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by Published on 2025-11-14 01:28 PM

Bringing Order to the Isles Achievement Guide
With the launch of Legionfall in Legion Remix, the hidden achievement Bringing Order to the Isles can finally be completed!



Bringing Order to the Isles Achievement Walkthrough

  • Complete the first three storylines of your Class Order Hall Campaign.
    • This includes completing the optional quest A Hero's Weapon.
    • Unlocking additional artifact weapons beyond the first one is not required.
    • Some storyline quests require your character to be at least level 30.

Class Order Hall Campaigns
Death Knight Demon Hunter Druid Hunter
Mage Monk Paladin Priest
Rogue Shaman Warlock Warrior


  • Speak with Khadgar in Dalaran
    • Accept and complete the quest Armies of Legionfall.
    • Speak with Khadgar again to take the next quest Assault on Broken Shore.
    • If you've previously completed this scenario on a different character, you can skip it to instantly complete the quest.



  • Speak with Maiev Shadowsong on the Broken Shore and take the quest Champions of Legionfall.
    • Note that this quest automatically completes in Legion Remix.
    • If the quest isn't available from Maiev, return to your Class Hall and check that you've completed A Hero's Weapon.
  • Complete the account-wide achievement Breaching the Tomb on any character.
    • Once the Legionfall campaign is completed on any character, all future characters can continue their Order Hall campaign without repeating it.



  • Return to your Class Hall and begin the fourth storyline of your Order Hall Campaign.
    • Completing the final quest of this storyline unlocks one new champion, which marks the end of the fourth campaign chapter.
  • Return to the Broken Shore and look around for a class-themed NPC representing your Order Hall.
    • Take their quest and complete the final storyline to unlock your class mount.
    • Please note that Paladins must complete the Suramar campaign up to the point where the spell Masquerade is unlocked in order to complete the quest A Few Things First and progress their class mount questline.
  • You can use the script below to easily track your progress toward the achievement.

/run local t={-288,-272,3,7,6,0,8,4,9,5,2,1}for i,id in pairs(t) do local _,_,c = GetAchievementCriteriaInfoByID(42565,108648+id)print((GetClassInfo(i)),c and"\124T136814:0\124t"or"\124T136813:0\124t")end

Name Reward Category
Bringing Order to the Isles Complete all Order Hall Campaigns with Timerunner Characters.
Legion Remix Quests


Why Complete the Class Campaigns Now?
Class Order Hall campaigns are significantly faster in Legion Remix; quests tied to table missions and other miscellaneous objectives auto-complete, saving players a significant amount of time!

Players can level efficiently through their Class Hall campaigns and reaching max level awards both a new Legion Remix-themed mount and a Perfected Epoch Memento, which increases XP gained on all Legion Remix characters by 10%.

Completing all 12 class campaign questlines and reaching max level on all 13 classes also grants two hidden Feats of Strength: A Legendary Campaign and Class Connoisseur. For more hidden Feats of Strength, check out the following guides on Warcraft Secrets: Seasonal Rewards and Hidden Achievements.

Name Category
A Legendary Campaign Complete 12 class order campaigns.
Feats of Strength
Class Connoisseur Reach maximum level with every class.
Feats of Strength
by Published on 2025-11-13 09:30 PM

Mists of Pandaria Classic Patch 5.5.3 Development Notes - November 13, 2025
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve deployed a new build for testing.

Classes

When we set out to create a more even playing field for all specializations in 5.5.0, we prefaced our work with the warning that a lot of those changes were temporary measures to lift specializations up until the specialization naturally improved or until future encounters were in that specialization’s favor. Most all of the changes below reverse buffs that were given to classes in 5.5.0 and 5.5.1.

One of our primary goals for progression in the Throne of Thunder raid tier is to make sure that we do not trivialize the content with earlier buffs. Looking forward, Throne of Thunder has many transformative items that are build-defining, so we’ll keep an eye on everything and we’ll make further adjustments where necessary.

The notes below describe how much the bonus that was given during a previous patch was lowered or increased. A note with a 0 or a 0% indicates that it has returned to its 5.4.8 value.

Death Knight
  • Raise Ally no longer costs Runic Power. (was 30)
  • Blood
    • Now gains Residual Blood after using Death Strike during the Ra-den encounter. Residual Blood lasts for 3 seconds and counts as an Active Mitigation effect for the purposes of the Fatal Strike mechanic.
  • Unholy
    • Summon Gargoyle will no longer stutter its casts and will chain its casts back to back. (bugfix)
    • Summon Gargoyle can now cast up to 26 Gargoyle Strikes before it is dismissed. (bugfix)
      • Under the original MoP rules, players only got 25 to 26 Gargoyle Strikes. A bug emerged where being at a certain level of haste would actually decrease the amount of Gargoyle Strikes that went out. To fix this, we removed the cast gating on the ability that was present in original MoP, but introduced a hard cap on how many strikes can be cast to keep the upper limit the same.

Druid
  • Balance
    • 5.5.0 %damage increase while in Moonkin Form lowered to 10%. (was 25%)
    • 5.5.0 damage increase to Force of Nature lowered to 3.64%. (was 9.1%)
  • Feral
    • 5.5.0 %damage increase to Savage Roar lowered to 0%. (was 5%)
  • Guardian
    • 5.5.0 damage increase while in Bear Form lowered to 8%. (was 15%)
  • Restoration
    • Meditation’s in combat Mana Regeneration from Spirit raised to 55%. (was 50%)

Hunter
  • Survival
    • 5.5.0 reduction to Explosive Shot damage lowered to 0%. (was 5%)

Mage
  • Arcane
    • 5.5.0 damage increase to Arcane Blast lowered to 5%. (was 15%)
    • 5.5.0 damage increase to Arcane Barrage lowered to 5%. (was 19%)
    • 5.5.0 damage increase to Arcane Missiles lowered to 5%. (was 15%)
  • Fire
    • 5.5.0 damage increase to Pyroblast lowered to 15%. (was 30%)
    • 5.5.0 increase to Critical Mass’s value lowered back to the 5.4.8 value of 1.3x (was 1.5x)
  • Frost
    • 5.5.1 damage increase to Frostbolt lowered to 5%. (was 15%)
    • 5.5.1 damage increase to Frostfire Bolt lowered to 5%. (was 15%)
    • 5.5.1 damage increase to Ice Lance lowered to 5%. (was 15%)

Paladin
  • Hand of Sacrifice no longer causes a Global Cooldown. (new)
  • Protection
    • Grand Crusader has been changed to its Patch 5.2.0 version.
      • Grand Crusader now has a 12% chance to activate when the Paladin dodges or parries a melee attack, or lands a Crusader Strike or Hammer of the Righteous. (was 30% chance on dodge or parrying a melee attack)
    • 5.5.0 increase to Seal of Insight attack speed, lowered to 5%. (was 10%)

Priest
  • Holy
    • 5.5.0 reduction to Divine Hymn’s healing raised to 50%. (was 35% reduction)
    • 5.5.0 reduction to the cooldown of Chakra’s raised to 25 seconds off. (was 20 seconds off)
    • Healing done by Divine Star lowered by 15%. (new)
    • Prayer of Healing’s base cast time is lowered by 0.5 sec for Holy Priests. (new)
    • Prayer of Healing’s healing raised by 15%. (new)
    • Prayer of Mending no longer counts as an Area of Effect heal for Chakra: Sanctuary. (new)
    • Renew duration increased by 3 seconds for a total of 15 seconds. (was 12 seconds) (new)
      • This also increases the amount of direct healing from Rapid Renew.
    • Fixed a bug where Chakras were not providing their full 35% bonus to both Renew and Prayer of Mending. (bugfix)
    • Prayer of Mending now counts as a single-target heal for Chakra: Serenity. (new)
      • Prayer of Mending’s aura landing on a target will trigger the refreshed duration on Renew. It will NOT refresh the renew when it heals or bounces.
    • Lightwell Renew and Lightspring Renew now benefit from Chakra: Serenity. (new)
  • Shadow
    • 5.5.0 damage increase to Shadow Word: Pain lowered to 7%. (was 18%)
    • 5.5.0 %damage increase while in Shadowform lowered to 7%. (was 10%)

Shaman
  • Elemental
    • 5.5.0 increase to Lightning Bolt lowered to 5%. (was 20%)
    • 5.5.1 increase to Chain Lightning lowered to 0%. (was 10%)
    • 5.5.1 increase to Fulmination lowered to 0%. (was 10%)

Warlock
  • Affliction
    • 5.5.0 damage increase to Corruption lowered to 0%. (was 20%)
    • 5.5.0 damage increase to Agony lowered to 0%. (was 5%)
    • 5.5.0 damage increase to Drain Soul lowered to 25%. (was 50%)
    • 5.5.0 damage increase to Drain Soul’s DoT triggers lowered to 20%. (was 40%)
    • 5.5.0 damage increase to Malefic Grasp lowered to 25%. (was 50%)
    • 5.5.0 damage increase to Malefic Grasp’s DoT triggers lowered to 10%. (was 20%)
  • Demonology
    • 5.5.0 damage increase to Bane of Doom lowered to 25%. (was 50%)
    • 5.5.0 damage increase to Hellfire lowered to 10%. (was 25%)
    • 5.5.0 damage increase to Immolation Aura lowered to 10%. (was 25%)
    • 5.5.1 damage increase to Soul Fire lowered to 10%. (was 20%)

Warrior
  • The 4-piece Throne of Thunder tier set is now activated by Recklessness instead of Skull Banner for damage dealers.
  • Fury
    • 5.5.0 increase to Enrage and Berserker Rage duration lowered to 0 seconds. (was 2 seconds)
  • Protection
    • 5.5.0 increase to Shield Barrier’s attack power ratio lowered to 0% increase (was 11% increase). This places Shield Barrier back to its 5.4.8 ratio of 1.8x (instead of 2.0x).

Bugfixes

Throne of Thunder
  • Manchu’s Wild Smash now correctly display its target correctly.
  • There is no longer a lua error when opening the dungeon journal inside of the instance.
  • Dark Winds now correctly prevents mounting.

Horridon
  • Direhorn Spirit no longer stop fixating the initial target to attack other raid members.
  • Double swipe no longer can fire off without a visual effect.
  • Direhorn Spirit can now be knocked back by Shadowy Apparitions, a Shadow Priest passive.
    Tortos
  • Tortos is now able to be affected from the front for all abilities that require being behind the target.

Megaera
  • Torrent of Ice cast by Frozen Head should now properly be classified as a debuff instead of a buff.
  • Torrent of Ice will no longer re-target players who die and are resurrected during the spell.

Ji-Kun
  • Heroic - Nest Guardians now cast Screech.
  • Attempted to fix low FPS issues during Quills. Thank you for the feedback!

Durumu
  • Serious Wound tooltip no longer displays 0% healing reduction.
  • Lingering Gaze Void zone has been corrected in sizing.
  • Blue Rays, Infrared Light and Bright Light can no longer spawn their visual far above the boss arena.
  • Durumu Ice walls now properly spawn on heroic.
  • Infrared Light will now reveal Crimson Fog.
  • The encounter is no longer doing Heroic only mechanics in Normal difficulty.
  • There is now a UI element tracking “Fog Beasts Remaining” in phase 2.
  • Force of Wills spell visual now correctly displays

Primordius
  • The Mutagenic pool created when Living Fluid dies is no longer too large.
  • The Malformed Blood and Black Blood debuffs will no longer be removed if you auto attack the creature that applied the debuff to you.
  • The Mutagenic pool created when Living Fluid dies no longer has lingering visuals.
    Dark Animus
  • Anima Ring no longer detonates immediately
  • Anima Golems should now properly generate increased threat on targets they are attacking

Iron Qon
  • Whirling Winds now travel across the arena.

Twin Consorts
  • Lu’Lin and Suen now have animated auto attacks.
  • Celestial Statues are now activated when clicked on.
  • Icy shadows persist when players stand next to Ice comet.
  • There is no longer a strange orange ground fog effect throughout the first phase of the encounter.
  • Moon Lotus visual improvements have been implemented, and now correctly put players to sleep who step into them.
  • Healing a target being fixated by Beast of Nightmares now give the healer a stack of Corrupted Healing.
  • The area trigger for Ice shadows should now properly match their visual effect.
  • Tidal Force properly moves if Xuen’s Blessed Alacrity is active.

Lei Shen
  • Void zones from Crashing Thunder now correctly last 45s.
  • Abilities are no longer used in the wrong order during transition phase.
  • Supercharge Conduits should now longer Supercharge multiple conduits at once.
  • Bouncing Bolts should no longer be fired by multiple conduits and never stop.

Ra-den
  • Essence of Anima and Essence of Vita created by Materials of Creation no longer immediately despawn.

Known Issues

  • The Difficulty shown on the mini-map UI does not always match the instance.
  • Jin’rokh the Breaker - Players are reporting FPS issues during Lightning Storm
  • Tortos - Players are reporting FPS issues during Rockfall and Furious Stone Breath.
  • Dark Animus - Melee hits from Anima Golem do not produce enough threat.
  • Ji-Kun - Feed Young will get stuck in the air if not cast on a nest.
  • Lei Shen 10/25 Normal - Supercharge Conduits cast at the end of intermission can disable more than 1 floor section.
  • Lei Shen - During transition phase 1 at 65% all conduits are spamming Bouncing Bolt and continue to do so In phase 2.
by Published on 2025-11-13 06:05 PM

Combat Philosophy and Addon Disarmament in Midnight
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As we move into the beta phase of Midnight testing and invite a much larger wave of players in to experience the expansion and provide feedback, I wanted to take time to recap the planned changes to addon capabilities, and the accompanying broader changes to combat and encounters. This will be a long post, but stick with me, there’s a lot to cover.

Over the course of the past year we have been talking about addon changes, but that communication has been spread across multiple videos, posts, interviews, and ongoing conversations with addon authors. This fragmentation has contributed to confusion and concern across the community. The main goal of this article is to dispel as much of this confusion as possible and, hopefully, provide reassurance around these planned changes.

To be clear, it is entirely natural for players who have spent countless hours experiencing Azeroth through the lens of their favorite addons to feel nervous about big changes to that ecosystem. While some players who use few or no addons may be shrugging their shoulders, for many others, this may be the single largest change an expansion has ever made to World of Warcraft. We take none of this lightly.



Addon Disarmament: Why?

So, if we know this is a risky change, why are we making it?

For over twenty years now, the customizability of the World of Warcraft User Interface (UI) has been a pillar of the game, allowing players to use addons to tailor the look and feel of the game to suit their preferences. Numerous improvements to the base UI over the years have been inspired and informed by these community efforts. But the power we give to addon authors has always come with the risk of tools that can distort moment-to-moment gameplay, which has led the development team to restrict addons’ capabilities several times over the years.

In past incidents, we typically were able to address issues by limiting addons’ access to some specific functionality (e.g. addons automatically selecting abilities and targets in the game’s early days, or using player positions and clever math to build “radar” overlays a decade later). This time around, however, the cause for concern is subtler and more pervasive. Over the past few expansions, the community has increasingly shifted from a focus on addons that display information in a particular way, to addons that process that information to drive combat decisions and recommendations. As an RPG with cast times and cooldowns governing most actions, a huge portion of “skill” in WoW has always rested in moment-to-moment decision-making. By its nature, a computer with access to complete information about the current combat state in WoW (allies’ and enemies’ buffs and debuffs, active casts, cooldown state, health, and more) will be able to make the correct decision far faster than any human, and can do so with unerring accuracy.

Such addons move beyond the realm of personal preference, offering an objective advantage in moment-to-moment combat. As a result, players often will be told to download specific addons to improve their class performance, or to defeat a specific encounter. Guilds—or even pickup groups—commonly require the use of specific addons for mid-combat coordination. While we have never designed FOR addons, in the sense of making a specific encounter or class mechanic with the intent that players would write addons to solve a given puzzle, we have inevitably had to design AROUND them for the past several expansions. We have to accept that even in non-cutting-edge content, a majority of players will turn to any available tools to make things easier.

For example, when we design a boss in a Normal or Heroic difficulty raid, we have a tuning target in mind. While we risk causing frustration if we overshoot the mark, when we release an encounter that puts up very little resistance, we often get feedback that the boss was unsatisfying. In a similar vein, when we’re designing a class mechanic, we’re trying to express class fantasy while also offering engaging moment-to-moment gameplay. But with addons instantly solving a raid coordination challenge or collapsing a nuanced combat decision into a simple binary, we would get feedback, supported by data, that our design felt flat. And so we would add an extra layer of complexity to a class mechanic, or tighten an encounter’s tuning to give players less time to react, in order to deliver the level of challenge and engagement that players are expecting. But that shift has left people who prefer not to use these addons at a clear disadvantage, making WoW less approachable in the process.

And so we are looking to level the playing field. The guiding philosophy for our approach is straightforward: Addons should no longer offer a competitive advantage in WoW combat. They should remain as robust tools for aesthetic customization and personalized presentation of information, but they should not be able to make a player more likely to succeed in combat against an encounter or another player. I’ve seen discussion around the word “competitive,” with some understandably noting that they aren’t playing in the MDI or trying to get onto the raid Hall of Fame or arena leaderboards, and wondering why a design shift about “competitive advantage” should apply to them. But the consequences of addons’ impact creep into all facets of the game, and this uneven playing field is experienced by all players, whether someone is trying to defeat Dimensius on Normal difficulty with their friends-and-family guild, trying to get a foothold in Mythic+, or trying to be the best of the best.



Addon Disarmament: What’s Changing?

In pursuing these philosophical goals, we have tried to take a surgical approach that limits addons’ ability to process information, with the least possible impact on their ability to display it. Our engineering team has been regularly sharing updates to the API (short for Application Programming Interface—essentially the functions that addon authors can use to access and manipulate WoW UI data) with addon authors, but a simplified explanation of what we’re changing is as follows: Information about the current combat state is designated as a “secret value” that can be displayed by addons, but not “known” by them. In essence, combat events are in a black box; addons can change the size or shape of the box, and they can paint it a different color, but what they can’t do is look inside the box. So in Midnight, addons can still change the location of your buffs or debuffs, and the size and shape of the associated frames; they can change the size and shape and texture of enemy nameplates and cast bars; and many similar UI elements. But they can’t “know” with certainty whether you or your target have a specific debuff currently active, or what the cooldown of a given ability is.

We debuted our alpha test with the strictest version of this ruleset, wanting to avoid a frustrating cat-and-mouse situation with addon authors pointing out loopholes in our logic and us needing to keep tightening things down to preserve a level playing field. Whereas we have historically disabled all addons in early weeks of expansion alpha testing, this time we invited numerous addon developers to the first wave of our test. We wanted to give them a head start on updating their addons and to hear early feedback on pain points. That input has been invaluable so far and led us to loosen restrictions in numerous areas that were causing needless collateral damage.

Even with this more focused approach, we knew that limiting addons’ ability to parse combat events in real time would have a significant impact on a wide range of popular and benign addons, such as damage meters that offer immediate insight into performance, boss ability timers that have been part of raiding since the very earliest days of WoW, and tools that make the game accessible to players with a range of disabilities. So alongside the “secret values” project, our team has also been working on building up native solutions in many of these areas, as well as creating new API hooks to allow addon authors to access protected information in ways that don’t risk competitive integrity.

We have been rolling out base UI features over the course of the year, and that will continue during Midnight beta:

  • The Legacy of Arathor content update (11.1.7) introduced the Assisted Highlight and One-Button Rotation tools to help players learn new specializations and improve overall accessibility.
  • We implemented an early working version of a Cooldown Manager in the11.1.5 content update, knowing that it needed a lot of iteration but wanting to ensure that we were getting all the needed feedback in a live environment; Midnight will feature a much-refined version.
  • Midnight includes a new Boss Warnings system which allows players to see which boss mechanics are upcoming, while leaving the choice of how to handle them in players’ hands.
  • We are in the process of adding a range of native accessibility improvements, such as a built-in Combat Audio Alerts system that allows players to use Text to Speech and other audio cues for everything from player health to common combat events.
  • Over the course of beta, we will be releasing improvements to our raid frames for healers, a built-in Damage Meters tool with server-side validation, and more.

While we work on limiting the ability of addons to give a high-end performance advantage, we want to ensure that the baseline WoW experience is as approachable and accessible as ever.

We know that if we are limiting addons’ functionality, we need to give all players the information they need to succeed, and we need to tune our game accordingly. Along with much clearer visual and audio telegraphs, that may also mean having an extra second or two to react to a mechanic, or fewer things occurring simultaneously to keep cognitive load manageable. Our end goal is for any given piece of content in Midnight (a Mythic 10 dungeon, a Normal difficulty raid boss, a Tier 8 Delve, etc.) to be roughly as challenging as it was in prior expansions, but for that challenge to be more fairly distributed across the playerbase.



Why Are Some Cosmetic Addons Breaking?

I’d like to take a moment to address a technical nuance here: Many players have expressed confusion at seeing reports of some popular cosmetic addons no longer functioning as expected in Midnight. If we are only focusing on combat calculations, why are we seemingly breaking an addon that only changes the appearance of player and target frames? That is never our intent, but there are a few reasons why that might be the case currently in Midnight test builds.

The myriad authors who have created addons for WoW over the years have each chosen from among countless different approaches to structuring their code. As a result, two addons that provide nearly identical player-facing functionality might be quite dissimilar under the hood, and thus be affected very differently by the changes coming in Midnight. Some addons can and will work just fine in Midnight, but they have yet to be updated by their author; the work that they need to do may be very straightforward or may take a more significant amount of time. Every expansion in WoW’s history has required tweaks to all but the simplest of addons (thus the “out of date addons” popup with each new major patch). Other addons, however, rely on implementations that don’t merely re-skin pieces of the WoW UI, but rather rebuild them from scratch using raw data about the current combat state. Unfortunately, that particular approach (while by no means inherently wrong) has limitations under our new “secret values” system. While there are some areas where we cannot bypass these limitations without opening the door to computational logic, we are trying to do everything possible to minimize collateral damage. For example, recognizing that many players enjoy abstract and custom ways of representing their current count of Runes on a Death Knight, or Holy Power on a Paladin, we recently made all class secondary resources fully non-secret.

We are committed to continuing to work with addon developers and with the community at large to provide support for robust customization within this new framework.



Addon Disarmament: Why Now?

Another common question I’ve heard is: Why do this now? Why not wait until all our built-in functionality is fully polished and has had multiple rounds of feedback?

When I first started talking about our concerns with the impact of addons on the modern game nearly a year ago, we were still evaluating the feasibility of a solution, as well as the right timeframe. But we also wanted to gauge community sentiment around the general issue. WoW’s history is littered with examples of the dev team trying to solve perceived “problems” that most players weren’t particularly concerned about, and we wanted to reassure ourselves that we weren’t headed down that same path here. We were happy to see a lot of positive reactions to the discussion. I’m not going to pretend that there was unanimous support, but the average take was something along the lines of, “It would be great if addons weren’t required, but I’m not sure I trust Blizzard to pull it off.” And that’s very fair—this is a huge and challenging project, and I don’t expect blind faith in the absence of results.

Convinced that we were on the right track with the aims of the project, we shifted to building a roadmap of what it would take to pull off this transformation. The team found that progress on the UI engineering front was moving faster than expected, both in terms of the “secret values” system, and in terms of implementing some of the replacements we knew we’d need. That made readiness for the launch of Midnight a real possibility.

These changes pretty much have to be made on an expansion boundary, allowing us to build a full slate of content and systems that are meant for a post-addon-disarmament world. Trying to ask players to relearn content mid-expansion without the tools they were using the day before would be a sure recipe for unhappiness. And no matter how much we improve our native UI, we can’t build mechanics that are trivially solvable by addons and expect that players won’t use those tools so long as they still function.

In the end, we were faced with the decision of either signing up for a couple more years of designing our content around powerful addons in ways that make it impossible for us to serve our whole community, or moving forward now and finding solutions within this new paradigm. And so addon disarmament is coming with Midnight, and the team is fully committed to giving the community all the support required, tweaking the logic around what is restricted, and making new access points available to addon developers, in order to make this transition successful.



Addon Disarmament: What’s Next?

As we kick off beta, we’re excited to see a ton of new players get access to Midnight content, but we’re especially eager to see structured testing of the endgame. The changes to addons don’t come in a vacuum; they are complemented by a new approach to building raid encounters, dungeon pulls, combat mechanics, and more. So we are looking forward to seeing players have that holistic experience, and we are looking for feedback not just on our UI or evolving addon capabilities, but on aspects of endgame combat that might feel unclear or unfair without some of the tools you are accustomed to using.

We’re going to be watching closely and listening to feedback throughout the beta. To us, the “Beta” designation means that we have the entirety of the game’s content ready for testing, but it is far from an endpoint to Midnight development. We will be agile and adaptive in close partnership with our community as we roll out regular updates in the weeks and months ahead, improving our base UI experience, adjusting tuning or presentation of mechanics, and adding new functionality for addon developers.

Thank you for taking the time to read through this. I understand that this amount of change can be scary, and that it’s natural to worry that the long-term benefits aren’t worth the short-term disruption. We’re going to do everything possible to ensure that your experience with Midnight is a great one, that customization and self-expression remain hallmarks of WoW’s UI, and that the game is more approachable than ever.

Ion Hazzikostas
Game Director



Read through our previous article How Midnight’s Upcoming Game Changes Will Impact Combat Addons for additional insights.
by Published on 2025-11-12 06:20 PM

Midnight Prologue: "The Warning" Content Update Goes Live December 2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With the Ghosts of K’aresh behind us, Azeroth stands on the precipice of a future overshadowed by Xal’atath and the relentless advance of the Void. In "The Warning", the stage is set for what comes next before continuing the story in the Midnight expansion. Players will also be welcomed home with the start of Housing Early Access!




Continuing The War Within Campaign


Though the Ghosts of K'aresh have been put to rest, a new danger looms. Vereesa Windrunner is stricken by visions of a new threat: a dire prophecy of Quel'thalas' fall. You’ll continue The War Within campaign beginning with the Visions of a Shadowed Sun quest found in your Adventure Guide (Shift-J) to learn more about what portents await.



Housing Early Access


As a part of the content update, players who have added Midnight to their account will gain access to Housing Early Access. Here are some of the features that will be initially available.

  • Decor Collection/Room Decorating
  • Room Layouts
  • Neighborhoods
  • Guild Neighborhood Creation
  • Decor earned through legacy content
  • Crafted Decor
  • Flying in Neighborhoods
  • New Housing Tutorial

Learn more in our Housing Early Access article.



New and Returning Player Experiences


Whether you’re a new player or returning after a hiatus, we’ve got you covered. New players will discover a smoother transition to get caught up with an updated New Player Experience. Players seeking to return to Azeroth will find a guided Returning Player Experience to help you remember how to play the game and get you on the path to the next latest content in World of Warcraft. Learn more in our previously published article.



New Lorewalking: The Elves of Quel'Thalas


Meet with Lorewalker Cho to learn about the origins of the Blood Elves and the Void Elves. You’ll begin your journey with a retelling of the Scourge attack on Silvermoon City and the Lich King’s assault on the Sunwell. Later, you’ll find out more about the tainting of the Sunwell by Alleria Windrunner, and the creation of the Void Elves.



Pandaren Heritage Armor


Return to the Wandering Isle alongside a familiar cast of pandaren to set right all that’s gone awry with preparations for the Spirit Festival. Rally villagers and spirits alike to restore harmony to the celebration—and earn the new Pandaren Heritage Armor for your collection.



Tour the Turbulent Timeways


Once more, the Bronze Dragonflight has discovered growing disturbances in the timeways, with several rapidly intersecting our own! Players will be able to take on six new dungeons from the Shadowlands for the first time as a part of this limited-time ten-week event. Collect new rewards, earn new meta-achievements, and more.



The Brawler's Guild Returns December 9


Step back into the fighting ring to engage in one-on-one combat with variety of new and familiar bosses.. Players will once more be able to sign up to take on these foes and climb the ranks or stand ring side and watch the spectacle.

Locations:
  • Orgrimmar: Brawl’gar Arena
  • Stormwind: Bizmo’s Brawlpub (Deeprun Tram)

We’re making some additional improvements, changing the boss rotation, and adding some new bosses along the way. Players will also be able to earn challenge achievements and collect some new rewards including Housing decor, a recolored flying mount, and even Bruce in a new color variation!



Take your next step into the continuing story of The War Within and prepare for the arrival of Midnight!
by Published on 2025-11-12 06:19 PM

Housing Early Access Arrives December 2!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With the release of the “The Warning” Midnight Prologue content update, players who have purchased any edition of the Midnight expansion can join a neighborhood, purchase a house, and start customizing their new home with Housing Early Access! If you don’t have Midnight yet, don’t worry. You’ll still be able to begin adding to your Housing collection through a variety of activities and achievements, or by purchasing them from vendors throughout Azeroth.



Who is Eligible for Housing Early Access?


Housing for Returning Players

Players who are returning or continuing their journeys into Midnight will receive a quest which will direct them to the Housing tutorial so they can begin learning more about owning a house and decorating it.

Housing for New Players

Players who are new to World of Warcraft and have Midnight will play through the New Player Experience until reaching the end of the initial tutorial on the boat. At the end of that experience, these players will be able to choose to continue the New Player Experience or go directly to the Housing tutorial.

Players Without Midnight

Players who don’t have Midnight as of yet will be able to visit Neighborhoods and collect Housing items from various activities including quests from NPCs located in Orgrimmar, Stormwind, and Dornogal. You won’t be able to purchase a home or join a Neighborhood without the expansion, however.



What’s Available with Housing Early Access?


New Housing Tutorial

Whether you’re a new player or a veteran, you’ll learn the basics of setting up and decorating your new home with the Housing Tutorial.

Join a Neighborhood

Whether you’re part of a guild, have a friend group, or plan to join a public Neighborhood, you’ll be able to establish your new home base in either Founder’s Point (Alliance) or in Razorwind Shores.

  • Public Neighborhood: Anyone can join a public neighborhood.
  • Guild Neighborhood: Establish a neighborhood just for your guild by visiting the Steward. You’ll need to have at least 10 recently active players (in the last thirty days).

It’s important to note that Endeavors won’t be available until after the pre-expansion content update for Midnight.

Buy a House and Make a Home

Scout your new Neighborhood for the perfect location to set up your new home and purchase a house in your chosen neighborhood. You’ll position it on your new property and start adding your unique touch to the property and your new house.

Decorate With Flair

Put your collection to work designing your new space in either Basic or Advanced Mode. collect over 600+ Housing items from various activities including quests from NPCs located in Orgrimmar, Stormwind, and Dornogal. You can view the available items within the new Housing Dashboard (hotkey- H) in the Decor Catalog tab, some of their sources, how much they cost, and any additional requirements to add them to your collection.

You can also sort through all the available items by type (Furnishings, Accents, Structural, Lighting, Nature, Functional, and Miscellaneous) and Filter your items using a variety of options such as by Style, Culture, Expansion, and more.

Professions

Collect resources and craft decor items to use in your own home or sell them to other players. Explore professions from every era of Azeroth, reaching back to Classic WoW, and put those long-forgotten reagents to good use as you forge expansion-specific rewards. It’s time to dig through your reagent bank—hidden treasures await!

Begin Leveling Up Your Home

Players who purchase homes will be able to begin leveling their home up as they add to their collection even before the Midnight expansion releases. If you don’t have a home yet, don’t worry. As you collect items for your home, you’ll still receive experience which will be applied to your home once you purchase the Midnight expansion and your new in-game home.



Your new home in Azeroth awaits!

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