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Donnerstag, 23 Juli 2026

Are We Getting a New Draenei Zone Soon? - 12.0.7 Naigtal Story Summary
Are We Getting a New Draenei Zone Soon? - 12.0.7 Naigtal Story SummaryThe story in Naigtal in patch 12.0.7 ended last week, and concluded by teasing upcoming story in a new Draenei zone!

WARNING: Patch 12.0.7 Spoilers in this post!

The Draenei on Naigtal

During our exploits in Naigtal, one of the new mini-zones introduced in patch 12.0.7, we follow the efforts of an ethereal research group called the Hal'hadar. While it initially seems like they are merely scavenging technology from groups like the Army of the Light, the Legion, and the domanaar, further inspection reveals that the ethereals have much grander plans with warframes used by the Lightforged draenei.

After discovering information about device called a 'Soul Lattice', our allies discover that the Hal'hadar are planning to harness the technology that the draenei use in their Vigilants to place their own souls inside of draenei Warframes -- essentially, they want to give nigh-invincible bodies to their fellow ethereals. This technology does not come without its cost, however, as the Soul Lattice must be powered by the energy of other souls in order to work, and the target of their first test run is a draenei crypt found on Naigtal.

Known as Vilaldoun, this crypt was a part of one of the draenei's many settlements during their long exodus from Argus. While the main group of draenei fled the planet in the Genedar when the Legion arrived, the crypt and its interred inhabitants were left behind -- including their mechanical Vigilant bodies.

It is in the chamber containing the Vigilants that we find Artiseer Ahl'syraz, an ethereal researcher attempting to place her Soul Lattice inside one of the Vigilants. While we prevent her from succeeding by wresting the Soul Lattice from her grasp, she is able to survive and teleport all of the remaining Vigilants away to an unknown location.

In addition to the Soul Lattice, we also find a draenei hologem with a very useful piece of information to the Hal'hadar: a map of every planet the draenei had landed the Genedar on since the start of their exodus. With such a map, the ethereals would have a wealth of abandoned tombs to continue their research with... but tombs are not all this map contains.

The Nethersent

In addition to knowledge of abandoned planets, the hologem also contains information about a planet called Nashabor. During Voidstorm questing, we met a group of draenei called the Nethersent who had been captured by the domanaar -- but these draenei were not from Azeroth. They spoke almost no Common, and had never encountered any of the player races beyond fellow draenei. Instead, these draenei hailed from the planet of Nashabor, one of the colonies left behind by Velen and the Genedar.

These draenei were led by Tul'amar, a mage who was able to evade capture and work with the player to free her people from the domanaar and prevent them from finding Nashabor again. Rather than flee back to their world with her people, however, Tul'amar was forced to stay behind to ensure the portal closed without a trace. Handing leadership off to her brother, the lone Tul'amar then joins the void elves in the Howling Ridge to consider her next steps.

Among those next steps was the potential to spitefully inform Velen of their survival, but beyond that, she did not seem particularly keen on joining the draenei on Azeroth long-term. With the information of this quest, however, working with her fellow draenei may be something she is now inclined to do if she wants to save her people from annihilation at the hands of the ethereals.

After giving the hologem to Tul'amar, she is approached by Tala'saan, the leader of the Lightforged expeditions into Naigtal and Val. Rather than propose they bring the golden armadas of the Army of the Light down to save Nashabor, he proposes that Tul'amar meet with Velen to figure out how to reach Nashabor. Tul'amar reluctantly agrees, leaving us on a cliffhanger for what happens next.

Tul'amar, Thrice-Exiled says: Who's there? Show yourself.Commander Tala'saan sheds his Lightveil cloak and steps forward.Commander Tala'saan says: It is good to see you alive and well, Tul'amar.Tul'amar, Thrice-Exiled says: Tala'saan? You're alive. You've changed.Commander Tala'saan says: So have you, my old friend.Tul'amar, Thrice-Exiled says: I preferred you without the glow.Commander Tala'saan says: It does make my job more difficult sometimes.Tul'amar, Thrice-Exiled says: Is that why you are here skulking around unseen?Commander Tala'saan says: I am here to offer you a chance to ensure your people, our people, don't suffer alone any longer.Tul'amar, Thrice-Exiled says: Let me guess. You want to bring a great golden armada to rescue my people from this threat?Commander Tala'saan says: No, Tul'amar. But I have seen these Hal'hadar first hand...Tul'amar, Thrice-Exiled says: We found our own ways to survive when we were left behind. Why should that change now?Tul'amar, Thrice-Exiled says: It was the Light that left us scattered to the Twisting Nether, Tala'saan.Commander Tala'saan says: I would be a fool to doubt you. I can only imagine the things you have done to protect your people.Commander Tala'saan says: But I am not offering to bring the Light to Nashabor.Tul'amar, Thrice-Exiled says: Why are you here then?Commander Tala'saan says: Come with me to Velen. Tell him about the Nethersent. I promise he will listen, and he will act.Tul'amar grits her teeth as she falls silent for a moment. Her good eye darts toward you and then back to Tala'saan.Tul'amar, Thrice-Exiled says: Fine. For you, not the Prophet. Let us speak privately.Commander Tala'saan glances at you and offers an appreciative nod.

The Ongoing Draenei Storyline

The story in Midnight is far from the first time we have seen draenei focus in recent years. While their major fight against the Legion may have ended in their titular expansion, the draenei decided by the end of that story to make Azeroth their home rather than attempting to resettle the ruins of Argus.

Their story continued during Dragonflight, where Velen met with the krokuul leader Hatuun and a penitent Man'ari eredar named Arzaal. After some consternation, and a reminder from Hatuun of the people he left behind on Argus, Velen made the choice to allow a small number of Man'ari to redeem themselves by fighting against the remaining Legion forces on Argus.

During the draenei heritage, this story was expanded further when Velen's plans to renew the draenei's Tishamaat ceremony was interrupted by an attack from Legion forces on Azuremyst Isle. Aided by both Hatuun and Arzaal, Velen was able to prevent this attack, and invited both leaders and their people to join the draenei in celebrating Tishamaat.

Among the many story threads set up during the Tishamaat, its final cutscene ends with the reveal that the draenei plan to build a new capitol city on Azeroth. The ceremony resulted in the closest thing to unity between the scattered groups of draenei and Broken we have seen, setting the stage for a brighter future for the united eredar.

For many, this may be your first Tishamaat.Our last was long ago. Few among us remember it.But even here, in another space and another time, its meaning remains the same:We must let go of the past... to grasp our future.No longer must we live scattered, lamenting Argus.We will build a city on the ashes of our exile.We will finally be home.

Now, with these story threads surrounding Tul'amar and the draenei on Nashabor, the ongoing story of the draenei seems to be continuing. It not only teases our return to Velen after some time away, but also a promise that we will venture to Nashabor to save Tul'amar's people.

Is Nashabor an Upcoming Zone?

With all of the focus given to the draenei in side content, such a blatant peace of set-up begs the question: are we getting a new draenei zone soon?

In all likelihood, this is not setting up a major patch zone in Midnight on the scale of Undermine or the Coiled Isle. While the Worldsoul Saga has left plenty of room for side stories like the goblin and Amani plotlines to be explored, all signs point to us following Xal'atath's journey towards Azeroth's worldsoul in patch 12.2, which will then lead to our return to Northrend and the saga's finale in The Last Titan.

More likely, this is setting up another sub-patch zone like Naigtal or Val. The format used in patch 12.0.7 has allowed for these smaller-scale stories to be told without disrupting the ongoing main story, and since the story on Nashabor seems similarly unrelated to Xal'atath's grand schemes for the worldsoul, it would be a safe bet to assume that Nashabor will be of a similar scale of content and story as the rest of the ongoing draenei plot since Dragonflight.

...But to indulge in speculation, what if this is setting up a major draenei zone? Not only Nashabor, but using that story thread as an excuse to visit the newly built capitol city of the draenei?

Midnight has been a rather massive homage to The Burning Crusade, with our return to Quel'thalas and Zul'Aman as well as the thematic parallels between Netherstorm and Voidstorm and their ethereal presence. While they have shown up as a part of the Vanguard of the Light, the draenei are scarce in Midnight compared to the blood elves. Perhaps this lingering story thread with the ethereals is the excuse needed to give us a proper draenei zone to match the revamped Eversong Woods?

As an instanced-off zone, Azuremyst Isle would be a relatively easy zone to remake and add to the world map of Kalimdor like how Quel'thalas was to Eastern Kingdoms -- perhaps even easier, considering Azuremyst is an isolated island with no direct connection to other zones. With the love given to Silvermoon in Midnight, the same love given to a new capitol city that replaces the Exodar would likely be welcomed by the playerbase.

Regardless of if the story in Naigtal results in a massive new draenei capitol city, or merely a sub-patch zone, patch 12.0.7 has done a great job in setting up future plot threads for us to explore with the ethereals and draenei. As a whole, the draenei have been given phenomenal story since Dragonflight, and Midnight has utilized its side content to explore them further in a wonderful way. Here's hoping whatever comes next with Nashabor is treated with the same level of love and passion -- regardless of zone size.

Mittwoch, 22 Juli 2026

Midnight Season 2 Dungeon Tuning for Patch 12.1
Midnight Season 2 Dungeon Tuning for Patch 12.1Blizzard has announced new Mythic+ Dungeon tuning on the 12.1 PTR which includes removing some trash from King’s Rest.

Hello, the following changes have been made on PTR.

Kings’ Rest

General

Spawning has been adjusted in the following areas:

Animated Guardians at the start of the dungeon have been moved further from the entrance

Removed Ghastly Brute in the hallway after Mchimba the Embalmer

Two Royal Berserkers now patrol around the room

Reduced required enemy forces

Mchimba the Embalmer

Embalm

Increased periodic damage by 66%

Awakening Slam

Increased damage by 33%

The Council of Tribes

Explosive Totem

Reduced cast time of Explode to 9 sec from 16 sec

Animated Guardian

Released Inhibitors

Increased Haste buff to 75% from 50%

Minion of Zul

Bound By Shadow

Spell can no longer be stolen. Spellsteal now only removes the effect

Fixate

Now has a beam visual on the target

Reduced duration to 10 sec

Now removes Bound By Shadow upon expiration

King Timalji

Erupting Slam

Reduced impact radius to 8 yards from 12 yards

Shadow of Zul

Health reduced by 13%

Pool of Darkness

Increased number of pools to 2 from 1

Reduced periodic damage while inside a pool by 40%

Murder Row

Kystia Manaheart

Destabilized

Reduced periodic damage by 17%

Temple of Sethraliss

Dutiful Tamer and Sand-Sworn Rider

Swarming Krolusks

Increased the cooldown between casts

Reduced health of summoned creatures by 25%

Sandswept Hunter

Arrow Barrage

Increased the cooldown between casts

Reduced damage of each tick by 5%

Sandfury Stonefist

Ground Pound

Reduced damage by 5%

Agitated Nimbus

Accumulate Charge

Reduced damage increase per stack to 8% from 10%

Barbed Krolusk and Swarming Krolusk

Serrated Charge

Increased the cooldown between casts

Reduced impact damage by 25%

Reduced duration to 6 sec from 8 sec

BlizzCon Bundles Now Available - New Mount, Pet, Decor and Transmog
BlizzCon Bundles Now Available - New Mount, Pet, Decor and TransmogTwo BlizzCon bundles are now available for World of Warcraft and give a mount, pet, decor and transmog!

BlizzCon Ultimate BundleWorld of Warcraft BlizzCon Set

World of Warcraft Bundle

If you only want the World of Warcraft items, you can buy the World of Warcraft BlizzCon bundle for $29.99.

World of Warcraft BlizzCon Set

Rabbit'ath Mount

The mount in this set is called Rabbit'ath.

The presence of Rabbit'ath brings doom and despair to all who witness. Legend says that in its eyes, you can glimpse the end of all things.

Transmog Set

The Transmog set is the Ensemble: Garb of the Dawnfire Phoenix.

Housing Decor

The Housing Decor is the Perch of the Dawnfire Phoenix.

Ultimate Bundle

If you want a Murk'atath Pet for World of Warcraft, in addition to goodies in the other Blizzard games, you can get the Ultimate Bundle for $50 USD ($20 more than just the WoW Bundle). This includes:

The items in the World of Warcraft Bundle

The items in the Overwatch BlizzCon Bundle

The items in the Hearthstone BlizzCon Bundle

The items in the Diablo IV BlizzCon Bundle

The Items in the Diablo Immortal BlizzCon Bundle

A bonus for each of those games, not included in the regular bundle:World of Warcraft: Murk'atath Pet

Overwatch: Lich Queen Mei Player Icon and Name Card

Diablo IV: Indigo’s Light Trophy and Indigo’s Master Trophy

Diablo Immortal: Astral Celebration Portrait Frame

Hearthstone: 5 Standard Card Packs

BlizzCon Ultimate Bundle

Murk'atath Pet

The extra pet for World of Warcraft is Murk'atath.

Two More Mounts Datamined in Patch 12.1
Two More Mounts Datamined in Patch 12.1Two mounts have been datamined on the Patch 12.1 PTR, the Delver's Arcane Golem and Sea-Dwelling Isle Serpent!

Delver's Arcane GolemAs the name implies, this construct is found inside a treasure within the Gnarldor Isle delve.

Description: Originally intended as a gift for Silvermoon, this construct was lost in transit near the shores of Gnarldor Isle.

Source: Treasure: Sturdy Chest

Zone: Gnarldor Isle

Model id: 138593

Sea-Dwelling Isle SerpentThis new serpent can be purchased from Second Mate Sluggs, a tortollan dealer found at Tokka's Folly on the Coiled Isle.

Description: This oozing serpent has a taste for fish. As long as you can feed them, they should remain friendly. Should.

Source: Vendor: Second Mate Sluggs

Zone: The Coiled Isle

Model id: 144841

BlizzardCS Leaks The Burning Crusade Anniversary Phase 3 Release Date - August 13th
BlizzardCS Leaks The Burning Crusade Anniversary Phase 3 Release Date - August 13thIn the news section of the Blizzard Support Discord server, the BlizzardCS account shared that The Black Temple and Phase 3 of The Burning Crusade Anniversary will be released on August 13th!

Phase 3 Overview - New Raids, Daily Quests, & More!

This post comes with an accompanying link, which currently leads to a page with a 500 Error, so it is likely that this message was sent out earlier than expected. We will update this post once more information is officially revealed.

Advanced Ritual Site Studies Achievement Now Available
Advanced Ritual Site Studies Achievement Now AvailableThe Advanced Ritual Site Studies can now be completed with the weekly reset.

Ritual Sites

It's now week 6 of Patch 12.0.7 and the Advanced Ritual Site Studies can now be completed as all the quests are available. There are a total of 6 quests that are required for this achievement, and each quest was unlocked weekly with the start of Patch 12.0.7. Quests can be picked up and turned in at Lady Darkglen in Silvermoon City at /way #2393 47.74 49.75.

Each quest requires players to complete 2 Tier 6 Ritual Sites with certain challenges on.

Ritual Site Studies: Week 1 of 3 - Reinforcements

Ritual Site Studies: Week 2 of 3 - Malevolent Boons

Ritual Site Studies: Week 3 of 3 - Embers

Advanced Ritual Site Studies: Week 4 of 6 - Reinforcements and Alarm Bells

Advanced Ritual Site Studies: Week 5 of 6 - Malevolent Boons and Patrols

Advanced Ritual Sites Studies: Week 6 of 6 - Embers and Manifestation

This means that in order to get the achievement done, you need to complete 12 Tier 6 Ritual Sites. Players who complete all these quests will earn the Advanced Ritual Site Studies achievement and a total of 2 Nebulous Voidcore Bonus Rolls, one after Week 3 and one after Week 6.

Patch 12.1 PTR Datamined Class Tuning and Tier Set Changes - Hunter, Shaman, Warrior
Patch 12.1 PTR Datamined Class Tuning and Tier Set Changes - Hunter, Shaman, WarriorWe've datamined spell tuning changes for nearly every class and a few tier set adjustments on the Patch 12.1 PTR!

Two additional undocumented changes also address bugs highlighted in our recent Arms Warrior review, increasing the maximum number of stacks for Frenzy and Slayer's Dominance.

Class ToolsBloodTalentsFrostTalentsUnholyTalents

Specialization (1)

Effect #3 NEW Effect #20 Apply Aura: Modifies Effect #1's Value (Label)Value: 5Affected Spells:

Effect #5 Apply Aura: Mod Auto Attack Damage %: Modifies Damage/Healing DoneValue: 275350

NEW Effect #20 Apply Aura: Modifies Effect #1's Value (Label)Value: 5Affected Spells:

Talents (6)

While Blood Shield is active, you deal 8% increased damage and damage taken is reduced by 4%.Effect #1 NEW Effect #3 Apply Aura: Modifies Effect #5's ValueValue: -4Affected Spells:

For each Dancing Rune Weapon active your damage is increased by 0% and your damage taken is reduced by 0%.Rank 1: For each Dancing Rune Weapon active your damage is increased by 3% and your damage taken is reduced by 4%6%.Rank 2: For each Dancing Rune Weapon active your damage is increased by 6% and your damage taken is reduced by 4%6%.

Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses.While active, you gain 25% parry chance.30% parry chance.

Instantly strike the target and 1 other nearby enemy, causing (157.334%196.7% of Attack Power) Physical damage, and reducing enemies' movement speed by 20% for 8 sec \ \.

Effect #2 School DamageValue: 0 (AP mod: 1.573341.967)

Smash the target, dealing (147.1%220.65% of Attack Power) Physical damage and generating 3 charges of Bone Shield. Bone ShieldSurrounds you with a barrier of whirling bones, increasing Armor by (180 * Strength / 100) \. Each melee attack against you consumes a charge. Lasts 30 sec or until all charges are consumed.

Effect #2 School DamageValue: 0 (AP mod: 1.4712.2065)

When Crimson Scourge is consumed, you gain 6% Versatility for 6 sec.damage taken is reduced by 4% for 10 sec.

Specialization (1)

Causes each of your Virulent Plagues to flare up, dealing (62.5522%109.466% of Attack Power) Shadow damage to the infected enemy and (25.0212%43.7871% of Attack Power) Shadow damage to foes nearby.Extends the duration of Dread Plague and Virulent Plague by 0.0 sec.1.0 sec.

Talents (4)

Shadows guide your strikes, increasing the damage of your Scourge Strike by 25%, and causing it to grant you Clawing Shadows up to 4 times.For each stack of Clawing Shadows, your Scourge Strike chains to an additional enemy. Each subsequent chain deals 20% reduced damage.10% reduced damage.Effect #1 Effect #3 Apply Aura: Modifies Effectiveness After First TargetValue: -20-10%Affected Spells:

Army of the Dead siphons the power of the fallen, transforming Death Coil and Epidemic into Necrotic Coil and Graveyard for 30 sec.Necrotic CoilUnleash a vortex of necrotic energy and bone, dealing (205.335% of Attack Power) Shadowstrike damage up to 3 foes and (64.584% of Attack Power) Shadow damage to all pierced enemies.GraveyardThe dead erupt beneath all foes with Virulent Plague, dealing (114.561%131.745% of Attack Power) Shadow damage and (45.8251%52.6989% of Attack Power) Shadow damage to enemies nearby.

Inflicts the target with Dread Plague and Virulent Plague.Dread PlagueA malicious plague that deals (439.11% of Attack Power) Shadow damage over 24 sec. Explodes for (184.5% of Attack Power) Shadow damage to nearby enemies and infects one when the host dies. Can only be applied to 1 host at a time.Virulent PlagueAn infectious plague that spreads to all nearby enemies, dealing (150.262%225.394% of Attack Power) Shadow damage over 24 sec.

Summon a Lesser Ghoul to strike the enemy for (199.665% of Attack Power) Shadow damage and have them explode for (103.275%139.421% of Attack Power) Shadow damage to nearby enemies.

San'layn (2)

While you are within your Death and Decay, your physical damage taken is reduced by 5%8% and your chance to gain Vampiric Strike is increased by 5%.

Blood:You store 10%15% of all Shadow damage dealt into your Blood Beast to explode for additional damage when it expires.

Deathbringer (2)

Blood:After Reaper's Mark explodes, your next 2 Marrowrends cost 1 Rune and summon 2 scythes to strike your enemies.The first scythe strikes your target for (percentOfAttackPower_format, 858.541030.25) Shadowfrost damage and the second scythe strikes all enemies around your target for (percentOfAttackPower_format, 469.2) Shadowfrost damage\. Deals reduced damage beyond 8 targets.

Blood:Viciously slice into the soul of your enemy, dealing (percentOfAttackPower_format, 368.55442.26) Shadowfrost damage and applying Reaper's Mark.Each time you deal Shadow or Frost damage, add a stack of Reaper's Mark. After 12 sec or reaching 40 stacks, the mark explodes, dealing (percentOfAttackPower_format, 45.348) damage per stack.Reaper's Mark travels to an unmarked enemy nearby if the target dies.Effect #1 Effect #1 School DamageValue: 0 (AP mod: 3.68554.4226)

Spells (1)

Fires a blast of unholy energy at the target, causing (211.812% of Attack Power) Shadow damage to an enemy or healing an Undead ally for (463.75% of Attack Power) health.Extends the duration of Dread Plague and Virulent Plague by 0.0 sec.1.0 sec.

Class ToolsHavocTalentsVengeanceTalentsDevourerTalents

Specialization (1)

Effect #7 Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 1622%Affected Spells:(and 49 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 1622%Affected Spells:(and 49 more.)

Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 1622%Affected Spells:(and 49 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 1622%Affected Spells:(and 49 more.)

Effect #3 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 1622

Effect #4 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 1622

Effect #5 Apply Aura: Mod Auto Attack Damage %: Modifies Damage/Healing DoneValue: 328349

Talents (4)

Immolation Aura generates an additional 2418 Fury over 6 sec.

Your auto attacks deal an additional (46.4% of Attack Power) Shadow damage and generate 8-1510-16 Fury.

Slash all enemies in front of you for (311%420% of Attack Power) Chaos damage, causing Chaos Strike and Blade Dance to deal (198% of Attack Power) Chaos damage to them for 4 sec. Deals reduced damage beyond 8 targets.Effect #1 Effect #1 School DamageValue: 0 (AP mod: 3.114.2)

Vengeful Retreat has a 5 sec reduced cooldown and generates 80 Fury over 10 sec.

REMOVED Effect #1 Apply Aura: Modifies CooldownValue: -5000Affected Spells:

NEW Effect #1 Apply Aura: Mod Cooldown Ms: Value: -5000

PvP Talents (1)

Vengeful Retreat provides immunity to loss of control effects, and reduces damage taken by 35%25% until you land.Effect #1 Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 3525

Specialization (1)

Effect #7 Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 1016%Affected Spells:(and 32 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 1016%Affected Spells:(and 32 more.)

Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 1016%Affected Spells:(and 32 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 1016%Affected Spells:(and 32 more.)

Effect #3 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 1016

Effect #4 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 1016

Effect #5 Apply Aura: Mod Auto Attack Damage %: Modifies Damage/Healing DoneValue: 263283

Annihilator (1)

Havoc, Devourer:Collapsing Star and Voidfall meteors deal 35%30% increased damage when striking a single target.Each additional target reduces this bonus by 5%.Effect #1 NEW Effect #3 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 30

Spells (2)

Havoc, Devourer:Engulf yourself in flames, radiating \13.5512.466) * 6] Fire damage over 6 sec.\Vengeance:Engulf yourself in flames, radiating \13.5512.466) * 6] Fire damage over 6 sec.\Generates 20 Fury over 6 sec.

Immolation Aura instantly causes (36.3%33.4% of Attack Power) Fire damage to enemies within 8 yards.

Class ToolsBalanceTalentsFeralTalentsGuardianTalentsRestorationTalents

Talents (2)

Activating an Eclipse also launches Solar or Lunar Bolts at enemies within 40 yds that always critically strike. Solar BoltEntering Solar Eclipse launches a Solar Bolt at 1 enemy that deals (550%632.5% of Spell Power) Nature damage. Lunar BoltEntering Lunar Eclipse launches 3 Lunar Bolts at enemies that deal (100% of Spell Power) Arcane damage to them and nearby targets. Deals reduced damage beyond 5 targets.

Starsurge increases the damage the target takes from your periodic effects and Shooting Stars by 16% for 5 sec. Reapplying this effect extends its duration, up to 20 sec. Limit 1.

Talents (1)

Ferocious Bite also deals (30.55%38.19% of Attack Power) damage per combo point spent to all nearby enemies. Spending extra Energy on Ferocious Bite increases damage dealt by up to 100%. Damage reduced beyond 5 targets.

Specialization (1)

Restoration Druid core passiveEffect #4 Effect #19 Apply Aura: Modifies Damage/Healing DoneValue: 025%Affected Spells:

Effect #20 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 025%Affected Spells:

Effect #19 Apply Aura: Modifies Damage/Healing DoneValue: 025%Affected Spells:

Effect #20 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 025%Affected Spells:

Talents (2)

While you have at least 5 Rejuvenations active, Regrowth's cost is reduced by 50%60% and critical chance is increased by 50%60%.

Heals the target for (402.6% of Spell Power) over 15 sec. When Lifebloom expires, is dispelled, or is refreshed near expiration the target is instantly healed for (218.868% of Spell Power).May be active on one target at a time.REMOVED Removed: Aura Never Secret

Keeper of the Grove (2)

Balance:Force of Nature grants 3 charges of Dream Burst, causing your next Wrath or Starfire to explode on the target, dealing \302.1393) * 1.06] Nature damage to nearby enemies. Damage reduced above 5 targets.

Balance:Your Force of Nature treants no longer taunt and deal 200%300% increased melee damage.

Elune's Chosen (1)

Balance:Gaining Astral Power with Starfire has a 40%30% chance to launch a Starsurge at a victim at 70% effectiveness.50% effectiveness.Effect #2 Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 4030

Effect #3 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 7050

Spells (1)

Heals a friendly target for (536% of Spell Power) and another \ over 6 sec. \ \REMOVED Removed: Aura Never Secret

Talents (2)

Heals the target for (321.2% of Spell Power) over 12 sec. \ \REMOVED Removed: Aura Never Secret

Heals up to 5 injured allies within 30 yards of the target for (305.9% of Spell Power) over 7 sec. Healing starts high and declines over the duration. \REMOVED Removed: Aura Never Secret

Class ToolsDevastationTalentsPreservationTalentsAugmentationTalents

Talents (6)

Inhale, gathering the power of the Dream. Release to exhale, healing yourself and 5 injured allies in a 40 yd cone in front of you for \66.9%53.52% of Spell Power) * (8 + 0)].I: Heals (92.16% of Spell Power) instantly and \66.9%53.52% of Spell Power) * (8 + 0)] over (16 + 0) sec.II: Heals \66.9%53.52% of Spell Power) * 2] instantly and \66.9%53.52% of Spell Power) * (6 + 0)] over (12 + 0) sec.III: Heals \66.9%53.52% of Spell Power) * 4] instantly and \66.9%53.52% of Spell Power) * (4 + 0)] over (8 + 0) sec.

Wrap an ally with temporal energy, healing them for (240% of Spell Power) and causing your next healing spell to cast an additional time on that ally at \% of normal healing. Essence spells cannot be Echoed.REMOVED Removed: Aura Never Secret

Reversion healing has a chance to cause your next Living Flame to cast instantly and deal 50%100% increased healing or damage. Stacks up to 2 charges.Effect #1 Effect #2 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 50100

Essence abilities have a chance to infuse your next Reversion with the power of the Green Dragonflight, upgrading it to Merithra's Blessing: Merithra's BlessingSpring a bloom of life from your target, healing them and up to 4 other allies within 30 yards for (250%225% of Spell Power). Blooms may heal your primary target multiple times if no nearby injured allies are present.

Reverse an ally's injuries, \ (256.5% of Spell Power) over 12 sec.When Reversion critically heals, its duration is extended by 2 sec, up to a maximum of 12 sec.REMOVED Removed: Aura Never Secret When you or an ally fall below 30% health, a version of yourself enters your timeline and heals them for \1058%1375.4% of Spell Power) * 3]. Your alternate self continues healing for 8 sec before returning to their timeline.May only occur once every 60 sec.

Specialization (1)

Effect #6 Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 2327%Affected Spells:

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 2327%Affected Spells:

Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 2327%Affected Spells:

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 2327%Affected Spells:

Effect #3 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 2327

Effect #4 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 2327

Talents (2)

Protect an ally with 15 explosive dragonscales, increasing their Armor by 20% of your own.Melee attacks against the target cause 1 scale to explode, dealing \ Volcanic damage to enemies near them. This damage can only occur every few sec.Blistering Scales can only be placed on one target at a time. Casts on your enemy's target if they have one.REMOVED Removed: Aura Never Secret

Increase all damage dealing allies' primary stat by (8 + 0)% of your own and increase your own damage by 20% for 10 sec.Ebon Might will split its effect when applied to more than 2 other allies.Eruption, \, and your empower spells extend the duration of these effects.REMOVED Removed: Aura Never Secret

Chronowarden (1)

Preservation:Verdant Embrace heals for an additional 60%40% over 8 sec.Effect #1 Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 6040

Scalecommander (1)

Devastation:Mass Disintegrate reduces the remaining cooldown of Deep Breath by 0.51.0 sec for each target struck.Augmentation:Mass Eruption reduces the remaining cooldown of Breath of Eons by 1.01.5 sec for each target struck.Effect #2 Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 5001000

Effect #2 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 10001500

Spells (1)

Devastation, Augmentation:Send a flickering flame towards your target, dealing (percentOfSpellPower_format, 232.001) Fire damage to an enemy or healing an ally for (percentOfSpellPower_format, 600).780).Preservation:Send a flickering flame towards your target, healing an ally for (percentOfSpellPower_format, 600780) or dealing (percentOfSpellPower_format, 232.001) Fire damage to an enemy.

Talents (1)

Fly to an ally and heal them for (1058%1375.4% of Spell Power), or heal yourself for the same amount.

Class ToolsBeast MasteryTalentsMarksmanshipTalentsSurvivalTalents

Talents (1)

After you Wild Thrash, your pet's melee attacks also strike all nearby enemies for 40%55% of the damage \40%55% of the damage] for the next 10.0 sec. Deals reduced damage beyond 8 targets.Effect #1 Effect #1 Apply Aura: Dummy: Modifies ThreatValue: 4055

PvP Talents (1)

A short-range shot that deals (4.4616% of Attack Power) damage, removes all harmful damage over time effects, and incapacitates the target for 43 sec. Any damage caused will remove the effect. Turns off your attack when used. \Duration changed from 4 sec to 3 sec

Specialization (3)

Effect #6 Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 05%Affected Spells:NEW (and 110 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 05%Affected Spells:(and 108 more.)

Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 05%Affected Spells:(and 110 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 05%Affected Spells:(and 108 more.)

Effect #3 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 05

Effect #4 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 05

Procs flags changes: NEW Deal Harmful PeriodicProcChance changed from 0 to 101 Fires several missiles, hitting your current target and all enemies within 10 yards for (392%313.6% of Attack Power) Physical damage. Deals reduced damage beyond 5 targets. \

Effect #2 School DamageValue: 0 (AP mod: 3.923.136)

Replaces Call PetGain the aid of a Spotting Eagle. Damaging an enemy with an ability empowered by Precise Shots has a 30% chance to cause your Spotting Eagle to rapidly descend from the skies and mark your primary target. Spotter's MarkYour next Aimed Shot deals 20% increased damage to this target.

Talents (4)

Fires an explosive shot at your target that lasts for 3 sec. Every 1 sec the target burns for (460% of Attack Power) Fire damage and explode, dealing 50% of the damage to all enemies within 8 yds. Deals reduced damage beyond 5 targets.Effect #1 NEW Effect #4 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 0

Explosive Shot deals 8% increased damage and Volley deals 12% increased damage.Rank 1: Explosive Shot deals 8% increased damage and Volley deals 12% increased damage.Rank 2: Explosive Shot deals 16% increased damage and Volley deals 24% increased damage.

REMOVED Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 8%Affected Spells:

NEW Effect #1 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 8%Affected Spells:

Explosive Shot cooldown reduced by 10.0 sec.has a 100% chance to grant the Lock and Load effect.

REMOVED Effect #1 Apply Aura: Modifies CooldownValue: -10000Affected Spells:

NEW Effect #1 Apply Aura: Proc Trigger Spell: Modifies Damage/Healing DoneValue: -10000

Name changed from Incendiary Ammunition to Tactical ReloadProcs flags changes: NEW Deal Ranged AbilityProcChance changed from 0 to 101 Consuming Precise Shots has a 30% to grant Precise Shots.The damage bonus of Precise Shots is increased by an additional 15%.Rapid Fire damage increased by 10%.Rapid Fire has a 30% chance to grant the Lock and Load effect.

REMOVED Effect #1 Apply Aura: Modifies Effect #1's ValueValue: 15Affected Spells:

REMOVED Effect #2 Apply Aura: Modifies Effect #2's ValueValue: 15Affected Spells:

NEW Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 10%Affected Spells:

Procs flags changes: NEW Deal Ranged AbilityProcChance changed from 0 to 101

Talents (3)

Throwing a Wildfire Bomb has a chance to increaseBoomstick increases the cooldown recovery rate of Wildfire Bomb by 75%60% for 8 sec.Procs per minute changed from 2 (Haste Param: 4 Coeff: 1) to None

Raptor Strike increases the damage of Raptor Strike by 1010% for 8 sec. Multiple applications may overlap.

Damaging one or more enemies with your Boomstick reduces the cooldown of Wildfire Bomb by 5.03.0 sec.Effect #1 Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 50003000

Sentinel (1)

Survival:Flamefang Pitch damage increased by 15%.Fire damage dealt increased by 5%.Effect #2 REMOVED Effect #2 Apply Aura: Modifies Damage/Healing DoneValue: 15%

NEW Effect #2 Apply Aura: Mod Damage Done %: Modifies ChargesValue: 5

ProcChance changed from 101 to 0

Spells (1)

Apply Hunter's Mark to the target, causing the target to always be seen and tracked by the Hunter.Hunter's Mark increases the target's damage taken by 3%. Can only be applied to 5 targets1 target at a time.Max targets changed from 5 to 1

Class ToolsArcaneTalentsFireTalentsFrostTalents

Talents (1)

Arcane Barrage has a 1% chance per stack of Arcane Salvo consumed to replace your next Arcane Blast with Prismatic Bolt. Prismatic BoltDevastates the target with overwhelming energy, dealing (4000%3200% of Spell Power) Arcane damage to them and (2500% of Spell Power) Arcane damage to other nearby enemies. Damage reduced beyond 5 targets.Generates 4 Arcane Charges.

Specialization (1)

Throws a fiery ball that causes (388.125% of Spell Power) Fire damage.Effect #1 Effect #1 School DamageValue: 0 (SP mod: 3.88125) (Pvp Multiplier: 1.922.592)

Talents (1)

Fireball always critically strikes enemies below 30% health.When Fireball or Scorch damage an enemy below 250%30% health, Fireball deals 25% increased damage and Scorch deals 250% increased damage.

Sunfury (2)

Arcane:Arcane Barrage summons 1 Meteorite for every 65 Arcane Salvo stacks consumed. MeteoriteCalls down a meteorite which lands at the target location after 3 sec, dealing (percentOfSpellPower_format, 102) Fire damage to all enemies hit, reduced beyond 8 targets.Effect #1 Effect #4 DummyValue: 65

Arcane:When you cast Arcane Surge, its duration is extended by 0.40.8 sec for each Spellfire Sphere you have, up to 2.0 sec.2.4 sec.Fire:When you cast Combustion, its duration is extended by 0.40.8 sec for each Spellfire Sphere you have, up to 2.0 sec.2.4 sec.

Effect #1 Apply Aura: Modifies Effect #3's Value (Label)Value: 400800Affected Spells:

Effect #2 DummyValue: 20002400

Class ToolsBrewmasterTalentsMistweaverTalentsWindwalkerTalents

Specialization (2)

Renewing Mist and Enveloping Mist cause a gust of healing mists, instantly healing the primary target for (0.1% of Spell Power).Effect #2 Effect #1 Apply Aura: Dummy: Modifies Spell PowerValue: 0 (SP mod: 20.7931.185)

Effect #3 Apply Aura: Modifies Spell PowerValue: 0 (SP mod: 0.20790.31185)Affected Spells:

Mistweaver Monk core passive

Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: -13-20%Affected Spells:(and 32 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: -13-20%Affected Spells:(and 32 more.)

Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: -13-20%Affected Spells:(and 32 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: -13-20%Affected Spells:(and 32 more.)

Talents (2)

Wraps the target in healing mists, healing for (748.8% of Spell Power) over 6 sec / Mist Wrap: 7 sec / Invoke Yu'lon, the Jade Serpent: 10 sec / Invoke Chi-Ji, the Red Crane: 10 sec, and increasing healing received from your other spells by 10%. REMOVED Removed: Aura Never Secret

Tiger Palms strike twice, Blackout Kicks strike an additional 2 targets at 20% effectiveness, and Spinning Crane Kick heals 1 nearby allies for 280% of the damage done.Effect #1 Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 280 (Pvp Multiplier: 10.358)

Specialization (1)

Effect #2 Effect #18 Apply Aura: Modifies Damage/Healing DoneValue: 16471909%Affected Spells:

Effect #18 Apply Aura: Modifies Damage/Healing DoneValue: 16471909%Affected Spells:

Talents (2)

Spinning Crane Kick detonates into a Chi Explosion, dealing (180%234% of Attack Power) Nature damage to all enemies within 8 yards, reduced beyond 5 targets.

Zenith now grants access to 2 additional Zenith Stomps. Zenith Stomp:Release a powerful stomp, dealing (700% of Attack Power) Nature damage to nearby enemies, reduced beyond 1 targets.5 targets.Generates 2 Chi.

Talents (2)

Heals the target for (1680% of Spell Power) over 8 sec. While channeling, Enveloping Mist \ \ and Vivify may be cast instantly on the target.REMOVED Removed: Aura Never Secret

Activating Zenith causes you to release a powerful stomp, dealing (700% of Attack Power) Nature damage to nearby enemies, reduced beyond 1 targets.5 targets.Generates 2 Chi.Effect #1 NEW Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 5

Anima Powers (2)

Mistweaver:Weapons of Order also increases your critical strike chance, haste, versatility, Agility, Intellect, movement speed, maximum health, and size by (20.7900009 * 10)%.31.1849995 * 10)%.

Mistweaver:Weapons of Order also increases your critical strike chance, haste, versatility, Agility, Intellect, movement speed, maximum health, and size by (20.7900009 * 10)%.31.1849995 * 10)%.

Covenant Abilities (4)

Mistweaver:For the next 30 sec, your Mastery is increased by (20.790000931.1849995 * 10)%. Additionally, Essence Font cooldown is reset instantly and heals up to 6 nearby allies for (percentOfSpellPower_format, 40) health on channel start and end.

Mistweaver:For the next 30 sec, your Mastery is increased by (20.790000931.1849995 * 10)%. Additionally, Essence Font cooldown is reset instantly and heals up to 6 nearby allies for (percentOfSpellPower_format, 40) health on channel start and end.

Mistweaver:For the next 30 sec, your Mastery is increased by (20.790000931.1849995 * 10)%. Additionally, Essence Font cooldown is reset instantly and heals up to 6 nearby allies for (percentOfSpellPower_format, 40) health on channel start and end.

Mistweaver:For the next 30 sec, your Mastery is increased by (20.790000931.1849995 * 10)%. Additionally, Essence Font cooldown is reset instantly and heals up to 6 nearby allies for (percentOfSpellPower_format, 40) health on channel start and end.

Soulbind Conduits (1)

(Potency Conduit) Weapons of Order's duration is increased by 5.0 sec, and it increases your Mastery by an additional \\%\\%.

Class ToolsHolyTalentsProtectionTalentsRetributionTalents

Specialization (1)

Wrap a single ally in holy energy, causing your direct healing on other party or raid members to also heal that ally for 10% of the amount healed.REMOVED Removed: Aura Never Secret

Talents (3)

Mark a second target as a Beacon, mimicking the effects of Beacon of Light. Your heals will now heal both of your Beacons, but at 30% reduced effectiveness.REMOVED Removed: Aura Never Secret

Apply a Beacon of Light to your target and 4 injured allies within 30 yds for 9 sec.All affected allies will be healed for 10% of the amount of your other healing done.REMOVED Removed: Aura Never Secret

Triggers a burst of Light on the target, dealing (216% of Spell Power) Holy damage to an enemy, or (741.125%1117% of Spell Power) healing to an ally. \Generates 1 Holy Power.Cost changed from 2.2% of base mana to 2.0% of base mana

Specialization (1)

Effect #2 NEW Effect #7 Apply Aura: Modifies Effect #2's Value (Label)Value: 15000Affected Spells:

NEW Effect #7 Apply Aura: Modifies Effect #2's Value (Label)Value: 15000Affected Spells:

Talents (1)

Unleashes a whirl of divine energy, dealing \217.706%263.424% of Attack Power) * 1.05] Radiant / (217.706%263.424% of Attack Power) Holy] damage to all nearby enemies. Deals reduced damage beyond 5 targets.Effect #1 Effect #1 School DamageValue: 0 (AP mod: 2.177062.63424)

Herald of the Sun (1)

HolyHeals an ally for (378% of Spell Power) and an additional (109.44% of Spell Power) over 16 sec.Healing increased by 25% when cast on self. RetributionHeals an ally for (378% of Spell Power) and an additional (109.44% of Spell Power) over 16 sec.Healing increased by 35% when cast on self.

REMOVED Removed: Aura Never Secret

Class ToolsDisciplineTalentsHolyTalentsShadowTalents

Specialization (2)

Discipline Priest core passiveEffect #3 Effect #1 Apply Aura: Unknown PvP Aura #647: Modifies Damage/Healing DoneValue: 03Affected Spells:(and 38 more.)

Effect #2 Apply Aura: Unknown PvP Aura #647: Modifies Buff DurationValue: 03Affected Spells:(and 38 more.)

Effect #3 Apply Aura: Unknown PvP Aura #647: Modifies ThreatValue: 03Affected Spells:

Launches a volley of holy light at the target, causing \81.09%93.2% of Spell Power) * 1 * 1 * (3 + 0 + 0)] Holy damage to an enemy or \348.84%401.1% of Spell Power) * 1 * (3 + 0 + 0)] healing to an ally over 2 sec. Castable while moving.When you heal with Penance, everyone with your Atonement is healed for (18.72% of Spell Power).

Talents (2)

Power Word: Shield, Flash Heal, Shadow Mend, Plea, and Power Word: Radiance apply Atonement to your target for 15 sec.Your spell damage heals all targets affected by Atonement for 32% of the damage done. Healing is reduced when healing more than 5 targets.Effect #1 Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 32 (Pvp Multiplier: 1.671.72)

Shadow Mend heals for 30%40% more and applies Atonement for an additional 4 sec, but its cast time is increased by 0.50.3 sec.

Effect #1 Apply Aura: Modifies Cast TimeValue: 500300Affected Spells:

Effect #2 Apply Aura: Modifies Damage/Healing DoneValue: 3040%Affected Spells:

Specialization (2)

Holy Priest core passiveEffect #3 Effect #1 Apply Aura: Unknown PvP Aura #647: Modifies Damage/Healing DoneValue: -13-10Affected Spells:(and 38 more.)

Effect #2 Apply Aura: Unknown PvP Aura #647: Modifies Buff DurationValue: -13-10Affected Spells:(and 38 more.)

Effect #3 Apply Aura: Unknown PvP Aura #647: Modifies ThreatValue: -13-10Affected Spells:

Places a ward on an ally that heals them for (61%73.2% of Spell Power) the next time they take damage, and then jumps to another ally within 30 yds. Jumps up to 4 times and lasts 30 sec after each jump.

Oracle (3)

Discipline:Power Word: Shield casts apply 4 stacks of Prayer of Mending to your target. Prayer of MendingPlaces a ward on an ally that heals them for (percentOfSpellPower_format, 6173.2) the next time they take damage, and then jumps to another ally within 30 yds. Jumps up to 4 times and lasts 30 sec after each jump.

Holy:Casting Prayer of Mending heals your target for (percentOfSpellPower_format, 940).1222).

Discipline:

When Power Word: Shield or Void Shield expires with absorption remaining, it jumps to a nearby injured ally instead. Can only happen once per shield.

Spells (1)

Shields an ally for 15 sec, absorbing 0 damage.REMOVED Removed: Aura Never Secret

Talents (1)

Consumes the enemy in Holy flames that cause (308% of Spell Power) Holy damage and an additional (98.91% of Spell Power) Holy damage over 7 sec.Effect #2 Effect #1 School DamageValue: 0 (SP mod: 3.08) (Pvp Multiplier: 1.31.5)

Effect #2 Apply Aura: Periodic Damage: Modifies Damage/Healing DoneValue: 0 (SP mod: 0.1413) (Pvp Multiplier: 1.31.65)

Class ToolsAssassinationTalentsOutlawTalentsSubtletyTalents

Specialization (1)

Effect #7 Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 3442%Affected Spells:(and 102 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 3442%Affected Spells:(and 102 more.)

Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 3442%Affected Spells:(and 102 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 3442%Affected Spells:(and 102 more.)

Effect #3 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 3442

Effect #4 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 3442

Effect #5 Apply Aura: Mod Auto Attack Damage %: Modifies Damage/Healing DoneValue: 379408

Talents (1)

After striking with Kingsbane, rapidly strike that target 5 times over 1 sec for (260%300% of Attack Power) Physical and (180%207% of Attack Power) Nature damage. Each strike applies the Lethal Poisons on your weapons and generates a combo point.

Specialization (1)

Effect #7 Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 3842%Affected Spells:(and 102 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 3842%Affected Spells:(and 102 more.)

Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 3842%Affected Spells:(and 102 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 3842%Affected Spells:(and 102 more.)

Effect #3 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 3842

Effect #4 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 3842

Effect #5 Apply Aura: Mod Auto Attack Damage %: Modifies Damage/Healing DoneValue: 371385

Talents (2)

Using Pistol Shot with Opportunity has a 30% chance to make your next Ambush usable without Stealth.Chance to trigger this effect matches the chance for Sinister Strike to grant Opportunity.Ambush damage increased by 60%.80%.Effect #1 Effect #2 Apply Aura: Modifies Damage/Healing DoneValue: 6080%Affected Spells:

Dispatch deals 10%15% increased damage and costs 3 less Energy. This damage bonus is increased by 50% while your damage is enhanced by your Between the Eyes.Rank 1: Dispatch deals 10%15% increased damage and costs 3 less Energy. This damage bonus is increased by 50% while your damage is enhanced by your Between the Eyes.Rank 2: Dispatch deals 20%30% increased damage and costs 6 less Energy. This damage bonus is increased by 50% while your damage is enhanced by your Between the Eyes.

Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 1015

Effect #2 Apply Aura: Modifies Damage/Healing DoneValue: 1015%Affected Spells:

Talents (1)

Lash out at your target and 2 additional nearby enemies, inflicting (280%630% of Attack Power) Shadow damage and causing them to Bleed for (490%1106% of Attack Power) damage over 14 sec.10%20% of all damage from Finishing Moves is repeated as Shadow, split evenly among affected enemies.

Tier 3 Azerite Powers (Item Level 220) (5)

When Mutilate applies Lethal Poison with both daggers, it poisons the target for an additional \1.341.42 * (1 + Versatility) * 1.14)] damage.

Fan of Knives damage is increased by \1.341.42 * (1 + Versatility))]. For each of the first 5 critical strikes, it will fire a second spray of knives at that location, dealing \1.341.42 * (1 + Versatility)) * 2] damage to enemies within 8 yards. This second spray of knives always critically hits.

Vendetta poisons the target, dealing \1.341.42 * (1 + Versatility) * 1.14)] Nature damage over 20 sec, and grants you 40 energy over 20 sec.

Garrote cast from Stealth generates 2 additional Combo Points and deals \1.341.42 * (1 + Versatility) * 1.14)] additional damage every 2 sec for 18 sec.

Envenom deals \1.341.42 * (1 + Versatility) * 1.14)] additional damage per combo point, and Envenom lasts for 1.0 sec longer when it critically strikes.

Related Azerite Power Spells (Item Level 220) (5)

Fan of Knives damage is increased by \1.341.42 * (1 + Versatility))]. For each of the first 5 critical strikes, it will fire a second spray of knives at that location, dealing \1.341.42 * (1 + Versatility)) * 2] damage to enemies within 8 yards. This second spray of knives always critically hits.

Fan of Knives damage is increased by \1.341.42 * (1 + Versatility))]. For each of the first 5 critical strikes, it will fire a second spray of knives at that location, dealing \1.341.42 * (1 + Versatility)) * 2] damage to enemies within 8 yards. This second spray of knives always critically hits.

Vendetta poisons the target, dealing \1.341.42 * (1 + Versatility) * 1.14)] Nature damage over 20 sec, and grants you 40 energy over 20 sec.

Vendetta poisons the target, dealing \1.341.42 * (1 + Versatility) * 1.14)] Nature damage over 20 sec, and grants you 40 energy over 20 sec.

Vendetta poisons the target, dealing \1.341.42 * (1 + Versatility) * 1.14)] Nature damage over 20 sec, and grants you 40 energy over 20 sec.

Class ToolsElementalTalentsEnhancementTalentsRestorationTalents

Talents (7)

Reduces the mana cost of Chain Heal by 15%.RemovedCategory changed from Talents to Uncategorized

Reduces the mana cost of Healing Wave by 15% and the mana cost of Chain Heal by 15%.Effect #1 NEW Effect #2 Apply Aura: Modifies Power CostValue: -15%Affected Spells:

Unleash Life heals for 30% more and its bonus healing effect is increased by 20%.

REMOVED Effect #2 Apply Aura: Modifies Effect #2's ValueValue: 20%Affected Spells:

NEW Effect #2 Apply Aura: Modifies Effect #2's ValueValue: 20Affected Spells:

Blanket the target area in healing rains, restoring \ health to up to 56 allies over 18 sec.You can only have one Healing Rain active at a time.

Effect #4 DummyValue: 56

Restorative waters wash over a friendly target, healing them for (480.288%600% of Spell Power) and an additional (239.057%478.2% of Spell Power) over 18 sec.

Effect #1 HealValue: 0 (SP mod: 4.802886) (Pvp Multiplier: 1.321.518)

Effect #2 Apply Aura: Periodic Heal: Modifies Damage/Healing DoneValue: 0 (SP mod: 0.3984290.797) (Pvp Multiplier: 1.61.84)

REMOVED Removed: Aura Never SecretNEW Healing Stream Totem extends the duration of your active Riptides by 3.0 sec.

Increases Riptide's duration by 6.0 sec and its healing over time by 15%.Rank 1: Increases Riptide's duration by 3.0 sec and its healing over time by 10%.Rank 2: Increases Riptide's duration by 6.0 sec and its healing over time by 20%.Talent position has changed.

Talents (1)

Protects the target with an earthen shield, increasing your healing on them by 20% and healing them for \ when they take damage. This heal can only occur once every 3 sec. Maximum 9 charges. \REMOVED Removed: Aura Never Secret

Class ToolsAfflictionTalentsDemonologyTalentsDestructionTalents

Talents (4)

Increases Drain Life damage by 10% and Siphon Life now increases the damage of Corruption by an additional 10%.Dark Harvest channels 10% faster and deals 15% increased damage.Effect #1 NEW Effect #6 Apply Aura: Modifies Effect #3's Value (Label)Value: 10Affected Spells:

NEW Shadow Bolt and Malefic Grasp damage increased by 10% or 20% if the target is affected by Haunt. Dark Harvest damage increased by 10% or 20% if the target is affected by Haunt.

Increases Corruption damage by 10% and Nightfall additionally makes your next Seed of Corruption cost no Soul Shards and cast instantly.RemovedCategory changed from Talents to Uncategorized Damage dealt by \ has a \% chance to make your next Unstable Affliction or Seed of Corruption cost no Soul Shards and cast instantly.

Specialization (1)

Effect #4 NEW Effect #12 Apply Aura: Modifies Damage/Healing Done (Label)Value: -20%Affected Spells:

NEW Effect #13 Apply Aura: Modifies Spell Effectiveness (Label)Value: -1%Affected Spells:

NEW Effect #12 Apply Aura: Modifies Damage/Healing Done (Label)Value: -20%Affected Spells:

NEW Effect #13 Apply Aura: Modifies Spell Effectiveness (Label)Value: -1%Affected Spells:

Diabolist (1)

DestructionCasting Chaos Bolt, Rain of Fire, or Shadowburn grants Diabolic Ritual for 20 sec. If Diabolic Ritual is already active, its duration is reduced by 1 sec instead.When Diabolic Ritual expires you gain Demonic Art, causing your next Chaos Bolt, Rain of Fire, or Shadowburn to summon an Overlord, Mother of Chaos, or Pit Lord that unleashes a devastating attack against your enemies. DemonologySpending a Soul Shard on a damaging spell grants Diabolic Ritual for 20 sec. While Diabolic Ritual is active, each Soul Shard spent on a damaging spell reduces its duration by 1 sec.When Diabolic Ritual expires you gain Demonic Art, causing your next Hand of Gul'dan to summon an Overlord, Mother of Chaos, or Pit Lord that unleashes a devastating attack against your enemies.

Effect #1 Effect #3 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: -20-36

Class ToolsArmsTalentsFuryTalentsProtectionTalents

Talents (2)

Strikes all enemies in front of you for (258.682%232.814% of Attack Power) Physical damage. Deals reduced damage beyond 5 targets. \Effect #1 Effect #1 School DamageValue: 0 (AP mod: 2.586822.32814)

OverpowerOverpower's impact causes a seismic wave, dealing (70%140% of Attack Power) damage to all enemies in a 10 yd line around your target. Deals reduced damage beyond 5 targets.targets.Dreadnaught benefits from all effects that modify Overpower's damage.

Talents (1)

While Improved Whirlwind is active, Rampage's final strike slams the ground, dealing (248.193%372.289% of Attack Power) Physical damage to all enemies within 8 yds of your target. Deals reduced damage beyond 5 targets

Specialization (1)

Effect #8 Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 1016%Affected Spells:(and 99 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 1016%Affected Spells:(and 99 more.)

Effect #10 Apply Aura: Modifies Damage/Healing Done (Label)Value: 1500%Affected Spells:

Effect #1 Apply Aura: Modifies Damage/Healing DoneValue: 1016%Affected Spells:(and 99 more.)

Effect #2 Apply Aura: Modifies Periodic Damage/Healing DoneValue: 1016%Affected Spells:(and 99 more.)

Effect #3 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 1016

Effect #4 Apply Aura: Mod Pet Damage %: Modifies Damage/Healing DoneValue: 1016

Effect #10 Apply Aura: Modifies Damage/Healing Done (Label)Value: 1500%Affected Spells:

Talents (1)

Swing in a wide arc, dealing (234.72%281.664% of Attack Power) Physical damage to all enemies in front of you. Deals reduced damage beyond 5 targets.Your successful dodges, parries, and auto-attacks have a chance to make your next Revenge cost no Rage.Effect #1 Effect #1 School DamageValue: 0 (AP mod: 2.34722.81664)

Mountain Thane (2)

Lightning Strikes also deal (44.715%111.787% of Attack Power) Nature damage to enemies near their target. Damage reduced beyond 5 targets.

Shield Slam and Bloodthirst have a 35% chance to grant you Thunder Blast, stacking up to 2 charges.Thunder BlastYour next Thunder Clap becomes a Thunder Blast that deals (212.995%234.295% of Attack Power) Stormstrike damage and generates 2 Rage.

Slayer (1)

Arms:When Overpower has its cooldown reset by Tactician, your next Overpower deals 10%20% additional damage and 10%20% additional critical damage. Stacking up to 2 times.

Essence Break now applies and benefits from the effects of Cycle of Hatred, has 25%35% increased initial strike damage, and has 2.0 sec increased duration.Effect #1 Effect #1 Apply Aura: Modifies Damage/Healing Done (Label)Value: 2535%Affected Spells:

Used by Item Eruption damage increased by 10%.and it extends Ebon Might by an additional 0.1 sec.

REMOVED Effect #2 Apply Aura: Modifies Effect #1's ValueValue: 100Affected Spells:

Used by Item Consuming Essence Burst sends forth a Living Flame at your target at 150%100% effectiveness, or a nearby injured target if they are full health.

Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 150100

Used by Item Each target affected by your Renew increases yourthe critical strike chance of your spells and abilities by 2%, up to 3%6%.Used by Item Deadly Poison increases your bleed damage on the target by 10%. Auto-attacks to targets with your Amplifying Poison deal 2%3% increased damage per stack. Wound Poison hits a second time.

Effect #2 Apply Aura: Modifies Effect #3's Value (Label)Value: 23Affected Spells:

Used by Item Unleash Life's cooldown is reduced by 3.0 sec and its direct healing is increased by 100%50%.

Effect #2 Apply Aura: Modifies Damage/Healing DoneValue: 10050%Affected Spells:

Used by Item Healing Wave and Chain Heal have a chance to create a Healing Rain at the target's location for 10.08.0 sec.

Effect #1 Apply Aura: Dummy: Modifies Damage/Healing DoneValue: 100008000

Used by Item

July 21st Hotfixes - PvP Tuning & Decor Duels
July 21st Hotfixes - PvP Tuning & Decor DuelsBlizzard has updated their hotfixes notes with PvP tuning changes and adjustments to make Decor Duel more favorable for hiders!

This follows the news earlier today, that Decor Duels would no longer be available in Patch 12.1, but players can earn double currency until the season ends.

July 21, 2026

Decor Duel

The last 30 seconds of a Decor Duel match no longer auto-reveals remaining hiders.

The rate of energy increase for seekers is slowed by 20%.

Hiders no longer attract flies.

Illusionary Coins rewards increased by 100%.

Player versus Player

Demon Hunter

Developers’ notes: Both Devourer and Havoc Demon Hunters have been more difficult to land kills against than intended. We’re reducing the potency of shared mitigation effects that are contributing to their survival.

Demon Muzzle now reduces magic damage taken by 5% in PvP combat (was 15%).

Glimpse now reduces damage taken by 25% (was 35%) while airborne after using Vengeful Retreat.

Monk

Mistweaver

Developers’ notes: We’re reducing Mistweavers’ ability to heal versus clumped targets in PvP since they’ve been outputting more healing than we’d like against pet classes.

Way of the Crane now transfers 100% of Spinning Crane Kick’s damage into healing in PvP Combat (was 340%).

Priest

Discipline

Healing of all spells increased by 3% in PvP combat.

Holy

Developers’ notes: We’re increasing overall healing and providing an opportunity for Holy Priests to contribute offensively to secure kills with their team.

Holy Fire direct damage increased by 15%.

Holy Fire periodic damage increased by 27%.

All healing increased by 3%.

Shaman

Restoration

Developers’ notes: Restoration Shaman healing performance has been slightly behind other healers in PvP, so we’re targeting an increase to their instant healing capabilities.

Riptide healing increased by 15% in PvP combat.

Quests

Dawnwell questgivers should now correctly be in place to turn in the quest “From Darkness, Light” and should stick around until the player has picked up “Hagar’s Invitation”.

Blizzard Responds to Accusations About Cheated +23 Nexus Point Xe'nas
Blizzard Responds to Accusations About Cheated +23 Nexus Point Xe'nasIn response to accusations about a cheated +23 Nexus Point Xe'nas, Blizzard has released a statement noting that they are reviewing and will take action as appropriate.

Alleged Cheating

Thank you to those who flagged this. We are reviewing and will take action as appropriate.

A fair and competitive playing field is essential to our games, and we won’t tolerate cheating.

Patch 12.1 PTR Development Notes - One Target Hunter's Mark
Patch 12.1 PTR Development Notes - One Target Hunter's MarkBlizzard has updated the Patch 12.1 PTR Development Notes, which includes a large round of class tuning, the return of Blade's Edge Arena, built-in map coordinates, and reverting Hunter's Mark to affecting only one target at a time.

The Curse of Ula’tek PTR has been updated with the following changes:

VAULTS OF ATAL’UTEK

The item that starts the quest “Corrosive Gifts: Corrosive Power” will now only drop after players complete the quest “Vaults of Atal’Utek: The Altar of Corrosion.” As a result, the quest-starting item is no longer guaranteed from the Delve Journey Rank 2 reward if “Vaults of Atal’Utek: The Altar of Corrosion” has not yet been completed.

Developers notes: We’ve received feedback that several systems were unlocking simultaneously in the Vaults of Atal’Utek, so we’ve made the above changes to make a smoother unlocking experience. Players will still receive the Corrosive Souls granted by the Delve Journey rank 2 reward.

SEASON 2

Midnight Season 2 dungeon testing continues today through July 27. The following dungeons are available for testing during this period:

Altar of Fangs

Murder Row

Den of Nalorakk

Voidscar Arena

The Blinding Vale

Temple of Sethraliss

Kings’ Rest

Ruby Life Pools

Please leave any feedback after testing in the feedback thread.

CLASSES

DEATH KNIGHT

Blood

Apex Talent: Dance of Midnight (Rank 2) has been updated – Damage taken for each active Dancing Rune Weapon is reduced by 6% (was 4%).

Melee damage increased by 20%.

Heart Strike damage increased by 25%.

Marrowrend damage increased by 50%.

Dancing Rune Weapon now increases Parry by 30% (was 25%).

Perseverance of the Ebon Blade now reduces damage taken by 4% when consuming Crimson Scourge. Duration increased to 10 seconds (was 6 seconds).

Bloodshot now also reduces damage taken while Blood Shield is active by 4%.

Hero Talents

Deathbringer

Reaper’s Mark damage to the primary target increased by 20%.

Exterminate damage to the primary target increased by 20%.

San’layn

Blood-Soaked Ground now reduces physical damage taken by 8% (was 5%).

Blood Beast auto-attack damage increased by 1400%.

Pact of the San’layn now stores 15% of all Shadow damage dealt (was 10%).

Vampiric Strike damage increased by 25%.

Unholy

Apex Talent: Forbidden Knowledge – Graveyard damage increased by 15%.

Epidemic damage increased by 75%. Does not affect Graveyard.

Virulent Plague damage increased by 50%.

Putrefy area-of-effect damage increased by 35%.

Hero Talents

San’layn

Blood-Soaked Ground now reduces physical damage taken by 8% (was 5%).

Blood Beast damage increased by 1400%.

DEMONHUNTER

Devourer

Collapsing Star damage increased by 12%.

Eradicate damage reduced by 6%.

Hero Talents

Annihilator

Otherworldly Focus now increases Collapsing Star and Voidfall Meteor damage against a single target by 30% (was 35%).

Havoc

All damage increased by 5%.

Immolation Aura damage reduced by 8%.

Essence Break initial damage increased by 35%.

The Venomous Abyss 4-set bonus now increases Essence Break’s initial damage by 35% (was 25%).

Developers’ notes: The following changes to Fury generation are a small overall increase, paced more smoothly and relying less heavily on Immolation Aura’s talent effects.

Burning Hatred now causes Immolation Aura to generate an additional 30 Fury (was 40).

Demon Blades now generates 10-16 Fury per attack (was 8-15).

Vengeance

All damage increased by 5.5%.

DRUID

Balance

Apex Talent: Ascendant Eclipses (Rank 4) – Solar Bolt damage increased by 15%.

Stellar Amplification is now only applied to 1 target.

Fixed an issue causing Full Moons launched by Orbit Breaker to have 100% effectiveness instead of 50%.

Fixed an issue causing some Cooldown Manager elements such as damage-over-time timers and buff trackers to sometimes not show accurate information.

Hero Talents

Elune’s Chosen

Star Cascade has a 30% chance to launch a Starsurge at 50% effectiveness (was 40% at 70% effectiveness).

Developers’ notes: With the increased number of builders that Balance is casting in Season 2, this talent is overperforming its intended value.

Keeper of the Grove

Dream Burst damage increased by 30%.

Power of Nature increases your treant melee damage by 300% (was 200%).

Feral

Rampant Ferocity damage increased by 25%.

EVOKER

Augmentation

All ability and pet damage increased by 3%.

The Midnight Season 1 2-set bonus no longer increases the duration that Eruption extends Ebon Might.

Hero Talents

Scalecommander

Wingleader now reduces the cooldown of Breath of Eons by 1.5 seconds per target struck (was 1 second).

Devastation

Hero Talents

Scalecommander

Wingleader now reduces the cooldown of Deep Breath by 1 second per target struck (was 0.5 seconds).

HUNTER

Hunter’s Mark can now only be applied to 1 target at a time.

Developers’ notes: We tried a change in the PTR for Midnight Season 2 to increase the maximum targets of Hunter’s Mark from 1 to 5. This created more problems than it solved, so we’re reverting it back to a cap of 1 target and will discuss it more in the future.

Beast Mastery

Beast Cleave now causes your pets to strike nearby enemies for 55% of the damage dealt (was 40%).

Marksmanship

Windrunner Quiver has been redesigned – Rapid Fire damage increased by 10%. Rapid Fire has a 30% chance to grant the Lock and Load effect.

Incendiary Ammunition has been redesigned – Explosive Shot has 100% chance to grant the Lock and Load effect.

All damage dealt by your abilities and auto-shot increased by 5%.

Multi-Shot damage reduced by 20%.

Fixed an issue where Small Game Hunter did not properly increase the damage of Explosive Shot.

Fixed an issue where the area damage of Explosive Shot was benefitting from Mastery, critical damage bonuses, and the Take Aim talent twice.

Fixed an issue where Explosive Shot would potentially not deal area damage if the primary target died from Explosive Shot.

Survival

Grenade Juggler has been slightly redesigned – Boomstick increases the cooldown recovery rate of Wildfire Bomb by 60% for 8 seconds.

Wildfire Shells now causes Boomstick to reduce the cooldown of Wildfire Bomb by 3 seconds (was 5 seconds).

Fixed an issue where Wildfire Bomb benefitted from the Bombardier talent twice.

Fixed an issue where Raptor Swipe benefitted from the Razor’s Edge talent twice.

Hero Talents

Sentinel

Open Fire has been redesigned – Fire damage dealt increased by 5%.

MAGE

Arcane

Apex Talent: Prismatic Bolt – Damage to the primary target reduced by 20%.

Hero Talents

Sunfury

Glorious Incandescence now summons a Meteorite for every 5 stacks of Arcane Salvo consumed (was 6 stacks).

PALADIN

Protection

Reflection of Radiance’s chance to activate has been significantly reduced.

Fixed an issue where Sentinel’s stacks were beginning to decay too soon.

Fixed an issue where Quickened Invocation was incorrectly reducing the cooldown of Holy Armaments.

Fixed an issue where abilities that knocked enemies into the air could cause Glory of the Vanguard to deal its damage additional times.

Fixed an issue where casting Hammer of Light in between direct casts of Consecration could allow Consecration to exceed its limit.

Retribution

Divine Storm damage increased by 10%.

ROGUE

Assassination

All damage dealt increased by 6%.

Apex Talent: Implacable (Rank 3) – Implacable Strike damage increased by 15%.

The Venomous Abyss 4-set bonus – Amplifying Poison increases melee damage by 3% per stack (was 2%).

Outlaw

All damage increased by 3%.

Audacity increases Ambush damage by 80% (was 60%).

Summarily Dispatched increases Dispatch damage by 15%/30% (was 10%/20%).

Subtlety

Goremaw’s Bite initial damage increased by 125%, bleed damage increased by 125%, and mirrored damage from Finishing Moves increased to 20% (was 10%).

SHAMAN

Restoration

Developers’ notes: We’re adjusting several talents and doing some tuning for Restoration Shaman this week to improve upon several underperforming talents or interactions that don’t feel very rewarding. We’re also improving the Chain Heal ability from the Farseer Ancestors to increase their healing capabilities.

New Talent: Swelling Tides – Healing Stream Totem and Stormstream Totem extend the duration of your active Riptides by 3 seconds when cast.

Unleash Life healing increased by 100%.

Midnight Season 1 2-set bonus has been updated – Unleash Life’s direct healing is increased by 50% (was 100%).

Riptide direct healing increased by 25% and its periodic healing increased by 100%.

Healing Rain now heals up to 6 targets in its area (was 5).

Earthen Accord now grants an additive +20% to the healing buff from Unleash Life, rather than a multiplicative increase.

Current Control now also reduces the mana cost of Chain Heal by 15%.

The Venomous Abyss 2-set bonus – Bonus Healing Rains now last 8 seconds (was 10 seconds).

The Venomous Abyss 4-set bonus – Condensation absorb amount reduced by 30%.

Wavespeaker’s Blessing has been moved up in the talent tree to where the Calm Waters talent was.

Calm Waters has been removed.

Hero Talents

Farseer

Chain Heal from Farseer Ancestors now bounces to up to 5 targets (was 3), loses 10% healing per target jump (was 30%), and had its jump distance increased to 20 yards (was 15 yards).

Chain Heal from Farseer Ancestors healing increased by 50%.

WARLOCK

Affliction

Developers’ notes: Nocturnal Yield doesn’t offer much choice when it comes to how a Warlock chooses to spend their Nightfall. Instead, it is usually best spent on Seed of Corruption, regardless of target count. This can have adverse effects on talents that benefit from Shadow Bolt or Drain Soul. We like the feeling of occasional free Seeds of Corruption though and are merging that functionality into Shard Instability. In place of Nocturnal Yield, we are introducing a new talent called Impetuous Wrath that will serve as another means of Affliction accessing additional priority damage.

New Talent: Impetuous Wrath – Shadow Bolt, Drain Soul, and Malefic Grasp damage increased by 10% or 20% if the target is affected by Haunt. Dark Harvest damage increased by 10% or 20% if the target is affected by Haunt.

Shard Instability has been redesigned – Damage dealt by Shadow Bolt or Drain Soul has a 20% chance to make your next Unstable Affliction or Seed of Corruption cost no Soul Shards and cast instantly.

Nocturnal Yield has been removed.

Demonology

Hero Talents

Diabolist

Chaos Salvo damage reduced by 20%.

Felseeker damage reduced by 20%.

Wicked Cleave damage reduced by 20%.

Eye Explosion damage reduced by 20%.

Flames of Xoroth now increases Fire damage and damage dealt by your demons by 3% (was 4%).

WARRIOR

Arms

Developers’ notes: Arms’ AOE damage profile is dominated by Cleave, and we’d like to spread the damage across more abilities. We’re updating Dreadnaught to be purely AOE damage which will allow us to tune it solely for AOE. This should help Arms’ AOE rotation not feel so dominated by Cleave and help give Slayer better options for AOE.

Dreadnaught has been updated – Dreadnaught no longer damages your Overpower target.

Dreadnaught damage increased by 100%.

Cleave damage reduced by 10%.

Fixed an issue with the Venomous Abyss 2-set bonus causing Concussive Slam to trigger Mortal Wounds.

Hero Talents

Slayer

Opportunist grants 20% damage and 20% critical strike damage to your next Overpower (was 10% for both).

Fury

Rampaging Ruin damage increased by 50%.

Hero Talents

Mountain Thane

Thunder Blast damage increased by 10%.

Ground Current damage increased by 150%.

Protection

All ability damage increased by 5%.

Revenge damage increased by 20%.

Hero Talents

Mountain Thane

Thunder Blast damage increased by 10%.

DELVES

Adjusted Coffer Key Shard amounts from multiple sources.

Developers’ notes: We have tuned Coffer Key Shard acquisition to reflect the addition of more sources with the Curse of Ula’tek update. Our goal is to reward players who choose to spend their time engaging with new content in the Coiled Isles, while still providing players the ability to earn Coffer Key Shards from all sorts of outdoor features throughout Midnight. These adjustments are still ongoing and are a work in progress.

PLAYER VERSUS PLAYER

ARENAS

Blade’s Edge Arena has returned to the map rotation.

BATTLEGROUNDS

Developers’ notes: We’ve observed player survivability in battlegrounds making combat less enjoyable.

Players will now receive 20% less healing in Battlegrounds.

SOLO SHUFFLE AND BATTLEGROUND BLITZ

To reduce win trading and queue manipulation, now when a player misses a Solo Shuffle or Battleground Blitz queue, a 1-minute debuff prevents further queueing. The debuff stacks for consecutive missed queues within a window of time and is account-wide.

USER INTERFACE AND ACCESSIBILITY

The World Map can now show map coordinates of the player and the cursor. Settings can be found under Gameplay > Interface.

Shift-clicking a map pin now also copies a slash command to your clipboard. The slash command (/mappin) can be shared outside the game and entered in chat to create the pin and open your map to it.

Alleged Cheating in +23 Nexus Point Xe'nas Log
Alleged Cheating in +23 Nexus Point Xe'nas LogA log alleges that some insta-kill spells may have been used in a +23 Nexus Point Xe'nas key.

This is something that is not publicly confirmed and could be caused by log-editing, bugs or other things. Without a VoD, no confirmation could be made.

Reddit account Acrobatic_Pianist688 posted a thread on Reddit calling attention to a suspicious log of a +23 Nexus Point Xe'nas key. This log has instances of some interesting spells that, according to the log, executed mobs, one of which was a boss at low health and the Reddit post stating that is was a GM that caused it.

We've done some brief investigation into this, and found some interesting tidbits.

Firstly, the Reddit account seems to be a burner account. The account was made 1 year ago, and hasn't posted anything else.

The Log Timestamp and run duration seems to match up with a real run on Raider.io that finished a +23 Nexus Point Xe'nas

It's possible that the log was edited, but this seems unlikely as this seems to be a live log, as there are some untimed Maisara Caverns ahead of it.

Growl (aka Yumytv) is currently interviewing one of the members in the group on Twitch:

His tale of the events appears to confirm that this was a GM that did this.

He says they were all friends except the tank, they think it was a title key for him but not the reset of them, who were all chilling in voice chat with their GM friend

They're doing the key, they kill the boss and realize they're missing percent, and then he "goes to his GM friend and asks, bro can you do us a solid"

Midnight Season 2 Mythic+ Dungeon Test & Tuning from July 21st - 27th
Midnight Season 2 Mythic+ Dungeon Test & Tuning from July 21st - 27thBlizzard has announced further tuning for Ruby Life Pools and Temple of Sethraliss, alongside a full week of Mythic+ dungeon testing on the Patch 12.1 PTR!

Greetings!

Midnight Season 2 dungeon testing continues on Tuesday, July 21st. The following dungeons are available for testing during this period:

Altar of Fangs

Murder Row

Den of Nalorakk

Voidscar Arena

The Blinding Vale

Temple of Sethraliss

Kings’ Rest

Ruby Life Pools

During the test period you’ll be able to acquire and customize Mythic Keystones by talking to the Keystone Vendor in Stormwind, Orgrimmar and Silvermoon. The nearby Dungeon Teleports NPC will assist you with transportation. This NPC will now also appear at the beginning of each dungeon on Mythic difficulty who can teleport players back to a capital city.

Provided that the items equipped on your character are at least item level 226, they will scale automatically to a higher level as needed to support Dungeon testing.

Dungeon Update

We made changes to some dungeons prior to the weekend. As a refresher: Feedback: Midnight Season 2 Dungeon Test July 14th - July 20th - #8 by yeeta-3157598

This week, we have additionally made the following changes:

Ruby Life Pools

When considering their reduced pacing, the first and final boss encounters have seen a few changes this week to increase healing engagement and to make avoidable mechanics more impactful.

General

Reduced timer to 28 minutes from 29 minutes

There is now an additional Waystone that appears immediately after Melidrussa Chillworn’s defeat to prevent awkward timing when releasing spirit

Melidrussa Chillworn

Hailburst

Increased damage by 10%

Chillstorm

Increased periodic damage by 10%

Hailbombs

Significantly increased the damage that occurs when stepping on a Hailbomb

Frost Overload

Increased base damage by 11%

Kyrakka and Erkhart Stormvein

Inferno Spit

Increased damage of expiration explosion by 12.5%

Roaring Firebreath

Increased cast time to 4 sec from 3 sec

Reduced duration to 4 sec from 4.5 sec

Slowed periodic tick rate to every 1 sec from every 0.5 sec

Significantly increased the damage that occurs when standing within this ability

Flaming Embers

Increased size to 7 yards from 5 yards

Increased movement speed of patches during Winds of Change

Ashseer Flamelasher

Flaming Barrage

No longer ticks immediately when the cast begins

Temple of Sethraliss

With our changes this week, we aimed to rebalance the length of some encounters. For Galvazzt in particular, we wanted to lean more into its role as a simple but fast-paced fight.

For Avatar of Sethraliss, we made a number of adjustments to further increase the impact of player healing and reduce the length of the main phase. As part of these adjustments, we notably reduced the health of Corrupted Guardians to encourage resolution of the Corrupted Lifeforce mechanic prior to the intermission. To coincide with that change, we have enhanced the coordination requirement of resolving Corrupted Lifeforce. Lastly, we reduced the health of Faithless Tormentors to lean more into the intermission as a race to defeat as many of these creatures as possible.

Adderis and Aspix

Reduced health by 5%

Gale Force

Reduced pushback intensity

Merektha

Reduced health by 8%

Toxic Viper

Increased health by 17.5%

Storm Serpent

Increased health by 25%

Storm Catalyst

Reduced cooldown

Reduced cast time to 2.5 sec from 3 sec

Serpentstorm

Increased damage of initial hit by 20%

Burrow

Increased the speed and frequency of Merektha’s movement

Galvazzt

Health reduced by 14%

Pacing of ability schedule increased

Lightning Spires

Reduced time before forming to 3.5 sec from 4 sec

Reduced channel time to 8 sec from 9.5 sec

Galvanized

Increased Physical damage vulnerability to 250% from 200%

Consume Charge

Increased damage by 25%

Induction

Reduced damage by 10%

Avatar of Sethraliss

Reduced health by 10%

Consumed Lifeforce

Reduced healing percentage to 6% from 7.5%

Corruption

Increased physical damage vulnerability to 250% from 200%

Corruption Burst

Now increases damage taken from Corruption Burst for a short duration

Faithless Tormentor

Reduced health by 23%

Reduced movement speed

Corrupted Guardian

Reduced health by 33%

Reduced cooldown of Vile Charge

Twisted Hexxer

Reduced health by 10%

Essence Defiler

Increased health by 8%

Thanks for testing and sharing your thoughts with us! We’ll be reviewing your feedback closely and will continue to post updates throughout the beta as changes roll out.

Dienstag, 21 Juli 2026

S-Tier Bugs - Arms Warrior Class Review of Patch 12.1
S-Tier Bugs - Arms Warrior Class Review of Patch 12.1By now, most players know that Arms Warriors are performing very well on the Patch 12.1 PTR, but what they might not know is how beset it is by buggy behavior.

Arms Warrior Season 2 Tier Set Bonus

Warrior Arms 12.1 Class Set 2pc: Mortal Strike and Execute damage increased by 10% and when you Slam a target, Slam also deals (100% Attack Power) damage to enemies within 8 yds of it. Deals reduced damage beyond 5 targets.

Warrior Arms 12.1 Class Set 4pc: Overpower damage increased by 15%. Mortal Strike and Overpower increase the damage of your next Slam by 10%, stacking up to 3 times.

Arms' new tier set bonus greatly buffs Slam and even encourages casting it more often in multitarget. While the set would be a small step down from the very powerful bonus of Season 1, an innocuous bug is greatly increasing its performance in Mythic+, pushing Arms to be one of the top competitions on the PTR.

Gameplay wise, it's pretty seamless, though the four-piece bonus to Slam could stack higher to better protect against dry streaks during Execute phases. Exceeding the three stack cap without any Heroic Strike proc to spend them on is quite common.

The Good BugsArms is already very strong in Mythic+ on live, though it's actually gotten actually got a weaker set bonus in Season 2, and no notable tuning to increase the damage of its abilities, so what's causing it to jump to the top of Mythic+ performance on the PTR? Bugs.

The biggest thing inflating Arms' damage actually comes from the new tier set bonus, which causes Slam to also hit nearby targets, even when automatically cast via Fervor of Battle. This Concussive Slam is already fairly strong, accounting for an extra 3-6% damage depending on spec and the exact number of targets, but is further inflated due to unintentionally triggering Mortal Wounds.

Concussive Slam crits the skull target, applying Deep Wounds.

This results in every Cleave having a fairly high chance to apply Deep Wounds to all nearby targets, rather than just the one hit by Slam directly. Effectively reverting the Patch 12.0.5 nerf, this adds another +5-9% in increased Deep Wounds damage, which is quite reliable due to the frequency of Cleave, Arms' high crit rate, and manually casting Slam for even more procs to roll the damage higher. In total, this more than doubles the value of the set in multitarget, which is a significant contributor to Arms' performance in Mythic+ dungeons on the PTR.

Colossus gives a lot of extra benefits to bleeds, contributing to the specialization's overperformance.

Some under-the-hood changes have also caused Dreadnaught to be treated as a distinct spell, causing it to trigger things it shouldn't. Because of this, Martial Prowess gains an extra stack every time Overpower is used and Battlelord also gains an extra chance to reset for each target hit, both of which add quite a bit of extra damage in two-target situations that are common in the upcoming Venomous Abyss raid.

Somewhat ironically, this results in using Slam even less, depending on the frequency of Heroic Strike procs.

The Bad BugsNot all bugs are beneficial though. Since the start of Midnight, Slayer has been beset by a little known and seldom discussed bug with the way the game handles asynchronous buffs - that is, buffs whose durations "overlap" instead of stacking traditionally. In the case of Slayer, this applies to Executioner, the buff gained through Slayer's Dominance. On the surface, it's pretty straightforward: the buff stacks 3 times and Deadly Focus increases its duration to 18 seconds.

Each Slayer's Strike adds a stack of Executioner, three strikes enable Sudden Death, which reduces the cooldown of Bladestorm by five seconds per stack.

Asynchronous (aka overlapping) buffs are not new in Midnight, though several were added or converted from traditional buffs as part of the expansion's gameplay-without-weakauras update. Unlike a normal buff, which simply stacks up and continually refreshes its duration, asynchronous ones are meant to be dynamic; continually incrementing and decrementing to create an ebb-and-flow that adds more variance to the gameplay. They also curtail the need to carefully watch buff durations and refresh them at the last second, which was a hallmark of Juggernaut in The War Within. Although they can sometimes be difficult to keep track of, since there's no clear to keep track of when a stack will be falling off, they largely succeed in this... or would if not for a hidden design flaw.

When you read "buff durations overlap," you would probably think that each buff stack has its own distinct duration, which count down separate from one another, but the game actually handles these types of buffs very differently: there's only one Executioner buff which has an 18 second duration and the game doesn't keep track of each individual stack whatsoever. Instead, whenever the triggering ability activates, two things happen:

A stack is added to the buff on your bars, refreshing to its maximum duration of 18 seconds.

Behind-the-scenes, an event is scheduled to remove a stack after 18 seconds (or however long the normal duration of that particular buff is).

So far, this sounds right: you get a new buff stack for 18 seconds and you'll lose a buff stack in 18 seconds... except once you reach the maximum stacks of the buff. Executioner stacks three times, which obviously means you can't gain a fourth stack, so what happens when you trigger it again?

You might think this fourth Slayer's Strike should just replace the oldest stack, but one still fades immediately after.

Nothing. You can't gain more than the maximum number of stacks, so it doesn't create a new stack... but a new event is still scheduled to remove a stack in 18 seconds. You still only have three buff stacks, but now have four expiration events, which will eventually result in removing newer stacks early. This is the crux of the issue: the more procs you get, the faster the buffs will start expiring.

In this case, the most recent stack of Executioner falls off in less than 11 seconds, due to extra removal events queued up in the background.

Not only does this lower the average damage of Execute, it also results in less cooldown reduction for Bladestorm. Even if they don't know exactly how the bug works, anyone who has fought L'ura will recognize how disruptive this can be - sometimes you'll get four or five Sudden Death procs between sets of Crystals during the first phase, yet Bladestorm still inexplicably has 30 seconds left on cooldown. This is because stacks are getting munched and fade much quicker than they should - just track the Executioner buff using the cooldown manager and you'll quickly notice how much they fluctuate. Whether in raid or Mythic+ though, the result is a lot less Execute damage and a lot more inconsistent Bladestorm timing than there should be.

Despite averaging a Slayer's Strike every ~8.6 seconds and the buff lasting 18 seconds, the actual stack uptime is incredibly erratic.

This isn't a Warrior-specific issue either. All asynchronous buffs in the game work this way, but the issue only manifests itself when you reach the maximum number of stacks. Most of these buffs have low enough durations and high enough stack caps that the problem simply never occurs. For Warriors, this is why Master of Warfare isn't affected; the apex simply does not proc frequently enough to exceed its 10-stack cap.

Still Strong, but UncertainSo, where does that leave Arms Warriors? The specialization still performs quite well, with an excellent two-target toolkit for the upcoming raid and strong funnel potential in Mythic+, but it seems unlikely it will stay quite as strong as it is.

Yeah, it's probably not staying there.

The real question is how Blizzard decides to rebalance when any or all of these bugs are fixed, particularly after the majority of PTR testing has already been completed. It's reasonable to assume that Arms will tumble a few spots, but even losing all that extra Deep Wounds damage should still leave Warriors comfortably in the upper tier of Mythic+ damage dealers, similar to where it is now on live.

Fourth Week of Turbulent Timeways - Classic Timewalking
With the weekly reset, the fourth week of Turbulent Timeways V is now live with Classic Timewalking.

Classic Timewalking GuideTurbulent Timeways Guide

Classic Timewalking

Classic Timewalking is now live with 6 dungeons from the original World of Warcraft for to complete. Players can earn Timewarped Badge and other rewards.

The Deadmines

Zul'Farrak

Dire Maul East (Warpwood Quarters)

Dire Maul West (Capital Gardens

Stratholme Live (Main Gate)

Stratholme Dead (Service Entrance)

When you complete the dungeon on your character, the last boss will drop Ancient Timewarped Scroll which awards 500 Timewarped Badge on your first completion this week across your warband, and 200 for subsequent completions. This can be completed in Orgimmar or Stormwind, depending on faction.

/way #84 56.0 19.0 Bobadormu

/way #85 52.8 83.0 Bobadormu

For a list of the full rewards from Classic Timewalking, check out our guide!

Reins of the Frayfeather HippogryphThis majestic hippogryph hails from the Frayfeather Highlands of Feralas. Though it previously protected its hatchlings, now it chooses to serve a greater cause.

Turbulent Timeways V - Week Four

It's Week 4 of Turbulent Timeways V. As there are only 3 weeks left in the event, players who are looking to earn Mastery of Timeways need to already have progress on the achievement.

Turbulent Timeways Guide

The Cache of Quel'Thalas Treasures from each week's A Soaring Path Through Time now rewards a piece of Hero gear for max level players. Turbulent Timeways is also a great way to level up as every dungeon that you complete will stack Knowledge of Timeways increasing experience gains by 5% per stack. Upon reaching 4 stacks, the character will then earn Mastery of Timeways increasing experience by 30%!

Decor Duels No Longer Available in Patch 12.1 - Double Currency Now Available
Decor Duels No Longer Available in Patch 12.1 - Double Currency Now AvailableBlizzard has announced that Decor Duels will no longer be available in Patch 12.1 -- until then, players will earn double the rate of the Illusionary Coins currency!

Decor Duel

Decor Duels was a game mode added in Patch 12.0.5 that was heavily criticized on launch. Many oversights allowed you to cheese the system, and the game mode penalized you for standing still as a hider... which was the whole point of the game.

Blizzard has taken action on the feedback of the game mode, making hiding easier and also buffing the rate of Illusionary Coins to get those last items. Once Patch 12.1 launches, Decor will be available, but nothing has been said about the cosmetics which includes a mount Magister's Spell Bee Comb, 3 toys and more!

Heed the final call to join Decor Duels before the doors close in this final surge before the Curse of Ula’tek goes live. To help you get the most out of it, we’ve made a few additional changes.

Hiders will no longer be automatically revealed when thirty seconds remain in the match.

Flies have been removed from Hiders who stay in one location for too long.

The energy increase rate for Seekers has been reduced by 20%.

Players will earn double the rate of Illusionary Coins

Once the dust settles and Decor Duel is no longer available, players will still be able to purchase Decor items from the vendors in Silvermoon City.

These changes will be available after weekly resets.

Amidst all the danger that swirls above Azeroth, there’s something to be said about having a little fun. Join in a team vs team hide-and-seek style game taking place in Silvermoon City (Midnight). Previously announced in the State of Azeroth, this fast-paced player vs. player activity puts you right in the thick of it whether you’re a harmless cheese platter or some other seemingly innocuous item.

No matter your level, it’s an even playing field once the match begins.

Map: Silvermoon’s Falconwing Square Levels: 10-90 Rules

Casual, non-lethal PvP

Hiders use illusions to disguise themselves as everyday objects.

Seekers use dispelling magic to break the hiders’ disguises.

Get Found and Tagged, and you’re out!

Players can queue up from anywhere using the Group Finder (Hotkey- I) under the Player vs. Player tab in Quick Match. You can also speak with Fieldweaver Amolenne in Falconwing Square in Silvermoon City.

Each team takes turns either hiding or seeking and there are multiple item illusions you can start as which are chosen randomly for you. Once you’ve found your hiding spot, you won’t want to sit too long or you’ll begin to collect flies and give your position away.

At the start of the match, you’ll be placed in a staging area until the match begins. Seekers will be able to choose from three different seeking types in this staging area, each with slightly different abilities allowing you to swiftly move about the map or reveal those hidden. Those who are hiding will have a short time to find their best hiding spot and get ready to evade detection.

Roles and Abilities

Spellbreaker Nullifier Arcane Ranger

Tag!: Tag a Hider and make them Out!

Tag!: Tag a Hider and make them Out!

Tag!: Tag a Hider and make them Out!

Dispelling Focus: Dispel the illusions of spellcasters in front of you over 2.5 seconds, marking the Found.

Nullify Magic: Dispel illusions of spellcasters in an area in front of you, marking them Found.

Anti-Magic Arrow: Dispel the illusions of spellcasters in an area, marking them Found.

Dispelling Leap: Jump to a location, dispelling the illusions of spellcasters around the area of impact.

Nullification Field: Dispel the illusion of spellcasters in an area, marking them Found.

Clockwork Sentinel: Put up a Sentinel for 30 seconds that applies Found and slows within the area when entered.

Swift (Passive): Base move speed increased by 30%

Riftwalk: Teleport a short distance.

Stealth (Passive): Cannot be detected from a distance. Movement speed reduced by 30%.

Hiders can swap locations with nearby items, change their item, set up traps, or place decoys to prevent themselves from being found out before the time runs out.

Rewarding Endings When the illusions are all lifted, players will receive their rewards depending on how well they did in the match and can earn approximately 30-35 Illusionary Coins per game.

Illusionary Coin Warband Transferable An arcane currency used by some denizens of Silvermoon fond of magical games.

These coins can be spent on additional items such as sin’dorei-themed Housing Decor items from the Disguised Decor Duel Vendor or mount, appearances, and toys from Gamesmaster Fleurian.

Gamesmaster Fleurian

Name

Item Type

Cost

Magister’s Spell Bee Comb

Mount

600 Illusionary Coins

Arcane Ranger’s Spellbow

Bow Appearance

150 Illusionary Coins

Spellbreakers Bladestaff

Staff Appearance

150 Illusionary Coins

Nullbeacon Rift Channeler

Polearm Appearance

150 Illusionary Coins

Spellbreakers Phoenixglaive

Warglaives Appearance

150 Illusionary Coins

Spellbreakers Bladelance

Polearm

150 Illusionary Coins

Spellbreakers Phoenixblade

One-Hand Sword

150 Illusionary Coins

Mage Guard’s Spellsteel

Two-Hand Sword

150 Illusionary Coins

Mage Guard’s Spellblade

One-Hand Sword

150 Illusionary Coins

Nullbeacon Rift Smasher

Two-Hand Mace

150 Illusionary Coins

Spellbreakers Shieldwall

Shield

150 Illusionary Coins

Winner’s Podium

Toy

200 Illusionary Coins

Animated Bench

Toy

300 Illusionary Coins

Enchanted Hourglass

Toy

300 Illusionary Coins

Disguised Decor Duel Vendor

Name

Item Type

Cost

Sin’dorei Cookpot Lid

Housing Decor

15 Illusionary Coins

Sin’dorei Open Cookpot

Housing Decor

15 Illusionary Coins

Sin’dorei Covered Cookpot

Housing Decor

30 Illusionary Coins

Sin’dorei Garden Swing

Housing Decor

120 Illusionary Coins

Sin’dorei Tiffen-Style Lamp

Housing Decor

50 Illusionary Coins

Sin’dorei Display Case

Housing Decor

50 Illusionary Coins

Empty Wooden Toolbox

Housing Decor

20 Illusionary Coins

Small Lumber Pile

Housing Decor

10 Illusionary Coins

You might not defeat the Void and save Azeroth by taking part in this event, but it’s a great way to find a bit of fun in the face of the ever-present threat the Void presents. We’ll see you…or maybe not… in Decor Duels.

Patch 12.1 PTR News and Datamining Recap for Last Week - Build 68629
Patch 12.1 PTR News and Datamining Recap for Last Week - Build 68629Read all about about what you missed from last week's Patch 12.1 PTR update in our news and datamining recap!

Patch 12.1 Overview

The latest datamined class tuning and spell changes include significant changes for Warlock, Shadow Priest, and Survival Hunters.

We highlighted Corrosive Powers, which players can added to their bracers and belts to enhance performance in world-tier activities!

The friends list and social pane received a surprise overhaul.

We datamined more Artisanal Interior rooms, including the Springtime Westfall Barn.

The Tune-O-Tron 6000 decor suggests that a personal jukebox may be coming to player housing!

A special Prey encounter can be summoned and defeated fifty times to earn an extra Prey achievement.

enchanters can create fully articulated Enchanted Voidwell Fish to add more life to their player homes.

Tooltips now display enemy forces count in Mythic+ dungeons.

Healers received some extra tuning hotfixes shortly before Mythic raid testing.

Blizzard announced more raid testing for the Tidebound Grotto, another flexible raid lair.

More Mythic+ tuning addresses problem points with several dungeons.

The Season 2 Delve Nemesis features a memory game in the form of Simon Says!

A new neighborhood vendor sells additional wooden tiles and columns to help you build the perfect look.

The Temple of Sethraliss received major changes, which we got to review.

We also got to preview the new version of Ruby Life Pools.

Datamined text revealedthe Patch 12.1 epilogue, but beware of spoilers!

New combat potions and consumables give players more options in Season 2.

Class EditorialsOur guide writers have also been releasing a series of editorials over the course of the PTR, discussing the impact of upcoming class changes and new tier sets in Midnight Season 2.

Holy Paladin resource economy means Holy Shock might not be used in Season 2.

Some of our class writers have written up their first impressions of the 12.1 class changes and tier set reviews. We've listed all of them below.

Some of these articles were released earlier than others, and may be out of date now.

Blood DKUnholy DK

Devourer DHVengeance DH

Balance Druid

Aug EvokerDevastation EvokerPreservation Evoker

BM HunterSurvival Hunter

Fire Mage

Mistweaver MonkWindwalker Monk

Holy PaladinRetribution Paladin

Shadow Priest

Assassination RogueOutlaw RogueSubtlety Rogue

Enhancement ShamanRestoration Shaman

Frost DKHavoc DHFeral DruidGuardian DruidRestoration DruidMM HunterArcane MageFrost MageBrewmaster MonkProtection PaladinDiscipline PriestHoly PriestElemental ShamanAffliction WarlockDemo WarlockDestro Warlock

Arms WarriorFury WarriorProtection Warrior

World Events That Were Cut From Vanilla
World Events That Were Cut From VanillaIt's not a secret that Blizzard's content plans can change depending on time constraints or budget. Some examples include the Dragon Isles, Karazhan, & Outland being cut from the original release of Vanilla, or the enormous amount of content that was originally planned for Warlords of Draenor that had to be cut so that the development team could focus on Garrisons.

Edit Mode & New UI Options Coming to Classic

In a recently resurfaced interview about the Quest System in World of Warcraft from 2004, Jeff Kaplan spoke about how the initial quests in WoW were fairly basic, such as Bounty or Collection quests. Eventually, quest design became more complex, and Blizzard added Defense quests, such as Pyrewood Ambush, Escort quests, like Willix the Importer, and NPC Follow quests, including Tooga's Quest.

Tooga's Quest was originally designed to end in the Shimmering Flats

While this interview primarily focuses on the design philosophy of quest types that eventually became available in World of Warcraft, Kaplan also mentions several World Events that never actually made it into the game. In one recurring World Event, Alliance NPCs were planned to storm the coast of the Barrens and attack certain Horde outposts, as well as the Crossroads.

Jeff Kaplan

There is one that will actually occur in the Barrens. The Alliance armies roll up onto the beach on Northwatch Keep, and they will attack the Tauren outpost, the Orc outpost, and the Crossroads. These are all small cities in the Barrens, which is a zone in-between the Orc and Tauren lands. If you decide to band together with the Horde and defend those towns, you will have certain quests and quest items available to you that otherwise would not be. You might have to get the head of the Alliance raiding party leader, and take that to the lieutenant in the Crossroads. This would yield a quest reward that you would only get if you took part in the world event.

This sounds like it was meant to be a PvP quest that pitted Horde against Alliance, with Horde players receiving additional quests to defend their territory and defeat the Alliance raid leader. It's important to note that these quests would only become available periodically, and the World Event was not set to start on a regular timer, so players wouldn't be able to camp the spawn location.

The Alliance of Northwatch Hold & Horde Outpost in The Barrens

Another example of a World Event that was planned for Vanilla was the Goblin and Gnome rocket car race in the Shimmering Flats area of Thousand Needles. In this scenario, players could decide which side to support while sabotaging the other side and enhancing their own vehicles. There was even a planned gambling system, where players could bet on the outcome of races.

Shimmering Flats Rocket Car Race

Jeff Kaplan

I'd like to talk about an example of a quest that I think is a lot of fun in the game. In this scene, there is a race about to occur between the goblins and the gnomes. In Warcraft, the goblins and gnomes are the two races that are known for their skills in technology and engineering. So both the goblins and gnomes are trying to make rocket cars to race each other. There is a whole host of quest givers, both on the gnome side and the goblin side. You can accept quests from the gnomes that require you to sabotage the goblins or quests for the goblins to sabotage the gnomes. You can engage in quests for the gnomes to buff up their cars to make them better, or quests for the goblins to make their car superior. At the same time, you can also bet on the races through the quest system. The way this whole scenario is designed, you can bet on the race, then try to fix it. If the race starts without any interference whatsoever, there is a 50-50 chance every time that one or the other will win. With this setup, there are quite a few ways that things could pan out differently. All the players in the area could jump on a bandwagon, fix the race significantly for one side or the other, and then bet on that side to win. If a competitive situation results, though, and players are taking different sides, it could become a complex affair where every quest might swing the race in one group's favor or the other's. Finally, watching these little rascals race one another is just hilarious all by itself.

This race was planned to occur every 30 minutes, so players could determine whether they wanted to band together to fix the race for one side and win their bets. Since these quests were intended to be repeatable, players would not gain much experience from completing them, but watching a high-stakes rocket car race live would have been a fun World Event.

New Combat Potions and Consumables in Patch 12.1
New Combat Potions and Consumables in Patch 12.1Players will have more consumables to choose from in Patch 12.1, including a better health potion and a couple new combat potions!

All three recipes are purchased from Jan'sari the Watchful or Skull of Er'inye on the Coiled Isle, but while the health potion is a direct upgrade, the two combat potions are much more interesting.

Concentrated Silvermoon Health Potion is a direct upgrade to the current Silvermoon Health Potion, and even uses them as ingredients.

Liquid Luster does not provide as much value as the current Potion of Recklessness, but stacks up to a similar number over time and without the accompanying drawback. The potion lasts 30 seconds, as does the Lustrous Gleam buff, giving it about a minute of total uptime, which may be good for specializations that ramp into lengthy damage windows.

Alluring Nostrum appears to be more niche, as direct damage potions often are. Serving as a multitarget version of the already rarely used Potion of Zealotry, it also comes with a drawback of stacking Onerous Burden up to five times over its duration, which could prove debilitating in many situations.

Players may also enjoy new utility potions, though neither have a source or recipe, suggesting that they will be looted or purchased, rather than crafted. Neither need explanation, though the venomous return in particular should feel pretty useful for players trying to get around Midnight's major zones a little bit quicker.

Engineers are also in for a treat, as they'll be able to add a reusable slowfall to their helmets with R0CKY, as well as a tradable R0CKY-To-Go version for non-engineers. Serving as a modern update to the still popular Goblin Glider and Goblin Glider Kit from Mists of Pandaria, both recipes can be found inside a Thalassian Recipe in a Bottle while fishing.

Montag, 20 Juli 2026

(Spoilers) Datamined Cinematic Text from 12.1 PTR Potentially Shows Xal'atath Motivations
(Spoilers) Datamined Cinematic Text from 12.1 PTR Potentially Shows Xal'atath MotivationsFrom the 12.1 PTR, text of a Patch 12.1 Epilogue scene has been datamined. Spoilers ahead.

Major Spoilers ahead. View at your own risk.

Datamined from the Patch 12.1 PTR, a file named 12.1 Ulatek RTC EPILOGUE - Ch 5 Q07 - Placeholder Scrolling Text RTC (LQM) has revealed some interesting text. While the cinematic isn't available to view, placeholder text gives a summary of the events that are supposed to unfold and were posted on the WarcraftLore Reddit and the WoW Reddit.

We've confirmed these datamined findings and here is the datamined text from the Patch 12.1 PTR. Please remember that this is likely to change at any time. Spoilers Ahead.

Based on the name, this seems to be the Epilogue after Ula'tek is defeated and how the story ties into the overall Xal'atath narrative.

12.1 Ulatek RTC EPILOGUE - Ch 5 Q07 - Placeholder Scrolling Text RTC (LQM)"

-------SCENE TEXT---------------------------------

sceneText = {}

sceneText = { "Real-Time Cutscene (RTC)", --update type for your specific scene - leave as RTC if unknown --"Advanced Real-Time Cutscene (ARTC)", --"In-Game Cinematic Movie (IGC)", "",

"12.1 EPILOGUE", --scene title (can be placeholder) "",

"Lor'themar steps out to find that Liadrin is standing by Zul'jarra.", "But they are surrounded by city guards.", " ", "LOR'THEMAR:", "An Amani leader visits Silvermoon. This is unprecedented.", "LIADRIN:", "An Amani leader who not only led the assault on Ula'tek,", "but also directed her forces to prevent any of Ula'tek’s", "serpent children from escaping, sparing Eversong entirely.", "Desperate, Liadrin takes the dagger, casts it to the ground and destroys it.", "LOR'THERMAR (surprised):", "Then...we owe you a debt of gratitude.", "ZUL'JARRA:", "That is not needed. It was the Amani who first unleashed Ula’tek. We were", "responsible. Are there not parts of your people’s history that you regret,", "or would you like me to remind you of some?", " ", "Liadrin chokes a moment, eyes darting to Zul’jarra like", "dang girl, did you really say that?", " ", "The moment is rescued from its discomfort by the approach of ARATOR AND ORWEYNA.", " ", "ARATOR:", "LOR'THEMAR!", "Tell them... tell them what you saw.", "ORWEYNA:", "They’ve reached her... there’s nothing left between her and the dark ... she’s", "changing ... not extinguishing ... she’s fighting back ...", "she's holding on--but she can’t win.", "ARATOR:", "Xal'atath has reached the Worldsoul. We have to move now.", "We have to find a way down there, blast open the coreway, ANYTHING.", "LIADRIN:", "Or Xal’atath ... will consume her?", "ORWEYNA:", "No.", "Xal'atath will become her.", " "

-- "Line 04",-- "Line 05",-- "Line 06",

}--]

First Look at New Ruby Life Pools in Mythic+ Season 2
First Look at New Ruby Life Pools in Mythic+ Season 2Ruby Life Pools is returning in Midnight Season 2, and here's a preview of the upcoming dungeon and changes!

Melidrussa Chillworn

Melidrussa is the first boss of Ruby Life Pools and the encounter is very similar to the original one. One of the major changes is that the penalty for taking avoidable damage has been reduced which should make this encounter easier overall. The fight is cyclical and the abilities are listed below, but there's still the two intermissions at 66% and 33% health where Melidrussa summons whelps and players have to break a shield.

Firstly, Frigid Shard is now interruptable meaning that you likely won't see Tanks fall over as often to the melee and cast combo anymore.

Chillstorm deals damage slower, but lasts longer, and the pull strength is reduced.

Hailbombs now does very little damage to a player who hits it, but applies a 50% Haste Down instead.

Kokia Blazehoof

Kokia is the second boss of Ruby Life Pools and the encounter is the exact same, except the visuals of the boulder have been increased. However, the boulder still gets stuck on tiny pebbles on the path which can make it blow up immediately likely killing players.

Ritual of Blazebinding summons an AoE on top of a player which needs to be killed and interrupted.

Molten Boulder targets a boulder on a player which will roll and explode when it hits a wall.

Searing Blows deals high tank damage

Kyrakka and Erkhart

Kyrakka and Erkhart is the final encounter of Ruby Life Pools. The encounter should be easier due to some mechanical changes. Players still want to hit the Dragon as much as possible to kill it as quickly as possible.

The main challenge of the fight is still dealing with Inferno Spit and the Winds. The Winds don't push nearly as far anymore, meaning that players no longer need to place the Fire puddles in perfect positions. As long as they're mostly out of the way, they're fine now.

Other Notable Changes

Here are the other notable changes from Ruby Life Pools:

Trash Count - Requires you to pull almost everything in the dungeon. You are pulling everything except for one of the Dragon minibosses, or some of the trash in the first room.

Locked Door in front of the first boss. You need to defeat the miniboss in front of the door to get to the boss.

Flamegullet's damage increase stacks are now capped meaning he doesn't scale uncontrollably anymore.

Many Trash Mobs removed in the second boss trash ring. The fire elemental lieutenants are now alone, but more mobs can be pulled on top of it if you don't want to kill a single mob at a time.

Trash to Last Boss is significantly easier, and no longer has any more important kicks or abilities.