WoW Kraken — Classic and Vanilla+
Two independent Russian-speaking realms. Classic preserves the atmosphere of WoW 1.12 and expands PartyBot and raids. Vanilla+ adds seasons, masteries, new abilities, races, enhanced PvE and raid content. Both realms offer Hardcore, Dual Spec, a smart auction house and transmogrification.
WoW Kraken Vanilla+
Why Vanilla+
Familiar classes gain new roles, and progression continues through seasons.
New roles
Demonology tanks, shield Shamans, Tree of Life, and other class paths.
Learn more →28 masteries
Three paths for each class and a fourth for priests, with progression at levels 40, 50 and 60.
Learn more →Crafted sets
380 recipes and 76 role-specific sets for levels 15, 40, 50, and 60.
Learn more →Seasonal PvE
Enhanced dungeons, four Scarlet Monastery raid wings, and further raids.
Learn more →What's new in Kraken
Recent announcements and changes. See News for the full history.

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WoW Kraken Classic — A New Phase
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Start playing
One account for both worlds. Separate client folders and updates.
Create an account
Register on the website. If you already have a Kraken account, use your existing details.
Install the launcher
Choose Classic or Vanilla+. Vanilla+ requires its own client and update channel.
Check files and play
Wait for verification to finish. After patches are installed, restart the game client completely.
Frequently asked questions
How do Classic and Vanilla+ differ?
Classic retains classic content with Kraken progression and systems. Vanilla+ adds masteries, new class roles, races, crafted sets and seasonal PvE. Characters and client updates are separate for each realm.
Do I need a separate account for each realm?
No. One account is used for Classic, Vanilla+ and the website. Choose your realm in the launcher before starting.
Which client does Vanilla+ use?
Vanilla+ requires the Kraken client and its patches. It builds on the classic 1.12 foundation and is not compatible with arbitrary third-party clients. Do not mix Classic and Vanilla+ files.
What is new in professions?
Blacksmithing, Leatherworking and Tailoring have 380 new recipes: 76 role-specific sets for levels 15, 40, 50 and 60. Learn the recipes from regular trainers for the corresponding profession.
Can I play with companions?
Yes. PartyBots help in PvE. The number of companions depends on the realm, content, progression stage and active Premium. Hardcore has separate restrictions.
Is Hardcore mandatory?
No. It is an optional one-life challenge enabled on a new level-1 character. Read the rules for your realm before confirming.
Hardcore: one life — one story
Start at level 1 and reach level 60 without a single death. Restrictions and companion rules differ between Classic and Vanilla+: read the conditions for your realm before confirming.
Files and Connection
WoW Kraken Launcher
You no longer need to install the client manually. The launcher downloads the game, checks its files, and keeps the client up to date so you have the correct version before launching.
Download launcherLegacy launcher for older PCs
Launcher for older systems.
Classic client and addons
Classic can be installed manually. For Vanilla+, choose the main or Legacy launcher above.
Set up Realmlist
If you already have a client, open realmlist.wtf in the game's root folder and replace its contents with:
set realmlist 80.252.135.124
Create an account on the website before your first login. The same account credentials work for Classic and Vanilla+.
WOW Kraken Rules
These rules apply to the project's game realms, website and official community channels. VIP, Premium, guild rank and support for the project do not exempt anyone from responsibility.
1. Fair play and accounts
- 1.1. Cheats, third-party bots, automated farming, bypassing anti-cheat and programs that perform gameplay actions without player involvement are prohibited. Normal in-game macros, addons and bots provided by the project are allowed.
- 1.2. Deliberately exploiting bugs to obtain items, gold, experience, combat advantages or access to restricted content is prohibited. Report any discovered bug to the administration.
- 1.3. Duplication exploits, sharing duplication methods, and knowingly receiving or reselling assets obtained this way are prohibited. If you receive suspicious assets accidentally, stop using or trading them and contact the administration.
- 1.4. Buying and selling accounts, gold, items and in-game services for real money is prohibited.
- 1.5. Account theft, phishing for passwords, fake websites and impersonating project staff are prohibited. The administration does not ask for your account password.
- 1.6. Evading penalties through other accounts, characters or intermediaries is prohibited.
2. Chat and communication
- 2.1. Insults, threats, discrimination, sexual harassment and systematic harassment of players are prohibited.
- 2.2. Publishing another person's personal data, threatening to disclose it, and sharing private correspondence to harass someone are prohibited.
- 2.3. Flooding, spam, excessive CAPITALS, repeated advertisements and deliberately cluttering channels with messages, symbols or links are prohibited.
- 2.4. Political and religious conflicts, incitement to hatred and deliberate provocation on these subjects are prohibited.
- 2.5. Advertising other servers, fraudulent services or gold sales, and distributing malicious links are prohibited.
- 2.6. Continuing to harass a player through other characters after being ignored is prohibited.
- 2.7. Criticism of the project and appeals regarding administrative actions are allowed. Insults, threats and spam presented as criticism remain violations.
3. Open world and interactions
- 3.1. Normal PvP, attacks on the opposing faction and fair competition for resources, rare creatures and world bosses are allowed within the game mode's rules. Losing a fight is not, by itself, grounds for a penalty.
- 3.2. Attacking from locations where opponents cannot respond, going beneath the map, and exploiting visibility, texture or geometry bugs for an advantage are prohibited.
- 3.3. Deliberately bringing dangerous creatures to another group or character to kill them by abusing threat resets or pursuit behavior is prohibited.
- 3.4. Prolonged disruption of quests by deliberately holding, luring away or killing required NPCs solely to prevent others from playing is prohibited.
- 3.5. Blocking interaction with NPCs or objects by crowding them with characters, mounts or summoned creatures to obstruct other players is prohibited.
- 3.6. You may not claim a zone, resource or world boss as the exclusive property of your group or guild and demand payment for access.
- 3.7. Bypassing Hardcore or other mode restrictions, transferring prohibited advantages through intermediaries, and exploiting interactions between modes are prohibited.
4. Groups, dungeons and loot
- 4.1. Special loot rules, reserved items and paid participation must be announced before the run begins. Changing these terms retroactively without participants' consent is prohibited.
- 4.2. Taking loot in violation of previously announced terms, changing the terms of a deal, and deceiving participants when distributing rewards are prohibited.
- 4.3. Removing a participant immediately before loot or rewards are distributed solely to deny their agreed share is prohibited.
- 4.4. Deliberately disrupting a run, pulling extra enemies, and other actions intended to kill your own group are prohibited.
- 4.5. A mistake, inexperience, low damage or a failed attempt is not, by itself, sabotage.
5. Guilds
- 5.1. Guild names, ranks, notes and announcements must follow the communication rules. Offensive names and impersonating an official staff guild are prohibited.
- 5.2. Guild leadership may set internal rules, but these cannot permit violations of the project's rules.
- 5.3. Taking funds or items entrusted for a specific guild purpose in breach of documented terms is prohibited. Having technical access to the bank does not override agreements.
- 5.4. Fraudulently collecting contributions, selling places or promising rewards is prohibited.
- 5.5. A leadership change, removal from a guild or disagreement over its direction is not, by itself, a violation. The administration investigates substantiated fraud and breaches of the general rules; it does not run guilds on behalf of their members.
- 5.6. Participants in a violation and its organizers are responsible. Guild membership alone is not grounds for a penalty.
6. Arena, battlegrounds and win trading
- 6.1. Arranging wins or losses to obtain ranks, titles, honor, points or other PvP rewards is prohibited.
- 6.2. Win trading includes prearranged forfeits, staged opponents, exchanging wins, paid losses and using your own additional accounts to manipulate progression.
- 6.3. Coordinating queues and rosters to repeatedly face prearranged opponents who agree to lose is prohibited.
- 6.4. Giving another person control of your account to obtain PvP results, ranks or rewards on your behalf is prohibited.
- 6.5. Arranged farming of honorable kills and collusion between opposing sides to obtain rewards artificially are prohibited.
- 6.6. Deliberately sabotaging your team, handing a flag to opponents by agreement, and repeatedly remaining inactive to collect rewards in battlegrounds are prohibited.
- 6.7. Using permitted in-game bots to organize win trading or bypass reward restrictions is prohibited.
- 6.8. Repeated encounters between the same players, poor play and an individual loss do not prove win trading. Decisions are made after reviewing the circumstances and available logs.
- 6.9. Results of arranged matches and the rewards obtained from them may be revoked for all knowing participants in the collusion.
7. Reports, appeals and evidence
- 7.1. A report should preferably include the realm, participants' names, date, approximate time and a description of what happened. Screenshots and videos help the investigation.
- 7.2. Fabricating evidence, knowingly making false accusations and using reports to harass a player are prohibited.
- 7.3. False mass reports and ticket spam are prohibited. Add further information to the existing report.
- 7.4. You may appeal a penalty through an official request. Disagreement with a decision does not justify threatening staff or other players.
8. Penalties
Penalties take into account the severity of the violation, repeated behavior, intent, benefits obtained and harm caused.
- Communication violations: a warning or chat restriction; repeated harassment and threats may lead to an account suspension.
- Fraud and deliberate disruption: a temporary suspension and removal of illicit gains.
- Win trading: revocation of the relevant results, ranks and rewards, and temporary suspensions for participants. Organizing or repeating violations may lead to a permanent ban.
- Cheats, duplication exploits, account theft and RMT: a permanent ban is possible for the first confirmed violation.
- Penalty evasion: restrictions on accounts knowingly used to evade a penalty.
A warning is not required before a penalty for a serious violation. At the same time, all members of a group or guild, or users of the same IP address, must not be presumed guilty without investigating their involvement.
Final provision
The WOW Kraken administration reserves the right to make final decisions on all disputes, interpretation of the rules and matters concerning participation in the project. The administration's decision is final.
Familiar Azeroth. New paths for heroes.
Masteries, new class roles, crafted sets, and seasonal challenges built on Classic WoW.
New allies of Azeroth
High Elves and Goblins, Draenei and Blood Elves expand your character choices. Paladins are available to the Horde and Shamans to the Alliance.
Draenei · Alliance
The refugees found shelter among the Humans. New Draenei begin in Elwynn Forest rather than a separate Outland starting zone.
Blood Elves · Horde
Your new journey begins among Tauren allies in Mulgore. The Blood Elves' own starting zones are not used in this version of the world.
Challenges and raid wings
Normal dungeons remain part of leveling. Additional versions unlock by level and phase.
Enhanced dungeons
Level 40 tier: Wailing Caverns, Shadowfang Keep, and Blackfathom Deeps. Level 50 tier: Zul'Farrak, Maraudon, the Sunken Temple, and heroic Gilneas.
Scarlet Monastery
The Graveyard, Library, Armory and Cathedral each have separate raid versions. They have their own entry and group composition rules; the companion limit is not the maximum raid size.
Gather allies, master the dungeons of your tier, and prepare for new challenges.
Crafted sets
New Blacksmithing, Leatherworking, and Tailoring recipes without adding separate professions.
Each set consists of five pieces: chest, legs, gloves, belt and boots. Recipes are learned from regular trainers for the relevant profession. Crafting uses ordinary materials; raid components and daily cooldowns are not required.
| Item level | Character level required to learn | Profession skill | Set bonuses |
|---|---|---|---|
| 15 | 15 | 75 | 2 / 3 / 5 |
| 40 | 40 | 200 | 2 / 3 |
| 50 | 50 | 250 | 2 / 3 |
| 60 | 60 | 300 | 2 / 3 |
Blacksmithing
Role-specific metal armor for Warriors and Paladins. Choose a set for damage, tanking, or healing.
Leatherworking
Sets for Rogues, Hunters, Druids, and Shamans. Shamans use leather at level 15 and mail from level 40.
Tailoring
Cloth sets for Mages, Priests, and Warlocks, with stats suited to the corresponding role.
At levels 40, 50, and 60, item armor and primary stats are set at 0.8 of the corresponding Challenger tier. Set bonuses are also reduced, with whole-number rounding. These sets are preparation for Challenger equipment, rather than a replacement.
Develop your profession alongside your hero: new equipment tiers become available as you level up. All crafted items are uncommon (green) quality and bind on equip. You do not need the profession to wear them.
Complete level 15 set
Five pieces of the same set grant +1% physical and spell hit chance, along with bonuses for your chosen role:
Tank: +50% threat generated and +15% armor from equipment. Healer: −30% threat generated and +10% healing done. Damage dealer: +10% physical and magic damage and −15% threat generated.
Two- and three-piece bonuses are preserved. Items from different sets do not combine to grant the full-set bonus.
Vanilla+ roadmap
Season 1 levels: 40 → 50 → 60. Raids then unlock in sequence. Dates for future stages are announced separately.
Current: Season 1 · Phase 2 — The Hero’s Path · maximum level 50
The Hero’s Path
Level 40Mastery I, enhanced Wailing Caverns, Shadowfang Keep and Blackfathom Deeps; Scarlet Monastery raid wings.
Previously openedThe Hero’s Path
Level 50Mastery II, enhanced Zul’Farrak, Maraudon, Sunken Temple and heroic Gilneas; rated battlegrounds and the next gear tier.
Current phaseThe Hero’s Path
Level 60Mastery III, pre-raid dungeons and level-60 arena.
Later stageFirst Raids
Level 60Molten Core and Onyxia’s Lair.
Later stageFirst Raids
Level 60Zul’Gurub.
Later stageFirst Raids
Level 60Blackwing Lair.
Later stageAncient Threats
Level 60Ruins of Ahn’Qiraj.
Later stageAncient Threats
Level 60Temple of Ahn’Qiraj.
Later stageAncient Threats
Level 60Naxxramas.
Later stageHeroic Challenges
Level 60Heroic Zul’Gurub is a later progression stage.
Later stageHeroic Challenges
Level 60Heroic versions of Ahn’Qiraj are a later progression stage.
Later stageHeroic Challenges
Level 60Heroic Naxxramas is a later progression stage.
Later stageEach season brings new adventures and rewards. Watch for announcements of the next chapters!
Classes and masteries
Abilities, class rules, and learning levels. Additional skills are learned from trainers, while chosen mastery abilities become available after the challenge from level 40.
How to unlock and develop a mastery
From level 40: Complete the mastery trial from your class trainer. The shared trial takes place in enhanced Wailing Caverns: 50 elite enemies and eight different bosses. Once complete, open the mastery window and choose an available path. The first choice for each dual specialization is free; changing mastery costs 20 gold.
Level 50 enhancement: with phase 2 open, your chosen path gains additional damage, healing, and defensive bonuses. Dealing damage while below 70% health restores 2% of maximum health in PvE or 1% in PvP, at most once every 10 seconds.
Level 60 enhancement: unlocks with phase 3. Under the same conditions, healing increases to 3% in PvE or 2% in PvP. Below 35% health, you gain an additional 3% damage reduction.
Mastery selection is saved separately for both specializations. Your action bar keeps the abilities of the active path. The shared numerical damage and defensive bonuses listed below apply in addition to that path's base features.
Warrior
Arms develops weapon strikes and bleeds, Fury focuses on dual wielding, and Protection helps control enemies and protect allies.
Class rules and features
- Shield Sweep requires a shield and helps control multiple enemies.
- Fury mastery allows dual wielding two-handed weapons. It has a −15% physical damage modifier; equipping two usable one-handed weapons grants an additional 10% damage bonus.
- Thunder Clap generates double threat. Protection increases its threat by a further 50%.
- Warrior bots in the tank role generate 20% more threat and deal 50% more damage.
Shield Sweep hits nearby enemies and generates additional threat. Requires a shield.
All ranks and trainer learning
| Rank | Level | Base price |
|---|---|---|
| 1 | 10 | 4 silver |
| 2 | 18 | 18 silver |
| 3 | 26 | 50 silver |
| 4 | 34 | 1 gold |
| 5 | 42 | 1 gold 80 silver |
| 6 | 50 | 3 gold |
| 7 | 58 | 4 gold 20 silver |
Prices are shown before the trainer's reputation discount. The previous rank is required. Level 50 and 60 abilities become available with the corresponding seasonal level cap.
Arms · mastery from level 40
Increases critical strike effectiveness and Overpower damage.
Base features of the chosen path
+10% critical chance and +20% Overpower damage.
Mastery abilities · level 40
- Blood Cut
- Strikes with your weapon and causes the target to bleed for 8 sec. Cooldown: 8 sec.
- Breakthrough
- Removes roots and slows and temporarily increases movement speed. Cooldown: 30 sec.
Enhancement · level 50 · phase 2
Damage +6%; healing +2%; incoming damage −3%.
Enhancement · level 60 · phase 3
Damage +10%; healing +4%; incoming damage −6%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Fury · mastery from level 40
Allows wielding a two-handed weapon in each hand and increases physical hit chance by 5%. Titan's Grip retains its physical damage penalty. Critical auto-attacks generate 2 Rage.
Base features of the chosen path
Wield a two-handed weapon in each hand; +5% hit chance; critical auto-attacks generate 2 rage.
Mastery abilities · level 40
- Unrestrained
- Increases melee attack speed by 20% and physical damage by 15% for 15 sec. Cooldown: 60 sec.
- Blood Mark
- Increases physical damage taken by the target by 15% for 12 sec. Cooldown: 25 sec.
- Thirst for Life
- Restores 3% of maximum health every 3 sec for 9 sec. Cooldown: 45 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +2%; incoming damage −3%.
Enhancement · level 60 · phase 3
Damage +11%; healing +4%; incoming damage −6%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Protection · mastery from level 40
Improves blocking and threat generation. Thunder Clap generates additional threat while Protection is active.
Base features of the chosen path
+2% block chance, +10% block value and +10% threat.
Mastery abilities · level 40
- Titan's Resolve
- Reflects harmful spells back at their casters for 6 sec. Cooldown: 60 sec.
- Shield Assault
- Deals 100 Physical damage and interrupts spellcasting. Cooldown: 20 sec.
- Bodyguard
- Protects an ally by taking a portion of their incoming damage. Cooldown: 45 sec.
Enhancement · level 50 · phase 2
Damage +3%; healing +3%; incoming damage −8%; threat +35%.
Enhancement · level 60 · phase 3
Damage +6%; healing +5%; incoming damage −13%; threat +55%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Paladin
Holy supports the group with healing, Shield of Light provides tanking tools, and Retribution combines weapon attacks with Holy damage.
Class rules and features
- Seals last 30 minutes. Judgement releases the seal's effect and leaves the seal active on the paladin.
- Consecration is available from trainers at level 20 for 30 silver. It does not require a point in the Holy talent tree. Already learned ranks remain in your spellbook.
- Further ranks of Consecration are available at levels 30, 40, 50 and 60 and require the previous rank.
- Divine Storm is available at level 10. Separate mastery paths support healing, tanking and melee combat.
- With Retribution mastery, each successful Judgement restores 17% of maximum mana.
Instantly deals Holy damage to the three nearest enemies within 8 yards, scaling with weapon damage and rank. Heals living party and raid members within 40 yards and line of sight for 10% of the damage actually dealt. Cooldown: 8 sec.
All ranks and trainer learning
| Rank | Level | Base price |
|---|---|---|
| 1 | 10 | 4 silver |
| 2 | 20 | 22 silver |
| 3 | 30 | 70 silver |
| 4 | 40 | 1 gold 20 silver |
| 5 | 50 | 2 gold 40 silver |
| 6 | 60 | 3 gold 40 silver |
Prices are shown before the trainer's reputation discount. The previous rank is required. Level 50 and 60 abilities become available with the corresponding seasonal level cap.
Holy · mastery from level 40
Critical Flash of Light heals have a 50% chance to reduce the cast time of your next Holy Light by 0.5 sec.
Base features of the chosen path
A critical Flash of Light has a 50% chance to accelerate the next Holy Light.
Mastery abilities · level 40
- Holy Radiance
- Damages nearby enemies and heals the paladin and nearby party members with the highest learned rank of Flash of Light. Cooldown: 10 sec.
- Unshakable Prayer
- For 6 sec, Holy spells cost 30% less mana and incoming damage does not delay their casts. Cooldown: 45 sec.
- Guardian's Grace
- Reduces an ally's damage taken by 10% and increases their healing received by 20% for 6 sec. Cooldown: 45 sec.
Enhancement · level 50 · phase 2
Damage +3%; healing +8%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +5%; healing +13%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Shield of Light · mastery from level 40
Increases block chance by 2%, block value by 10%, and threat generated by 20%. Restores mana equal to 10% of effective healing received, excluding overhealing. Also grants Intellect equal to 20% of Strength and spell power equal to 20% of attack power, without reducing either source stat.
Base features of the chosen path
+2% block chance, +10% block value and +10% threat.
Mastery abilities · level 40
- Righteous Challenge
- Taunts an enemy up to 30 yards away, forcing it to attack the paladin. Cooldown: 8 sec.
- Shield Throw
- Throws a shield, dealing Holy damage equal to 100% weapon damage to the primary target and interrupting its spell. The shield bounces to two nearby enemies for 50% of the initial damage each. Damage generates triple threat. Cooldown: 15 sec.
- Fortress of Light
- Reduces all damage taken by 15% and increases block chance by 30% for 15 sec. Cooldown: 45 sec.
Enhancement · level 50 · phase 2
Damage +3%; healing +4%; incoming damage −8%; threat +35%.
Enhancement · level 60 · phase 3
Damage +6%; healing +7%; incoming damage −13%; threat +55%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Retribution · mastery from level 40
Increases critical strike chance by 3%. Judgement grants 10% melee attack speed for 10 sec. Also grants Intellect equal to 20% of Strength and spell power equal to 20% of attack power, without reducing either source stat.
Base features of the chosen path
Judgement grants +10% attack speed for 10 seconds.
Mastery abilities · level 40
- Oath of Reckoning
- Increases Holy damage by 10% and melee attack speed by 15% for 20 sec. Causes Forbearance for 1 min and shares restrictions with defensive abilities that cause Forbearance. Cooldown: 2 min.
- Punishing Strike
- A weapon strike that deals additional Holy damage, interrupts spellcasting and locks out that spell school. Cooldown: 12 sec.
- Crusader Strike
- Instantly deals 45% weapon damage plus Holy damage equal to 15% weapon damage. Cooldown: 10 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +4%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +11%; healing +7%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Hunter
Beast Mastery fights alongside a pet. Marksmanship strengthens hunters fighting without a pet. Survival provides more active melee combat and control.
Class rules and features
- Disengage sends the hunter about 8 yards backward along a path that respects obstacles.
- Tamed pets deal 1.5 times their normal auto-attack damage and double damage with offensive abilities. These multipliers do not duplicate the owner's bonuses.
- Marksmanship does not allow pets and has a 2-yard dead zone. Beast Mastery and Survival allow pets.
- Hunter's Net is available to Marksmanship and Survival after choosing a mastery at level 40.
Piercing Shot is an instant ranged attack that deals Physical damage.
All ranks and trainer learning
| Rank | Level | Base price |
|---|---|---|
| 1 | 10 | 4 silver |
| 2 | 18 | 18 silver |
| 3 | 26 | 50 silver |
| 4 | 34 | 1 gold |
| 5 | 42 | 1 gold 80 silver |
| 6 | 50 | 3 gold |
| 7 | 58 | 4 gold 20 silver |
Prices are shown before the trainer's reputation discount. The previous rank is required. Level 50 and 60 abilities become available with the corresponding seasonal level cap.
Beast Mastery · mastery from level 40
Your pet gains 10% maximum health.
Base features of the chosen path
Tamed pet: +10% health, +50% auto-attack damage, +100% ability damage
Mastery abilities · level 40
- Beast Command
- Commands your pet to close with the target and strike for its normal damage plus 100% of the hunter's ranged weapon damage. The strike cannot miss; target armor and immunity still apply. Cooldown: 10 sec.
- Hunt
- Your pet breaks free of slows, gains movement speed and rushes toward the selected enemy. Cooldown: 30 sec.
- Bond with the Beast
- Restores 3% of maximum health to the hunter and pet every 3 sec for 9 sec. Requires an active pet. Cooldown: 90 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +3%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +11%; healing +5%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Marksmanship · mastery from level 40
Without a pet, all hunter damage is increased by 20%. Hunter's Net becomes available. The dead zone is reduced to 2 yards, and ranged critical hits restore 5% of maximum mana.
Base features of the chosen path
No pet; all damage +20%; Hunter Net; dead zone 2 yards; ranged critical auto-attacks and abilities restore 5% maximum mana.
Mastery abilities · level 40
- Sniper's Focus
- Increases ranged attack power by 20% and hit chance by 10% for 15 sec. Cooldown: 60 sec.
- Interrupting Shot
- A ranged shot interrupts the enemy's spell and locks out its school. Cooldown: 20 sec.
- Point-Blank Shot
- An instant close-range shot deals Physical damage, knocks the target back 5 yards and slows it by 30% for 3 sec. Cooldown: 15 sec.
- Hunter's Net
- Roots an enemy for 4 sec. Usable outdoors and indoors. Cooldown: 25 sec.
Enhancement · level 50 · phase 2
Damage +8%; healing +2%; incoming damage −3%.
Enhancement · level 60 · phase 3
Damage +12%; healing +4%; incoming damage −6%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Survival · mastery from level 40
Allows using a pet and increases hunter damage. Counterattack no longer requires a parry and has a 30 sec cooldown. Mongoose Bite no longer requires a dodge; it hits up to 3 melee targets and causes each to bleed for 6 sec. Hunter's Net becomes available. Traps can be placed in combat with their normal cooldowns.
Base features of the chosen path
Pet available; increased hunter damage; Hunter Net. Counterattack requires no reactive state and has a 30-second cooldown. Mongoose Bite requires no reactive state, hits up to 3 targets and applies a 6-second bleed.
Mastery abilities · level 40
- Stock Strike
- Deals 120% weapon damage, interrupts spellcasting and causes a bleed for 5% weapon damage every 2 sec for 6 sec. Cooldown: 12 sec.
- Hunter's Net
- Roots an enemy for 4 sec. Usable outdoors and indoors. Cooldown: 25 sec.
- Evasive Maneuver
- Increases movement speed by 30%, dodge chance by 20% and all damage dealt by 10% for 6 sec. Cooldown: 45 sec.
Enhancement · level 50 · phase 2
Damage +6%; healing +2%; incoming damage −6%.
Enhancement · level 60 · phase 3
Damage +10%; healing +4%; incoming damage −10%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Rogue
Assassination emphasizes poisons, Combat focuses on dual-wield strikes and energy, and Subtlety rewards leaving stealth and repositioning.
Class rules and features
- Poisoned Lunge adds a combo point and deals additional Nature damage to poisoned targets.
- The mastery paths specialize in stronger poisons, energy recovery from critical abilities, or bonuses after leaving stealth.
- Rogues have an additional 15% class damage bonus.
Poisoned Lunge strikes with your weapon and adds a combo point. Poisoned targets take additional Nature damage.
All ranks and trainer learning
| Rank | Level | Base price |
|---|---|---|
| 1 | 10 | 4 silver |
| 2 | 18 | 18 silver |
| 3 | 26 | 50 silver |
| 4 | 34 | 1 gold |
| 5 | 42 | 1 gold 80 silver |
| 6 | 50 | 3 gold |
| 7 | 58 | 4 gold 20 silver |
Prices are shown before the trainer's reputation discount. The previous rank is required. Level 50 and 60 abilities become available with the corresponding seasonal level cap.
Assassination · mastery from level 40
Increases weapon critical strike chance by 2% and poison damage by 10%.
Base features of the chosen path
Weapon critical chance +2%, poison damage +10%.
Mastery abilities · level 40
- Venomous Mark
- Instantly grants 2 combo points and restores 20 Energy. Cooldown: 12 sec.
- Toxic Shock
- Paralyzes the enemy's voice, silencing it for 3 sec. Cooldown: 30 sec.
- Shadow Regeneration
- Restores 3% of maximum health every 3 sec for 9 sec. Cooldown: 90 sec.
Enhancement · level 50 · phase 2
Damage +8%; healing +2%; incoming damage −3%.
Enhancement · level 60 · phase 3
Damage +12%; healing +4%; incoming damage −6%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Combat · mastery from level 40
Critical melee abilities restore 5 Energy.
Base features of the chosen path
Critical melee abilities restore 5 energy.
Mastery abilities · level 40
- Double Lunge
- Deals 100% main-hand weapon damage and 100% off-hand weapon damage to the target and grants 2 combo points. Requires a weapon in each hand. Cooldown: 5 sec.
- Dulling Strike
- Deals 100% main-hand weapon damage and causes a bleed for 40% main-hand weapon damage over 8 sec. In PvE, hits the selected target and up to two additional enemies within 5 yards; in PvP, hits only the selected target. Cooldown: 30 sec.
- Combat Turn
- Removes slows and instantly restores 30 Energy. Cooldown: 30 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +2%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +11%; healing +4%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Subtlety · mastery from level 40
Leaving stealth grants 15% movement speed and 10% melee attack speed for 10 sec.
Base features of the chosen path
Leaving stealth increases movement and attack speed.
Mastery abilities · level 40
- Shadow Pulse
- Increases critical strike chance by $s1% for $d. Cooldown: 20 sec.
- Shadowstep
- Instantly moves the rogue behind the selected enemy. Cooldown: 20 sec.
- Shadow Veil
- Temporarily prevents action pushback and reduces all damage taken by 15%. Cooldown: 60 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +2%; incoming damage −5%.
Enhancement · level 60 · phase 3
Damage +11%; healing +4%; incoming damage −9%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Priest
Discipline combines shields and direct healing. Holy gains its own form and group support. Shadow focuses on damage over time and mana recovery. Soul Reaper opens the path of a runic melee warrior and tank.
Class rules and features
- Word of Retribution is available at level 10 and cannot be used in Shadowform.
- Discipline develops shields and ally protection, Holy provides direct and group healing, and Shadow focuses on damage and mana recovery.
- Each path has its own active abilities. Abilities from another mastery path do not remain active.
Word of Retribution is an instant Holy attack. Cannot be used in Shadowform.
All ranks and trainer learning
| Rank | Level | Base price |
|---|---|---|
| 1 | 10 | 4 silver |
| 2 | 18 | 18 silver |
| 3 | 26 | 50 silver |
| 4 | 34 | 1 gold |
| 5 | 42 | 1 gold 80 silver |
| 6 | 50 | 3 gold |
| 7 | 58 | 4 gold 20 silver |
Prices are shown before the trainer's reputation discount. The previous rank is required. Level 50 and 60 abilities become available with the corresponding seasonal level cap.
Discipline · mastery from level 40
Power Word: Shield increases the priest's next direct heal by 15%.
Base features of the chosen path
Power Word: Shield strengthens the next direct heal by 15%.
Mastery abilities · level 40
- Focused Prayer
- Increases healing effectiveness by 20% and prevents damage pushback on spells for 12 sec. Cooldown: 60 sec.
- Pure Will
- Removes fear, silence, slows and roots from the priest, then grants 20% movement speed for 4 sec. Cooldown: 45 sec.
- Pain Suppression
- Reduces all damage taken by 50% for 8 sec. Usable on yourself or an ally. Cooldown: 60 sec.
Enhancement · level 50 · phase 2
Damage +4%; healing +8%; incoming damage −5%.
Enhancement · level 60 · phase 3
Damage +6%; healing +13%; incoming damage −9%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Holy · mastery from level 40
Critical direct heals leave an echo on the target, restoring an additional 10% of the healed amount.
Base features of the chosen path
Direct healing critical hits leave a healing echo.
Mastery abilities · level 40
- Word of Light: Renewal
- Restores 3% of an ally's maximum health every 3 sec for 9 sec. Can coexist with Renew. Cooldown: 10 sec.
- Holy Smite
- Deals 120 Holy damage and stuns the enemy for 3 sec. Cooldown: 30 sec.
- Lightform
- Enter Lightform, increasing healing done by 10% and reducing threat from Holy spells by 20%. Priest Shadow spells are unavailable, except Fade. Cannot coexist with Shadowform. Cast again to cancel the form.
Enhancement · level 50 · phase 2
Damage +3%; healing +9%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +5%; healing +14%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Shadow · mastery from level 40
Periodic Shadow spell damage restores 1% of maximum mana, at most once every 3 sec.
Base features of the chosen path
Periodic Shadow damage restores 1% mana once every 3 seconds.
Mastery abilities · level 40
- Devouring Darkness
- Instantly strikes the target with dark energy and restores 5% of maximum mana. Requires your Shadow Word: Pain on the target. Cooldown: 10 sec.
- Shadow Grasp
- Greatly reduces an enemy's movement speed for a short time. Cooldown: 20 sec.
- Fade into Darkness
- Removes movement impairing effects and temporarily increases the priest's speed. Cooldown: 30 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +4%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +11%; healing +7%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Soul Reaper · 40
Tank · melee damage dealer
The priest's fourth mastery: a melee runic warrior wielding diseases and guardians of the grave.
Available to priests at level 40 after the standard mastery trial with a trainer.
Base features of the chosen path
The Reaper fights in melee, drawing on Strength, Stamina and Intellect. Spirit also increases Intellect. Wields plate armor, two-handed weapons and dual weapons, and uses mana. Stances help protect allies or strengthen the assault. Ordinary priest abilities are unavailable in this mastery.
Runic abilities
- Grave Warden
- Assume the Grave Warden stance. Runic armor strengthens your defenses and vitality, while your attacks draw enemies to you. Use again to leave this stance.
- Dusk Reaper
- Assume the Dusk Reaper stance, increasing damage dealt and reducing threat generated. Use again to leave this stance.
- Plague Cut
- Deals 100% weapon damage and infects the target with Grave Plague for 15 sec. Your melee techniques deal 15% more damage and restore 2% mana against targets infected with your Grave Plague.
- Life Harvest
- Deals 130% weapon damage and restores 10% of maximum health, plus 10% per disease you inflicted on the target, up to 30%.
- Frost Mark
- Strikes an enemy with Frost magic, roots it for 3 sec and infects it with Grave Chill for 15 sec, slowing movement by 30%. Damage scales with attack power.
- Dusk Grip
- A stream of Shadow interrupts the current cast, pulls an enemy to you and forces it to attack you for 3 sec. Cannot move bosses, rooted targets or targets behind obstacles.
- Grave Challenge
- Taunts the enemy, forcing it to attack you for 3 sec.
- Silent Edge
- Interrupts spellcasting and prevents spells from the same school for 4 sec.
- Dusk Bolt
- Strikes an enemy with concentrated Shadow, protecting your diseases on the target from dispels for 15 sec. Damage scales with attack power.
- Grave Pestilence
- Refreshes your Grave Plague and Grave Chill on the selected target and spreads them to the three nearest enemies within 10 yards. Diseases last their full duration on every affected target.
- Blighted Ground
- Blights a 10-yard area for 10 sec, dealing Shadow damage every second. Damage scales with attack power.
- Blood Wave
- Deals Shadow damage to enemies within 10 yards. Each of your diseases on an enemy increases this damage by 20%.
- Blade Verdict
- Deals 160% weapon damage, increased by 25% per disease you inflicted. A successful strike consumes those diseases.
- Scourge Cut
- Cleaves up to two enemies in front of you within 5 yards for 100% weapon damage as Shadow, increased by 25% per disease you inflicted on each target.
- Chillblade
- Deals 120% weapon damage as Frost, increased by 15% per disease you inflicted on the target. Restores 10% of maximum mana per disease.
- Winter Howl
- Strikes the selected enemy with Frost magic and infects it with Grave Chill. Damage scales with attack power.
- Chains of Chill
- Roots an enemy for 2 sec and reduces movement speed by 60% for 8 sec.
- Seal of Silence
- Silences an enemy for 5 sec.
- Bone Crown
- Creates a shield for 1 min, absorbing damage equal to 25% of maximum health. Damage taken is reduced by 10% while the shield lasts.
- Abyssal Shroud
- For 8 sec, grants immunity to loss of control effects and creates a shield that absorbs damage equal to 80% of maximum health.
- Frozen Bulwark
- Reduces damage taken by 30% and grants immunity to stun for 8 sec.
- Undying Blood
- Increases maximum health by 20% and healing received by 25% for 10 sec.
- Seal of Life
- Restores 20% of maximum health.
- Risen Servant
- Summons a ghoul to fight at your side. Your ghoul can claw, stun and close with an enemy.
- Final Gift
- Sacrifices your ghoul to restore 40% of maximum health.
- Call of the Graves
- Summons four ghouls over 2 sec to fight for 30 sec. Movement interrupts the summon.
- Horn of the Dusk Host
- The horn increases Strength and Agility of party and raid members within 20 yards by 10% for 3 min. Restores 15% of maximum mana when used.
- Duskflow
- Restores 30% of maximum mana and finishes the cooldowns of Plague Cut and Frost Mark.
- Gravefrost
- A wave of gravefrost roots enemies within 10 yards for 5 sec. Damage may break the ice.
- Restless Will
- Grants immunity to fear, sleep and charm for 10 sec and restores 10% of maximum mana. Usable while affected by these effects.
- Abyssal Step
- Allows walking on water for 10 min. Damage cancels the effect.
- Dusk Passage
- Returns you to the place where your hearthstone is bound.
- Servant Hunger
- Increases your ghoul's attack speed by 25% for 15 sec and restores 3% of its maximum health every 3 sec.
- Rotflame
- Explodes an enemy corpse, dealing Shadow damage to living enemies within 8 yards. Damage scales with attack power.
- Runeblade Echo
- For 12 sec, successful melee attacks trigger an additional Shadow strike dealing 35% weapon damage.
- Silent Ward
- Reduces magic damage taken by you and party members within 5 yards by 30% for 10 sec.
- Blood Seal
- Marks an enemy for 20 sec. Its successful attacks heal the attacked ally for 2% of maximum health. Up to 10 triggers.
- Runic Retort
- After you dodge or parry, deals 180% weapon damage with increased threat.
- Blood Flourish
- Cleaves up to three enemies in front of you within 5 yards for 110% weapon damage, increased by 15% per disease you inflicted on each target. A successful hit restores 5% of maximum mana once per cast.
- Warden of the Dusk Sky
- Summons a gargoyle for 1 min. It bombards enemies with magic, drawing power from your attack power and attacking faster as your attack speed increases.
- Rune of the Fallen Warden
- Permanently inscribes your weapon with a rune without reagents, replacing its existing permanent enchantment. Melee attacks may awaken the rune, increasing Strength by 15% for 15 sec and restoring 3% of maximum health.
- Rune of the Frozen Edge
- Permanently inscribes your weapon without reagents. Melee attacks deal an additional 2% weapon damage as Frost and increase Frost damage taken by 2%, up to 10% at five stacks. Replaces other permanent enchantments.
- Rune of the Stone Grave
- Permanently inscribes your two-handed weapon without reagents. Increases Defense skill by 25 and Stamina by 4%. Replaces other permanent enchantments.
- Rune of Fading Magic
- Permanently inscribes your weapon without reagents. Reduces magic damage taken by 4% and silence duration by 50%. Replaces other permanent enchantments.
- Rune of the Unbroken Blade
- Permanently inscribes your weapon without reagents. Increases parry chance by 4% and reduces disarm duration by 50%. Replaces other permanent enchantments.
- Rune of Unholy Bane
- Permanently inscribes your weapon with a rune without reagents, replacing its existing permanent enchantment. Melee attacks against undead and demons deal an additional 2% weapon damage as Holy.
- Rune of the Nerubian Carapace
- Permanently inscribes your one-handed weapon without reagents. Increases Defense skill by 13 and Stamina by 2%. Cannot be applied to two-handed weapons. Replaces other permanent enchantments.
- Reaper's Servant
- Summons the Reaper's Servant, an undead steed that increases movement speed by 100%. Can only be used outdoors.
- Runic Inscription
- Opens Runic Inscription. Permanently inscribes your own weapon with a rune without reagents. A new rune replaces other permanent enchantments.
Shaman
Elemental strengthens spells. Enhancement offers dual wielding or shield tanking with Rockbiter Weapon. Restoration develops group support.
Class rules and features
- Thunder Strike deals Nature damage to nearby enemies and slows their attacks.
- Enhancement allows dual wielding one-handed weapons. Tanking requires this mastery, a shield and Rockbiter Weapon on your main hand.
- The tanking setup triples threat from damage. Thunder Strike gains another 1.5 times threat multiplier.
- Losing your shield, Rockbiter Weapon or Enhancement mastery disables the tanking setup. The bonus does not increase healing threat.
- Shaman bots in the tank role generate 60% more threat.
Thunder Strike deals Nature damage to nearby enemies and slows their attacks. Combining a shield, Rockbiter Weapon and the tanking mastery increases threat.
All ranks and trainer learning
| Rank | Level | Base price |
|---|---|---|
| 1 | 10 | 4 silver |
| 2 | 20 | 22 silver |
| 3 | 30 | 70 silver |
| 4 | 40 | 1 gold 20 silver |
| 5 | 50 | 2 gold 40 silver |
| 6 | 60 | 3 gold 40 silver |
Prices are shown before the trainer's reputation discount. The previous rank is required. Level 50 and 60 abilities become available with the corresponding seasonal level cap.
Elemental · mastery from level 40
Critical Lightning Bolt or Chain Lightning hits reduce the mana cost of the next such spell by 30%.
Base features of the chosen path
A critical Lightning Bolt or Chain Lightning reduces the cost of the next one by 30%.
Mastery abilities · level 40
- Elemental Resonance
- Increases all damage dealt by 20% for 10 sec. Cooldown: 60 sec.
- Storm Rift
- Knocks an enemy back and slows it by 30% for 3 sec. Cooldown: 18 sec.
- Windstep
- Removes roots and slows and temporarily increases movement speed. Cooldown: 30 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +4%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +11%; healing +7%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Enhancement · mastery from level 40
Allows dual wielding one-handed weapons. Increases weapon critical strike chance by 3%, Nature damage by 10%, and all damage dealt by an additional 10%. With a shield and Rockbiter on your main hand, grants +30% armor, +15% Stamina and +200% damage threat; Elemental Strike also hits one nearby enemy in front of you. Losing any requirement disables the tanking bonuses. In tanking mode, Thunder Strike generates a further 50% threat, for a total of 4.5 times normal instead of 3 times.
Base features of the chosen path
Dual wield one-handed weapons; +3% weapon critical chance and +10% Nature damage.
Mastery abilities · level 40
- Elemental Strike
- A weapon strike with additional Nature damage and a burn dealing 10% weapon damage every 3 sec for 9 sec. A successful hit restores 5% of maximum mana once per cast. With Enhancement mastery, a shield and main-hand Rockbiter, the strike and burn also hit one nearby enemy in front of you, within melee range and 5 yards of the primary target. Cooldown: 8 sec.
- Ancestral Wrath
- Instantly deals 160 Nature damage and restores 3% of maximum mana. Cooldown: 10 sec.
- Spirit Armor
- Reduces damage taken by 15% and increases movement speed by 20% for 6 sec. Cooldown: 35 sec.
Enhancement · level 50 · phase 2
Damage +8%; healing +4%; incoming damage −5%. Tank equipment keeps its separate threat profile.
Enhancement · level 60 · phase 3
Damage +13%; healing +7%; incoming damage −8%. Tank equipment keeps its separate threat profile.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Restoration · mastery from level 40
Healing Wave increases the effectiveness of your next Lesser Healing Wave by 20%.
Base features of the chosen path
Healing Wave increases the next Lesser Healing Wave by 20%.
Mastery abilities · level 40
- Ancestral Tide
- Instantly heals an ally with the highest learned rank of Healing Wave, then restores 3% of their maximum health every 3 sec for 9 sec. If the target is below 50% health, the shaman restores 4% mana. Cooldown: 12 sec.
- Tidal Focus
- Increases healing effectiveness by 25% and prevents damage pushback on spells for 6 sec. Cooldown: 60 sec.
- Ancestral Bulwark
- Surrounds an ally with a shield that absorbs incoming damage. Cooldown: 45 sec.
Enhancement · level 50 · phase 2
Damage +3%; healing +8%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +5%; healing +13%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Mage
Arcane helps manage mana, Fire develops critical effects and burning damage, and Frost provides control and defensive tools.
Class rules and features
- Arcane Pulse becomes available at level 10 as an instant Arcane attack.
- Arcane conserves mana after critical hits; Fire adds burning damage; Frost speeds up the next Frostbolt.
- Each path grants its own offensive and defensive mastery spells.
Arcane Pulse is an instant offensive Arcane spell.
All ranks and trainer learning
| Rank | Level | Base price |
|---|---|---|
| 1 | 10 | 4 silver |
| 2 | 18 | 18 silver |
| 3 | 26 | 50 silver |
| 4 | 34 | 1 gold |
| 5 | 42 | 1 gold 80 silver |
| 6 | 50 | 3 gold |
| 7 | 58 | 4 gold 20 silver |
Prices are shown before the trainer's reputation discount. The previous rank is required. Level 50 and 60 abilities become available with the corresponding seasonal level cap.
Arcane · mastery from level 40
Critical offensive Arcane spells reduce the mana cost of the mage's next spell by 30%.
Base features of the chosen path
Arcane critical hits reduce the next spell cost by 30%.
Mastery abilities · level 40
- Sip of Magic
- Restores 12% of maximum mana and silences the mage for 3 sec. Cooldown: 45 sec.
- Stasis
- Reduces an enemy's movement speed by 60% and casting speed by 30% for 5 sec. Cooldown: 25 sec.
- Archmage's Aura
- A permanent Arcane mastery aura, automatically affecting the mage and party members within 30 yards. Restores 1.5% of their maximum mana every 3 sec. Does not need to be cast again.
Enhancement · level 50 · phase 2
Damage +7%; healing +2%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +11%; healing +3%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Fire · mastery from level 40
Critical offensive Fire spells leave a burn that deals an additional 10% of the damage dealt.
Base features of the chosen path
Fire critical hits apply a burn for 10% of the damage dealt.
Mastery abilities · level 40
- Arcane Flame Aura
- Permanent Fire mastery aura. Passively increases spell critical strike chance for the mage and party members within 30 yards by 5%. Does not need to be recast.
- Pyromancer’s Leap
- The mage blinks forward, burns the target and disorients it for 3 seconds. Cooldown: 30 sec.
- Blazing Trail
- Increases movement speed by 30% for 6 sec and burns nearby enemies on activation. Cooldown: 30 sec.
Enhancement · level 50 · phase 2
Damage +8%; healing +2%; incoming damage −3%.
Enhancement · level 60 · phase 3
Damage +12%; healing +3%; incoming damage −6%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Frost · mastery from level 40
Critical Frost spell hits reduce the cast time of your next Frostbolt by 0.5 sec.
Base features of the chosen path
Frost critical hits accelerate the next Frostbolt by 0.5 seconds.
Mastery abilities · level 40
- Cold Flash
- Instantly deals Frost damage and slows the target by 40% for 4 sec. Cooldown: 10 sec.
- Frostburst
- Shatters ice around the selected enemy, rooting enemies in the area for 3 seconds. Cooldown: 25 sec.
- Aura of Resolve
- Permanent Frost mastery aura. Passively reduces all damage taken by the mage and party members within 30 yards by 5%. Does not need to be recast.
Enhancement · level 50 · phase 2
Damage +6%; healing +2%; incoming damage −6%.
Enhancement · level 60 · phase 3
Damage +10%; healing +3%; incoming damage −10%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Warlock
Affliction strengthens damage over time. Demonology unlocks a tank form. Destruction focuses on offensive spells and burst damage.
Class rules and features
- Fel Flame becomes available at level 10. In Demonology tank form its range is limited to 8 yards.
- Demonology supports a tank form. Its bonuses and living-demon requirement are listed in the path description below.
- In tank form, spell power and Intellect are converted into attack power and Strength. Damage dealt is reduced by 20%.
- Rain of Fire generates increased threat in tank form and keeps its channel while taking damage.
- Spells cost 50% less mana while in tank demon form.
Fel Flame is an instant Fire attack. In Demonology tank form its range is limited to 8 yards.
All ranks and trainer learning
| Rank | Level | Base price |
|---|---|---|
| 1 | 10 | 4 silver |
| 2 | 18 | 18 silver |
| 3 | 26 | 50 silver |
| 4 | 34 | 1 gold |
| 5 | 42 | 1 gold 80 silver |
| 6 | 50 | 3 gold |
| 7 | 58 | 4 gold 20 silver |
Prices are shown before the trainer's reputation discount. The previous rank is required. Level 50 and 60 abilities become available with the corresponding seasonal level cap.
Affliction · mastery from level 40
Each Corruption tick has a 10% chance to make your next Shadow Bolt instant.
Base features of the chosen path
Corruption ticks have a 10% chance to make Shadow Bolt instant.
Mastery abilities · level 40
- Condensed Corruption
- Instantly deals Shadow damage. If your own Corruption is on the target, restores 5% of maximum mana. Cooldown: 10 sec.
- Unstable Curse
- Reduces healing received by the target by 25% and increases its spell cast time by 15% for 8 sec. Cooldown: 25 sec.
- Siphon Suffering
- Consumes 10% of your active demon’s maximum health, then restores 3% of the warlock’s maximum health every 3 sec for 9 sec. Cooldown: 90 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +4%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +11%; healing +7%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Demonology · mastery from level 40
While a living demon is summoned or enslaved: healing received +50%, damage taken −15%. In demon form: additional armor equal to 400% of equipped cloth armor, health +30%, threat +300%, damage dealt −20%. Converts 90% of Intellect into Strength and 90% of spell power into attack power, leaving 10% of the original values. Searing Pain and Fel Flame have an 8-yard range. Rain of Fire generates increased threat and its channel is not shortened by incoming damage. Damage reduction from mastery, your summoned demon and defensive abilities, and the demon form armor bonus apply only against creatures, not players or their controlled units.
Base features of the chosen path
Living demon: healing received +50%, incoming damage -15%. Tank form: armor +400%, health +30%, threat +300%, damage dealt -20%. 90% Intellect converts to Strength; 90% spell power to attack power. Searing Pain and Fel Flame have an 8-yard range; Rain of Fire generates extra threat and resists damage pushback.
Mastery abilities · level 40
- Demonic Howl
- Taunts an enemy up to 30 yards away and deals 50% weapon damage. Generates triple threat. Taunt-immune enemies retain their immunity. Cooldown: 8 sec.
- Demonic Strike
- Strikes the selected enemy and up to 4 nearby enemies within 5 yards for 100% weapon damage. Applies a curse for 30 sec, reducing all damage they deal by 10%. Generates triple threat. Cooldown: 20 sec.
- Demonic Barrier
- Reduces all damage taken by 20% for 10 sec. Heals you for 15% of the damage you actually deal. Cooldown: 45 sec.
Enhancement · level 50 · phase 2
Damage +5%; healing +3%; incoming damage −7%. This incoming-damage bonus applies in PvE.
Enhancement · level 60 · phase 3
Damage +8%; healing +5%; incoming damage −11%. This incoming-damage bonus applies in PvE.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Destruction · mastery from level 40
Critical Fire or Shadow spell hits reduce the cast time of your next offensive warlock spell by 20%.
Base features of the chosen path
Fire or Shadow critical hits accelerate the next offensive spell by 20%.
Mastery abilities · level 40
- Backfire
- Instantly deals heavy Shadow damage, then consumes 8% of the warlock’s maximum health. Cannot kill the caster. Cooldown: 12 sec.
- Shadow Fury
- Briefly stuns nearby enemies. Cooldown: 45 sec.
- Fiery Will
- Briefly and greatly reduces spell pushback from incoming damage. Cooldown: 45 sec.
Enhancement · level 50 · phase 2
Damage +8%; healing +3%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +12%; healing +5%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Druid
Balance develops Moonkin spells. Feral Combat provides separate cat and bear tools. Restoration unlocks Tree of Life and a group aura.
Class rules and features
- The mana cost of core shapeshifts is halved, including the Natural Shapeshifter talent.
- Cat Swipe strikes up to three targets, costs 30 energy and does not generate combo points. Requires Cat Form.
- Maces and staves grant additional attack power to Feral druids.
- Balance mastery allows healing in Moonkin Form. Feral Combat grants different bonuses to Bear and Cat Forms.
- Druid bots in the tank role generate 20% more threat and deal 100% more damage.
Cat Swipe strikes up to three nearby enemies. Requires Cat Form, costs 30 energy and does not generate combo points.
All ranks and trainer learning
| Rank | Level | Base price |
|---|---|---|
| 1 | 10 | 4 silver |
| 2 | 18 | 18 silver |
| 3 | 26 | 50 silver |
| 4 | 34 | 1 gold |
| 5 | 42 | 1 gold 80 silver |
| 6 | 50 | 3 gold |
| 7 | 58 | 4 gold 20 silver |
Prices are shown before the trainer's reputation discount. The previous rank is required. Level 50 and 60 abilities become available with the corresponding seasonal level cap.
Balance · mastery from level 40
Mastery I: spell critical chance +5%, Arcane and Nature damage +15%. In-combat mana regeneration +20%. All spells that cost mana cost 30% less. Healing spells can be cast in Moonkin Form. Threat generated is reduced by 30%.
Base features of the chosen path
+5% spell critical chance, +15% Arcane/Nature damage, +20% mana regeneration in combat, spell costs -30%, healing in Moonkin Form, threat -30%.
Mastery abilities · level 40
- Starstream
- An instant stream of Arcane energy strikes an enemy. Cooldown: 8 sec.
- Solar Flare
- Interrupts an enemy spell at range. Cooldown: 24 sec.
- Astral Shift
- Reduces magic damage taken by 20% and increases movement speed by 20% for 6 sec. Cooldown: 45 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +4%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +11%; healing +7%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Feral Combat · mastery from level 40
Cat Form gains bonus damage; Bear Form gains armor, dodge, defense and threat. Critical attacks restore the resource used by the current form. Survival Instincts is only available in Bear Form.
Base features of the chosen path
Cat: damage +5%. Bear/Dire Bear: damage threat +20%, armor +20%, dodge +10 percentage points and defense skill +20. Melee critical hits restore 5 energy in Cat or 2 rage in Bear. Survival Instinct is Bear-only.
Mastery abilities · level 40
- Rend
- Rends up to 5 enemies within 5 yards, dealing $s1 Physical damage and causing bleeding. Bear Form only. Cooldown: 8 sec.
- Predatory Grasp
- Cat Form only: leaps to an enemy and causes a bleeding wound for 3 sec. Costs 10 energy. Cooldown: 25 sec.
- Survival Instincts
- Requires Bear or Dire Bear Form. Increases maximum health by 30% and reduces all damage taken by 20% for 30 sec. Preserves your current health percentage when applied and removed. Ends when leaving Bear Form. Cooldown: 60 sec.
Enhancement · level 50 · phase 2
Damage +7%; healing +3%; incoming damage −5%. Bear: incoming damage -9%, threat +35%.
Enhancement · level 60 · phase 3
Damage +11%; healing +5%; incoming damage −8%. Bear: incoming damage -15%, threat +50%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Restoration · mastery from level 40
Mastery I: healing +10%. Critical direct heals restore 3% of maximum mana.
Base features of the chosen path
+10% healing; critical direct heals restore 3% mana
Mastery abilities · level 40
- Tree of Life
- Transforms the druid into a Tree of Life. Armor +300%. All party or raid players within 45 yards receive additional incoming healing equal to 25% of the druid’s Spirit. If multiple Trees of Life are nearby, only the strongest bonus applies. Healing-over-time spells cost 20% less mana. The form allows healing, resurrection, curse and poison removal, mana restoration and ally buffs. Offensive spells are unavailable. Healing remains available outside the form. Grants immunity to polymorph.
- Ally Bark
- Temporarily prevents spell pushback for an ally and reduces all damage they take by 10%. Cooldown: 45 sec.
- Nature’s Wrath
- Instantly deals 160 Nature damage and slows the target by 30% for 4 sec. Cooldown: 10 sec.
Enhancement · level 50 · phase 2
Damage +3%; healing +8%; incoming damage −4%.
Enhancement · level 60 · phase 3
Damage +5%; healing +13%; incoming damage −7%.
The level 60 description gives the total enhancement from this system, including the level 50 tier. It works alongside the path's base features. These numerical bonuses are not passed to pets a second time and do not apply to PlayerBots.
Frequently asked questions
How do Classic and Vanilla+ differ?
Classic retains classic content with Kraken progression and systems. Vanilla+ adds masteries, new class roles, races, crafted sets and seasonal PvE. Characters and client updates are separate for each realm.
Do I need a separate account for each realm?
No. One account is used for Classic, Vanilla+ and the website. Choose your realm in the launcher before starting.
Which client does Vanilla+ use?
Vanilla+ requires the Kraken client and its patches. It builds on the classic 1.12 foundation and is not compatible with arbitrary third-party clients. Do not mix Classic and Vanilla+ files.
What is new in professions?
Blacksmithing, Leatherworking and Tailoring have 380 new recipes: 76 role-specific sets for levels 15, 40, 50 and 60. Learn the recipes from regular trainers for the corresponding profession.
Can I play with companions?
Yes. PartyBots help in PvE. The number of companions depends on the realm, content, progression stage and active Premium. Hardcore has separate restrictions.
Is Hardcore mandatory?
No. It is an optional one-life challenge enabled on a new level-1 character. Read the rules for your realm before confirming.
How do personal achievements differ from the Hall of Fame?
Personal achievements are available to every character. In the Hall of Fame, each realm-first achievement has one winner per realm.
Do I need to update the game?
Wait for the launcher to finish checking files before starting. After installing patches, fully close and restart the client.
Hardcore — one life
Journey from level 1 to 60 without dying. Choose Standard Hardcore or add Vanilla+ challenges. The rules apply until you complete the journey.
Auction House unavailable
Active Hardcore characters cannot buy or sell at the Auction House. Player mail is allowed only between active Hardcore participants within 5 levels of one another. Mail is forbidden in the Self-Found challenge.
Maximum level difference: 5
Grouping, direct trading, healing, and buffs are allowed between active Hardcore characters no more than 5 levels apart. This limit is checked between group members, not just against the leader's level.
For example, levels 10 and 15 are compatible; levels 10 and 16 are not. The Self-Found challenge forbids trading entirely.
Modes and additional challenges
Standard Hardcore is available on Classic and Vanilla+. The additional challenges below are available on Vanilla+ and are selected before your journey begins.
Standard Hardcore
One life and the shared Hardcore rules. There are no additional restrictions on equipment quality or direct trading with eligible Hardcore players.
Classic and Vanilla+
Slow Path
Experience gained is halved again. For players who want to spend longer in each zone and prepare more carefully for dangerous battles.
Vanilla+ · can be combined with Hardcore
Self-Found
You cannot trade with players or use mail or the Auction House. Obtain equipment, materials, and consumables yourself, craft them through professions, or buy them from NPCs. Groups are allowed, with Hardcore's maximum level difference of 5 still in force.
Vanilla+ · can be combined with Hardcore
Wanderer
Only poor and common quality combat equipment may be worn. Uncommon items and higher are forbidden. This quality restriction does not apply to bags, quivers, consumables, or unequippable quest items.
Vanilla+ · can be combined with Hardcore
Challenges can be combined: for example, play Hardcore with Slow Path, Self-Found, and Wanderer together. Choose all your challenges at the start; the selection cannot be changed or canceled afterward.
The War Path is separate from Hardcore
Vanilla+ offers a challenge with world PvP permanently enabled. It is available while leveling normally and cannot be combined with Hardcore. Slow Path, Self-Found and Wanderer can also be selected without Hardcore; in that case, the one-life rule does not apply.
Classic and Vanilla+
Choose the client and rules for your world. Vanilla+ features do not automatically apply to Classic.
Classic
Hardcore without PartyBot: summoning, loading, and cloning companions is forbidden throughout the challenge. World PvP, battlegrounds, and duels are unavailable.
Player mail is allowed only between active Hardcore characters within 5 levels of one another; system mail is available. The additional Vanilla+ challenges do not apply on Classic.
Vanilla+
PartyBots are allowed only in normal non-raid dungeons. This exception does not apply in the open world, enhanced modes, raids, or battlegrounds. Experience gained is halved again when PartyBots participate in a normal dungeon.
LFG, Premium bonuses and the weekend experience bonus do not work during Hardcore. World PvP and battlegrounds are unavailable; regular duels are allowed.
Reaching the current phase's level cap does not complete the challenge. The goal remains level 60, once world progression makes it available.
What is allowed and unavailable
These restrictions apply while your character participates in Hardcore. Additional challenges can make the rules stricter.
| Feature | Rule |
|---|---|
| Auction House | Unavailable: you cannot list items, bid, or buy out auctions. |
| In-game mail | In both worlds, player mail is allowed only between active Hardcore participants within 5 levels of one another. System mail is available. On Vanilla+, Self-Found completely forbids mail. |
| Grouping and trading | Only with active Hardcore characters, with no more than 5 levels between participants. Self-Found forbids trading entirely. |
| Healing and buffs | Other players must have compatible Hardcore status and be within 5 levels of you. Normal characters cannot heal or buff challenge participants. A separate exception applies to permitted PartyBots in normal Vanilla+ dungeons. |
| Combat assistance | Interference by outside players may remove kill rewards. Do not rely on being escorted by a normal high-level character. |
| Summoning and travel | Summoning and teleportation by another player, and meeting stones, are unavailable. |
| Premium and services | Premium grants no gameplay bonuses and does not bypass Hardcore restrictions. Character services are also subject to challenge restrictions. |
| Death and resurrection | Death ends the attempt. Normal resurrection, Soulstone, and Reincarnation do not return the character to the challenge. |
How to enable Hardcore
Choose your mode immediately after creating the character, before questing, training, or changing the starting equipment.
1. Prepare a new hero
You need a living level 1 character who is out of combat, with no group, invitations or open trade. For Vanilla+, keep your starting items and money: do not accept quests, learn new abilities or receive items, gold or mail from others.
2. Choose a mode
For Standard Hardcore, enter .hc enable, then .hc confirm within 60 seconds.
On Vanilla+, select additional challenges at the Keeper of Challenges in the starting zones: “Hardcore: one life” → “Hardcore with additional challenges”. Select the options you want and confirm the entire set. For this path, start by making your selection at the Keeper before using the command to enable regular Hardcore.
3. Check your status
Enter .hc status. You can check the additional challenges you selected under My Status at the Keeper. Once confirmed, you cannot abandon the active attempt or choose a different combination.
Useful commands
| Command | Purpose |
|---|---|
.hc enable | Request Standard Hardcore activation |
.hc confirm | Confirm the start within 60 seconds |
.hc status | Check character status |
.hc top | Living heroes ranking |
.hc fallen | Chronicle of the fallen |
.hc winners | Heroes who completed the journey |
Completion and rewards
The challenge ends at level 60. Once you complete it successfully, Hardcore restrictions are removed; the additional Vanilla+ challenges also cover the journey to level 60. The Hardcore reward is an epic mount, a tabard, four 20-slot bags and 150 gold. Class firsts in the Hall of Fame are tracked separately.
What happens after death?
The Hardcore attempt ends, and your hero's record remains in the chronicle of the fallen. Normal resurrection cannot continue the same attempt.
On Vanilla+, you can confirm your decision to leave Hardcore at the spirit healer and continue playing normally with the same character. This does not restore your participation or allow the same hero to start Hardcore again.
Do I need a new character for a different challenge combination?
Yes. Your choice is confirmed at the beginning and cannot be changed while leveling. Create a new hero for a different combination.
Can I play with a friend who is not in Hardcore?
To group, trade, heal, or buff one another, your friend must also be an active Hardcore participant and no more than 5 levels apart from you. Anyone who has completed the challenge is no longer an active Hardcore participant.
PartyBot and BattleBot
PartyBots help in PvE and are controlled through the addon. BattleBots fill battlegrounds; they are a separate system, not the player's personal companions.
Classic
Tanks, healers, and damage dealers fill out a group or raid according to the dungeon size and roster restrictions. Kraken PartyBot provides target, formation, and role controls.
Summoning, loading, and cloning PartyBots is forbidden during Hardcore.
Vanilla+ · first season
In the open world, you can have one companion without Premium; Premium plans can raise the limit to two, three or four. The limit is four in regular dungeons and two in enhanced dungeons. Individual raid and custom zones have their own restrictions.
The rule allowing one permanent companion belongs to a later stage starting with Season 2; it does not automatically begin with phase 2 of Season 1.
Bots use class rotations, equipment and roles. They do not replace real allies or give their owner a personal battleground squad. Vanilla+ uses its own versions of addons and client patches.
Choose a suitable companion roster and set out on your adventures. Hardcore uses its challenge rules.