress)
      (Work in Progress)
      Scouring Tithe
      Deal Arcane damage instantly and additional Arcane damage over time. If the enemy dies while affected by Scouring Tithe, you generate additional Soul Shards. If they survive, Scouring Tithe's cooldown is refreshed.
      Impending Catastrophe
      Call forth a cloud of chaotic anima that travels to the target enemy, dealing  Shadow damage to enemies within their path. When the anima reaches the target it explodes, inflicting a random Curse and dealing Shadow damage to all nearby enemies.
      Decimating Bolt
      Hurl a bolt of shadow magic at your target, dealing Shadow damage and increasing the damage of your next Incinerates, Drain Souls, or Shadow Bolts.

      Decimation Bolt's damage, and the bonus to Incinerate, Drain Soul, or Shadow Bolt both increase as your target's health decreases.
      (Work in Progress)
      Spear of Bastion
      Throw a Kyrian spear at the target location, dealing Arcane damage instantly, dealing additional damage over time, and generating Rage.
      Enemies hit are tethered to Spear of Bastion's location for the duration.
      (Replaces Execute)
      Condemn a foe to suffer for their sins, causing Shadow damage. Only usable on enemies who are above 80% health or below 20% health.
      The primary target is weakened, preventing a moderate amount of damage they would deal to you.
      If your foe survives, a portion of the Rage spent is refunded.
      Conqueror’s Banner
      Brandish the banner of the Necrolords, increasing your movement speed and causing Mortal Strike, Raging Blow, and Shield Slam to grant you Glory. Killing an enemy grants additional stacks of Glory.

      Reactivating this ability plants the banner in the ground, granting an increased amount of maximum health and additional attack speed to you and your allies within range of the banner. Lasts additional time per Glory, up to a maximum amount.
      (Work in Progress)
      We look forward to sharing more information as development continues, and we hope this preview helps you find the Covenant that’s right for you.
      Which Covenant is your current choice? Join the discussion on the forums.
      Latest Shadowlands News
      Shadowlands Developer Update PvP Vendors Return in Shadowlands
    • By Stan
      Blizzard revealed in the Shadowlands Developer Update their plans to add PvP vendors back to the game with changes to PvP currencies, as Conquest becomes a spendable currency in the new expansion.
      In Shadowlands, Conquest points can be used to buy specific items from vendors in the new capital city of Oribos. On top of that, you will be able to upgrade gear using Conquest points, similar to how Benthic gear upgrades worked with Manapears in Patch 8.2 (Rise of Azshara).
      More information about the new system will be available when we start datamining the first Alpha build.
      Blizzard (Source)
      Also of note are some changes to PvP currencies—notably, Conquest is once again a spendable currency earned through Shadowlands Rated PvP. Players will be able to use Conquest points to purchase specific items of their choice from a vendor in the capital city of Oribos (in an easy-to-find location, naturally). Conquest can also be used to upgrade that gear further (similar to how Benthic gear worked with Manapearls in Rise of Azshara). We’ll have lots more information to share on the details of this system, as well as our broader endgame itemization plans, as the alpha rolls on and we reach max-level content. Latest Shadowlands News
      Shadowlands Developer Update
    • By Stan
      Shadowlands Alpha starts later this week when the first batch of invitations will be going out. Available for testing will be Bastion and the Necrotic Dungeon. Don't forget to opt in for Beta in the meantime!
      Changes to all 12 classes will be obvious the moment players log into the game. The goal of Shadowlands is class unpruning, so expect changes to spells, talents, and resources. Blizzard improved the quest interface and added a 3D indicator of tracked quest objective locations. Conquest is a spendable currency in Shadowlands and players will be able to use Conquest points to purchase specific items of their choice from a vendor in the capital city of Oribos. You will also be able to use them to upgrade gear similar to Benthic gear and Manapearls.  Blizzard (Source)
      It’s been five months since we first revealed our World of Warcraft: Shadowlands expansion at BlizzCon 2019. The whole team has been hard at work transforming the vision we laid out last November into a reality, and we can’t wait to share our progress with all of you.
      Later this week, we will send out our first round of invitations to a closed alpha test for Shadowlands.
      This first batch of invitations will mainly go out to long-time WoW players with active accounts in good standing, as well as Blizzard friends and family, along with a limited number of content creators and journalists. This initial wave represents only a small fraction of the pool of testers that will ultimately gain access to the test in the coming months—if you’re interested in helping make Shadowlands better, sign up using the Beta Opt-In link on the Shadowlands home page. Later on, as we engage in focused PvP and raid testing, we’ll also do some targeted invite waves that prioritize players with extensive experience or expertise in those parts of the game.
      When the alpha servers go live, we will have the full level-up experience in the zone of Bastion available, along with its accompanying dungeon, the Necrotic Wake. Testers who are interested in checking out our revamped new player experience can play through the Alliance version of the new zone and tutorials. We’ll aim to roll out new content on a regular basis throughout the test cycle—later in April we hope to offer the zone of Revendreth, as well as a look at Torghast, Tower of the Damned, our endless dungeon experience. We will continue to unlock content such as zones, dungeons, and endgame questlines when they’re ready for feedback, using template characters as needed to focus testing and feedback on specific parts of the game. Once everything has been released into the test environment, we’ll officially move into a beta phase, wiping all characters and kicking off a larger round of invites for an end-to-end test of the entire Shadowlands experience.
      While content will be rolled out methodically over the course of the alpha, many of our underlying systems changes will be apparent from the moment players first log in later this week, and there will be hints of others that are still in progress. A few examples:
      Players of all 12 classes will immediately see changes in their Spellbooks, Talents, and in some cases even their resources. We’ll have a separate blog coming out in the coming days discussing how we applied the class design philosophies we laid out at BlizzCon 2019 and giving key examples of the sorts of changes to expect for each class and their specializations. Unlike the last couple of expansion alphas, where the conversation with the community often began with us saying “Let us know which spells you miss most…” this time around we’re eager to hear whether we’ve gone too far with “unpruning.” Maybe a bunch of folks actually really hated Eyes of the Beast all along—who knows? We have been making improvements to our quest interface, with an eye toward better distinguishing major quests that are required to advance the narrative from optional side quests that tell more localized stories. Our work-in-progress 3D indicator of tracked quest objective locations will be available to use, which aims to reduce the need to bring up the map when navigating the world and help more clearly identify when an objective is above or below you. We’re also rolling out a system that allows players to set a personal waypoint on the map as well as share that pin in chat channels, so that you should no longer need an add-on to convey exactly where Rustfeather just spawned. Also of note are some changes to PvP currencies—notably, Conquest is once again a spendable currency earned through Shadowlands Rated PvP. Players will be able to use Conquest points to purchase specific items of their choice from a vendor in the capital city of Oribos (in an easy-to-find location, naturally). Conquest can also be used to upgrade that gear further (similar to how Benthic gear worked with Manapearls in Rise of Azshara). We’ll have lots more information to share on the details of this system, as well as our broader endgame itemization plans, as the alpha rolls on and we reach max-level content. As our community and fansites dig into the game files that are packaged with the client in the coming days, you’ll also doubtless find bits and pieces of data relating to endgame systems like Soulbinds, Covenant Sanctums, and crafted legendary items. Much of those features remain a work-in-progress and, especially in an alpha setting, the game’s data contains numerous experiments and discarded ideas, so please take what you might find via datamining with a grain of salt. We remain guided by the core philosophies that we articulated at BlizzCon: player agency and empowering choices. We can’t wait to share details of these systems with you as soon as we’re able—one of our main lessons learned from past expansions is the vital importance of carving out a large window in our alpha and beta for feedback and iteration on these endgame systems.
      Thank you for your patience, and we’ll see you soon (no TM) in the Shadowlands!
      Ion Hazzikostas
      Game Director
      Join the discussion on the forums here.
      Shadowlands Alpha starts this week with the first zone Bastion available for testing!
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