Changes on GamingRoo
What changed on the server and in our addons, newest first. The launcher installs addon and client updates on its next start.
26October 26, 2026
Atiesh, start to finish
The whole Atiesh chain works now. Every Naxxramas boss drops 3 Splinters (mages, warlocks, priests and druids loot them); 40 make the Frame for Anachronos in Tanaris. Kel'Thuzad (10 or 25) now drops the Staff Head while you're on the quest, C'Thun the Base, and Anachronos hands you the befouled staff to exorcise on the Consecrated Earth in Stratholme. Each class gets only its own staff.
Time is funny
The Hearthstone's cooldown is 1 minute, for everyone. The Ethereal Portal, which shares it, too. Clearing a dungeon still makes it ready at once.
Kalecgos solo
The Sunwell Plateau's first boss is won in the Spectral Realm, by bringing Sathrovarr down to 1% while Kalecgos is at 1% outside, and only Kalecgos' Spectral Blast sends you there. It never chose the player he was attacking, so a solo player could never get in, and the fight sat with Kalecgos at 1 HP stacking rage. Now, with nobody else around, Spectral Blast takes you (never a pet), Kalecgos waits for you instead of resetting while you're inside, and he keeps sending you over after he's banished until Sathrovarr is done. You get 60 seconds inside, then 60 seconds outside before you can go back. Watch the friendly Kalec's health while you're out: if he dies, the fight resets.
Illidari Council
In Black Temple, the four council members share one health pool, but solo only a small part of your damage reached it, so they hung at 1 HP and kept jumping back up. Your full damage counts now, and they go down at the normal pace.
Legendary heirlooms: Thori'dal and the Warglaives
We measured every legendary heirloom against its item level 284 match, and two came up short. Thori'dal needs no arrows, but that also meant it lost the arrows' damage, about 91 DPS at level 80 with the best arrows. Its twin now has that built in: about 400 DPS at 80 (Fal'inrush with Iceblade Arrows does the same), less at lower levels. The Warglaives of Azzinoth each get a red socket with Havoc's Call's socket bonus. Heirlooms 1.95 shows Thori'dal's new damage on its tooltip.
Legendary heirlooms: sockets and real effects
The legendary heirlooms now match an item level 284 weapon of their kind at level 80, sockets included. Sulfuras and the four Atiesh staves get three red sockets, and Thunderfury and Val'anyr get one, each with the socket bonus of its 284 match. Shadowmourne keeps its own three. The Warglaives and Thori'dal already measure at or above their match. Their procs and auras were also meant to grow as you level, but the hits weren't: Sulfuras' Fireball, Thunderfury's lightning and Shadowmourne's Chaos Bane hit for their original numbers. They grow now, and further than before. Each keeps the share of its weapon's damage it had in its own day, so at level 80 Sulfuras' Fireball hits for about 1170-1425 and Thunderfury's lightning for about 1900. Sulfuras' Immolation stays the small flavour effect it always was. The game's spell text always shows the original numbers, so the Heirlooms addon adds an "Effects at your level" section to the twin's tooltip. Heirlooms 1.94.
Account-wide achievements
Achievements are shared across your account. When a character logs in, it gets every achievement your other characters have earned, dated from when it was first earned, with a single chat line saying how many. Earn one while playing and your other online characters get it within seconds. Rewards come too: titles, and the mounts that come in the mail, like the proto-drakes from Glory of the Raider, Glory of the Ulduar Raider and What a Long Strange Trip. You can finish a meta achievement with parts earned on different characters. A few stay with the character that earned them: realm firsts, the other faction's achievements, and personal progress such as level, professions, reputations, quest counts and gold, along with any meta built on those. Progress toward an unfinished achievement isn't shared, only finished ones.
Heirloom mounts
The Heirlooms window has a new Mounts tab listing every mount any character on your account has learned. Unlock heirloom mounts once for 5 Login Tokens, and any of your characters can right-click a mount there to put it in their bags, then use it to learn it. No need to buy or farm it again. Learning still asks what it always does (riding skill, level, reputation), and mounts for the other side, another race or another class show greyed out. A mount you learn later shows up on its own. Class mounts like the paladin's charger aren't taught by an item, so they aren't listed. Heirlooms 1.92.
Legendary heirlooms
Every legendary weapon has an heirloom twin: Sulfuras, Thunderfury, the four Atiesh staves (one per class), both Warglaives of Azzinoth, Thori'dal, Val'anyr and Shadowmourne. Each keeps its legendary's look, name and effects, can be used from level 1, and scales up to an item level 284 weapon at level 80. Its procs and auras get stronger as you level too. It costs nothing: once any character on your account has the legendary (worn, in bags or in the bank), its twin unlocks at the top of the Weapons list on the Heirlooms Gear tab. Right-click it there to put it in any character's bags. The game's own damage line shows ordinary heirloom damage, so the Heirlooms addon adds the extra underneath ("+X - Y Extra Damage") with the real total, which is what you hit for and what your character sheet shows. Heirlooms 1.93; the launcher also updates the game's data patch.
Molten Core without attunement
Lothos Riftwaker teleports everyone to Molten Core. You no longer need Attunement to the Core.
No more keys or attunements
Dungeon and raid doors that needed a key or lockpicking now open with a click. That includes entrances (the Scarlet Monastery Cathedral and Armory, Scholomance, Stratholme's service entrance, Karazhan, Gnomeregan's workshop, Dire Maul, the Shadow Labyrinth, the Arcatraz and the Shattered Halls) and doors inside (Blackrock Depths' Shadowforge gates, Lyceum and bar door, the Scarlet Monastery wings, Scholomance's viewing room, Stratholme's gates, Dire Maul's Gordok and Crescent doors). Loot coffers and prisoner cages still need their keys. No dungeon or raid asks for an attunement any more: no heroic keys for the Burning Crusade dungeons, no quests for the Caverns of Time, Magisters' Terrace, Pit of Saron or Halls of Reflection, no achievements for the heroic Trial of the Crusader or Icecrown Citadel, and Blackwing Lair's Orb of Command takes everyone. Level requirements still apply.
The Blizzard Store, for Heirlooms
The store's pets and mount are on the Heirlooms Perks tab, 5 Login Tokens each, for the whole account: Celestial Steed, Lil' K.T., Lil' XT, Pandaren Monk, Gryphon Hatchling and Wind Rider Cub. Unlock one, then right-click it to put it in any character's bags. Heirlooms 1.89.
Stokin' the Furnace works
Killing Ignis within 4 minutes now earns Stokin' the Furnace. A database mix-up had tied it to XT-002's Heartbreaker check, so nobody could get it.
Ulduar solo
When you're the only player in the instance, every Ulduar boss can now be done alone. Groups (bots included) play it as before. Thorim: no lightning orb for an empty arena while you run the gauntlet, no time limit to reach him, and the arena waves only come while you're on the floor. Kologarn: no Stone Grip. Yogg-Saron: Psychosis comes every 35 sec instead of every 3.5. Hodir: Flash Freeze never freezes you. Algalon: Phase Punch stops at 4 stacks. Steelbreaker: no Overwhelming Power. Razorscale: one harpoon brings her down.
Warriors: Leap is its own spell, Whirlwind without a cooldown, Battle Fury
Leap is now a spell of its own, in your spellbook's General tab: usable in any stance and in combat, 8-25 yards, 15 sec cooldown, 25 rage. Charge goes back to being Charge. Tempest: Whirlwind has no cooldown. Battle Cry: while it's up, every hit you land gives Battle Fury, 3% less damage taken for 6 sec, stacking to 30%: Whirlwind into a room and you're tougher at once. Heirlooms 1.88.
Warriors: Leap, and free shouts
A new warrior raider perk, 10 Raider Tokens: Leap. Charge becomes a leap through the air to your target, over anything in the way, and works in combat. Where you land, every enemy within 8 yards is stunned for 3 sec (bosses excepted). If you have Call Out, the landing also calls the room in; if you have Battle Cry, it gives you Battle Cry. Charge's rage, stun and cooldown stay the same.
Battle Cry: Battle Shout now costs no rage, and your critical strikes have a 25% chance to give you Battle Cry again, so it stays up while you fight. Call Out: Intimidating Shout costs no rage and needs no target; it reaches 30 yards around you, and you gain 5 rage for each enemy it calls (up to 25). The loop: leap into a group, Thunder Clap, Whirlwind, and when the pack dies, leap to the next one. Without Call Out, Intimidating Shout also needs no target; your target still cowers if it's within 8 yards. Heirlooms 1.87.
Spirits of the Wild: more often, from further out
Spirits now come on 33% of your hits and heals (was 20%), and appear 20 to 25 yards from the target (was within 10), so you can watch them run in before they burst. Heirlooms 1.86.
Spirits of the Wild: the right animals
Spirits sometimes showed up as little wisps instead of your form's animals. They now appear as the animal from the start: cats in Cat Form, bears in Bear Form, moonkins and owls in Moonkin Form, forest spirits in Tree of Life, small critters otherwise.
Reset All Instances
A new raider perk for every class: Reset All Instances, 20 Raider Tokens, bought once for the whole account. Left-click it on the Raid tab (or type /heirlooms reset) to clear every raid and heroic dungeon lockout on that character, so you can run them again right away. Use it outside instances and out of combat, as often as you like. In a group, each player resets their own lockouts, and the group enters the leader's instance. It sits at the top of the Raid tab. Heirlooms 1.78.
Avatar of Lightning, and Static Electricity moves to Chain Lightning
A new shaman raider perk, 10 Raider Tokens: Avatar of Lightning. Every melee hit you take with Lightning Shield up strikes the attacker with an orb - even between the shield's own orbs, which only come every 3.5 seconds, and those extra orbs cost no charge. Every orb, Static Shock's too, heals you for one and a half times its damage: the bigger the pull, the more you heal. Static Electricity now works off Chain Lightning instead of Windfury, so Elemental gets it too: every enemy your Chain Lightning hits restores a Lightning Shield charge, up to 20. It no longer needs Gale Force. Heirlooms 1.85.
Gale Force: 30%
Windfury Weapon now procs 30% of the time for shamans with Gale Force (up from 20%), and each Windfury Attack's chance to chain into two more is 30% too. Chains of three and four procs are common now - Windfury becomes Enhancement's biggest hitter. Heirlooms 1.85.
Old legendaries are back
Three things Wrath of the Lich King took away are back. Atiesh, Greatstaff of the Guardian: every Naxxramas boss (10 or 25) drops 3 Splinters of Atiesh - one clear gives the 40 for the Frame. Sulfuras, Hand of Ragnaros: Golemagg drops the Plans: Sulfuron Hammer, and the plans and the Sulfuron Ingot are 50% each. Bang a Gong!: the Scarab Gong at the gates of Ahn'Qiraj takes the Scepter of the Shifting Sands again - ring it for the Black Qiraji Resonating Crystal. And for Thunderfury and the Scepter: Blackwing Technicians drop 2 Arcanite Bars each, Elementium Ore drops half the time, and Trash drops gold never sells either.
Lord Raiden
A new shaman raider perk on top of Thunderhead, 10 Raider Tokens: Lord Raiden. Lightning arcs out and comes back to ground - once Chain Lightning runs out of new enemies, it turns around and arcs back through every enemy in combat it can reach, hitting each one a second time, and every hop past the 5th detonates just like Thunderhead's. Bosses are never hit by the return arc, and a Chain Lightning started on a boss doesn't arc at all. Heirlooms 1.84; restart through the launcher for the new client patch.
Veil of Mist
A new shaman raider perk, 10 Raider Tokens: Veil of Mist. While your Lightning Shield or Water Shield is up, a cloud of mist hides you - enemies can't cast spells on you from farther than 15 yards, so casters have to walk in to reach you. Bosses aren't fooled. Heirlooms 1.83.
Static Electricity
A new shaman raider perk on top of Gale Force, 10 Raider Tokens: Static Electricity. Every Windfury Attack that lands restores a Lightning Shield charge, and Lightning Shield holds up to 20 charges instead of 3. If your shield is down, a Windfury hit puts it back up (it won't replace Water Shield). With Static Shock, that's a lot of lightning. Heirlooms 1.82.
Spirits of the Wild: more spirits
Druids' spirits can now come as often as one every quarter second (it was one every half second), and the limit of 10 out at once is gone - packs of trash fill up with animals. Boss damage stays about the same.
Thunderhead: no Chain Lightning cooldown
Shamans with the Thunderhead raider perk can cast Chain Lightning again right away - its cooldown is gone. Heirlooms 1.82.
Trash drops gold
Tired of bags full of trash loot? Each dungeon and raid in the Vault (Dungeon Journal) has a Trash drops gold checkbox. Tick it, and in that instance everything trash drops - except quest items - is sold as it drops: you loot its vendor price in gold instead. Bosses drop as usual. It's set per character, so your raider and your leveller can each choose. Dungeon Assist 1.5.1.
Legendaries drop far more often
The legendaries and their parts now drop 50% of the time: the Warglaives of Azzinoth (each, from Illidan), Thori'dal (Kil'jaeden), the Eye of Sulfuras (Ragnaros), both Bindings of the Windseeker (Garr and Baron Geddon) and the Fragments of Val'anyr (Ulduar). The parts that already dropped every time, like Shadowfrost Shards, are unchanged.
Rogue and warlock perks, simplified
Rogues and warlocks had too many small raider perks, so they've been folded into fewer, bigger ones. Anything you owned you still have, inside the perk it went into, and every slot that disappeared gave its Raider Tokens back.
Rogue: Wild Slash; Master of Poisons (now with Deadly Poison to 15 stacks and Fan of Knives spreading both poisons); Assassinate (from 50% health); Elusive (+20% dodge, dodge spells and AoE, 70% less damage after a dodge); Momentum. Whirling Blades is gone - Wild Slash already cleaves.
Warlock: No Soul Shards; Demonic Mastery (instant demon summons, your demon's taunt hits everything, 80% less threat while it's out); Fel Vigor (+200% Stamina); Lingering Malice (DoTs tick twice as fast, and your Corruption's target takes 10% more); and the four Creeping DoTs, still bought one at a time - now 25 Raider Tokens each, and Creeping Corruption jumps to a new target when one dies. Fireproof is gone.
Best in slot in the Vault
The Vault (Dungeon Journal) now marks gear that's best in slot for your spec with (BiS), for every class and spec, from pre-raid to the last phase of each expansion. BiS pieces sort to the top of a boss's drops, and the tooltip says which phases they're best in slot for. Your spec is the talent tree with the most points; feral druids see both the cat and bear lists. Dungeon Assist 1.5.0.
Warrior shouts: Battle Cry and Call Out
Two new warrior raider perks, 10 Raider Tokens each, that change how two shouts work. Battle Cry: Battle Shout also gives you 50% more damage for 30 seconds, or 20% more against a boss. Recast it to keep it up; the group's attack power from the shout is unchanged. Call Out rebuilds Intimidating Shout: no fear, no cooldown, and it reaches 30 yards. Every enemy within 30 yards that you can see, in combat or not (bosses excepted), comes running at you. It can't cast until it reaches you or you hit it, and for 20 seconds it runs 60% faster and deals 20% less damage. You run 40% faster for 20 seconds too. Shout to pull the room in, shout again for the damage, and clear it. Intimidating Shout still needs an enemy targeted. Heirlooms 1.81; the game patch updates through the launcher.
Spirits of the Wild
A new druid raider perk, 10 Raider Tokens: Spirits of the Wild. Every hit you land and every heal you cast, damage-over-time and heal-over-time ticks included, has a 20% chance to raise a spectral animal within 10 yards of its target. It runs in and bursts, damaging every enemy in combat nearby and healing your group there for the same amount. Up to 10 at a time. Your form picks the animals: moonkins and owls in Moonkin form, great cats in Cat form, bears in Bear form, wisps and treants as a Tree, and critters - squirrels, rabbits, chickens - in any other form. The burst grows with your spell power or attack power, whichever is higher.
Gale Force
A new shaman raider perk, 10 Raider Tokens: Gale Force changes Windfury Weapon. There's no 3-second wait between procs any more, and Windfury's own extra attacks can proc it again: every Windfury Attack that lands has a 20% chance to bring two more. Lucky streaks chain.
Auction gold without the mail
Auction house sales no longer send mail. When something of yours sells while you're online, the gold goes straight into your bags, and one chat line a minute sums up the sales. Sales made while you're offline, and refunds from outbid or cancelled bids, are collected the moment you log in, with one line for the total, and their mails are deleted. Won auctions and expired items still come by mail. This clears the backlog too: the next login on each character collects everything waiting.
Minigob Manabonk is gone
Minigob Manabonk no longer appears in Dalaran to polymorph you, and every mail he sent has been deleted.
Another Man's Trash...
A new raider perk for every class: Another Man's Trash..., 10 Raider Tokens, bought once for the whole account. A Mark of Sanctification for another class, normal or heroic, turns into 5 Emblems of Frost as soon as it reaches your bags. Marks already in your bags convert when you buy it. It sits under Reset All Instances at the top of the Raid tab. Heirlooms 1.80.
Got One at Home favours your gear
Boss gear you already have used to hand its drop chance to the other pieces like it, so gear that doesn't suit you passed its chance to more gear that doesn't suit you. Collect enough of it and each piece left could drop more often than your own gear. Now everything you have hands its chance to the suiting pieces you're still missing, and only once you have all of those to the rest. On a boss with 15 pieces, 3 of them yours, with Heavy Handed: owning 5 of the others, each of your pieces is 19.3% a pick instead of 9.3%. Getting all three takes 6 kills instead of 9 to be 90% sure. Heirlooms 1.79.
More heroic Marks of Sanctification
On 25-player heroic Icecrown Citadel, every boss that drops a heroic Mark of Sanctification now drops two instead of one: Deathbringer Saurfang's cache, Professor Putricide, Blood-Queen Lana'thel, Sindragosa and the Lich King. A full clear drops 10 instead of 5, each rolled separately for Conqueror's, Protector's or Vanquisher's.
"Suits you" fixes
A neck, ring, trinket or cloak with another spec's main stat on it no longer counts as suiting you: an Agility neck isn't a Retribution paladin's, and Strength isn't a rogue's. This affects Tip the Scales, The Last Piece, Got One at Home and the drop chances in the dungeon journal. Pieces without a main stat (hit, crit or haste) still count. The journal also labels tier marks for your class "Suits you" and lists them with your gear; the server already raised their chance, but only gear showed the label. Dungeon Assist 1.4.1.
Fixes: heirloom plate, poison stacks
A paladin, warrior or death knight under 40 wearing heirloom plate was offered every mail piece as an upgrade: the gear rater counted plate as worthless until the character could train it. It now only marks down armor lighter than your best type. Master of Poisons now adds the rank of a poison that's already on the target from you, so a lower-rank poison on one weapon no longer keeps resetting Deadly Poison to one stack.
Gear optimizer
A new Optimize button on the character window (GamingRoo Bags 1.3). Once your account has unlocked every enchant slot, every gem color and your class's glyphs in Heirlooms, one click gems, enchants and glyphs your gear for free. It gems to the hit cap first (8% melee and ranged, 17% spells, counting your talents and race but not raid buffs), then expertise for melee, then your best stat. It takes socket bonuses only when they're worth it and keeps your meta gem active. You see the plan and confirm before anything changes. Profession extras (Dragon's Eyes, ring enchants, shoulder inscriptions, embroideries, fur linings, tinkers, blacksmith sockets) are suggested only if you have the profession. They're listed as missing until you add them yourself, or used from your bags. Until it's unlocked, hover the button to see what's left to unlock and what it costs.
Icecrown Citadel fixes
A stealthed rogue setting off a Geist Alarm on the way to Putricide no longer crashes the server. Crok Scourgebane no longer stalls partway through the Sister Svalna gauntlet: if he stands idle with his vrykul dead, he walks on.
Combat Assist plays your raider perks
For twelve specs, owning the right raider perks changes the best rotation, not just the damage. Combat Assist now has a rotation for each of them, learned by simulation with those perks bought, and plays it on bosses once your account owns them all. In Heirlooms' raider perks, a star marks the perks a rotation needs. Hover one to see which spec it's for and how many you still have to buy. The gains over the regular rotation, raid boss / dungeon boss: Elemental with Lightning Rod +31% / +33%; Frost death knight with Foul Touch and Grave Harvest +22% / +17%; Unholy with Blood Rite and Lingering Rot +18% on raid bosses; Combat and Subtlety rogues with Assassinate up to +30% on dungeon bosses; Fire and Arcane mages with Conjurer's Dance +6 to +10%; the warlocks with their Creeping perks +3 to +11%; Assassination and Arms a few percent on dungeon bosses. With "single target only" on, Combat Assist keeps the regular rotation, because several of these need an area spell (Pestilence, Death and Decay, Chain Lightning). Combat Assist 1.9.52, Heirlooms 1.75.
Rogue: poison perks
Three new rogue raider perks. Master of Poisons: whenever one of your weapon poisons lands, your other damaging poisons land with it (Instant, Deadly and Wound: the rank already on the target, or the best you know), so one poisoned weapon does the work of all three. Toxic Build-Up: Deadly Poison stacks to 10, and Saturation (needs Toxic Build-Up) to 15. Envenom still uses at most one stack per combo point. They cost 5 Raider Tokens each, half the usual. A fourth, I Think You've Had Enough, was in the first build but has been removed: it roughly doubled rogue damage. Heirlooms 1.74.
Frost for your first heroic
Your account's first heroic dungeon of the day now also mails 2 Emblems of Frost, along with the extra Login Token. That's what the game's random-heroic daily pays, and you can't queue for that alone.
Tesseract and big professions
With From Tess ticked, opening a large profession like Jewelcrafting could freeze the game. Tesseract asked the server about every reagent of every recipe at once. It now asks only about the recipes on screen and the one you've selected, and more as you scroll. Tesseract 1.10.
Enchants, gems and glyphs in Heirlooms
The Enchants tab now covers every enchantable slot, 2 tokens each: cloak, chest, bracers, gloves, belt buckle, leg armors and spellthreads, boots, and one unlock for all weapon, shield and ranged enchants. Where the model stood are gems by socket color, 5 tokens each: Red, Yellow and Blue hold every level-80 epic cut that fits that socket (orange, purple and green included), plus Metas. Glyphs are 2 tokens per class, every glyph of that class. Right-click takes one, shift-right-click takes 5. They come soulbound and a vendor won't buy them. Ring enchants and other profession-only bonuses aren't included. Heirlooms 1.72.
Factions tab, reorganized
The Factions tab now uses the whole window, like Travel: pick Azeroth, Outland or Northrend at the top, and each faction is listed under the zone it calls home (Booty Bay under Stranglethorn Vale, the Argent Crusade under Icecrown), with capital cities, battlegrounds and the expeditions grouped together. Each line shows your standing once it's unlocked, or its cost. Right-click to buy, then to take the tabard. Heirlooms 1.72.
The launcher clears the game's cache
When the server changes a quest or an item, your game can keep showing the old text from its cache (A Feast of Souls still said 1000). The launcher now clears that cache by itself whenever the server says something changed.
Shadowmourne: kill the boss
Unholy, Blood and Frost Infusion now complete when Professor Putricide, Blood-Queen Lana'thel or Sindragosa dies, in 10 or 25 player, for everyone in the raid on that quest. No abomination energy, no bite, no breath stacks, and no Shadow's Edge needed in hand. A Feast of Souls needs 100 souls instead of 1000, and The Splintered Throne one Shadowfrost Shard instead of 50. Every ICC boss and boss chest drops a shard, in either size, to anyone carrying Shadow's Edge who doesn't have one yet, so you can pick one up before you reach that quest. The abomination's Eat Ooze button is always lit; it still needs a slime puddle in reach.
Outsourcing
A new perk on Master Craftsman, for 1 token: with the Tool Kit in your bags, recipes craft instantly. No tabard needed. Heirlooms 1.70.
Elusive lasts longer
Elusive and Untouchable now start at 5 seconds on your first dodge, and each dodge while it lasts adds 3 more, up to 15 seconds. A second per dodge only blinked on and off against a single attacker. Heirlooms 1.69; the launcher's client update has the new tooltip.
Travel: a heroic is struck through once it has paid
A heroic dungeon is now struck through in the Travel tab once its last boss (the one that pays the heroic's tokens) is dead today, whether or not you killed every optional boss. The Nexus heroic, for one, no longer needs the Frozen Commander. Raids work the same way: a raid is struck through once its last boss is dead this week, so the Obsidian Sanctum counts with Sartharion killed while his drakes were still up. Ulduar counts at Yogg-Saron (Algalon is optional), and the Vault of Archavon, four separate fights, still needs all four.
The Vault takes more raid gear
Ulduar's hard-mode chests now count as their boss's: Freya's Gift with elders alive, the Rare Cache of Winter, and the hard-mode Cache of Storms and Cache of Innovation (The Lifebinder, for one). Each raid also has a Trash entry in the Dungeon Journal (Dungeon Assist 1.4) for the epics its trash drops, such as Ulduar's Daschal's Bite and Shoulders of Misfortune, or Icecrown Citadel's Stiffened Corpse Shoulderpads. Those go in the vault too. Trash pieces you loot stay in your bags; put them in yourself. World-drop epics, emblem gear and quest rewards still don't go in.
25October 25, 2026
Class quest spells
The spells only a class quest teaches now come with your level: the warlock's Voidwalker (10), Succubus (20), Felhunter (30), Inferno (50) and Ritual of Doom (60); the warrior's Defensive Stance, Sunder Armor and Taunt (10) and Berserker Stance (30); the hunter's Tame Beast and pet spells (10); the druid's Bear Form, Growl and Maul (10) and Cure Poison (14); the shaman's Earth, Fire and Water totems (4, 10, 20) with the totem items, and the Air Totem at 30; the rogue's Poisons (20); the paladin's Redemption (12). Characters past those levels get them at their next login. The quests are still there for their experience.
Auction house: epic gems and glyphs
The auction house now sells every cut epic gem for level-80 gear (Cardinal Ruby, King's Amber, Majestic Zircon, Dreadstone, Ametrine, Eye of Zul) and Nightmare Tear, and every glyph.
Pit of Saron, solo
Alone in the instance, Scourgelord Tyrannus no longer casts Overlord's Brand: it turned your damage onto yourself and your healing onto him. Groups play it as before.
Travel tab, reorganized
The Travel tab now uses the whole Heirlooms window (1.60). Pick Azeroth, Outland or Northrend at the top: its dungeons are listed under their zones in two columns, with their entry levels, and its raids fill the third column, newest first. Click one you own to go; right-click one you don't to buy it (the token cost is on the right). Karazhan and the Caverns of Time are under Outland; Onyxia's Lair (level 80 since 3.2) and the Culling of Stratholme under Northrend. Once you have killed every boss, a dungeon's heroic (for the day) or a raid (for the week) is struck through and moved to the end of its column - dungeons under "Heroic cleared today" - and its tooltip says which raid sizes you cleared (1.61); you can still travel to it.
Rogue: Pick Lock opens any grade, and Open lockboxes
Pick Lock now opens any lock, whatever your Lockpicking, and never fails. The box's grade only decides whether it teaches you: orange always gives a point, grey never does, as for herbs and ore. Rogues get an Open lockboxes button in the Tesseract (1.9): every locked box on the tab is picked and opened, easiest first, with the loot going to your bags and the gold to you.
Rogue: Elusive and Untouchable
Two more rogue raider perks, for surviving a mob or a boss's swings. Elusive: each attack you dodge (a swing or a special attack; spells cannot be dodged) makes you take 40% less damage for one more second, banked up to 15 seconds, so a run of dodges (or Evasion) builds a long shield. Untouchable (needs Elusive) makes it 70%. Heirlooms 1.62; the launcher's client update shows the buff's icon and name.
Mage: Conjurer's Dance
A new mage raider perk with something for every school. Fire: each fire spell you cast gives you a stack of Kindled, +3% spell haste, up to 15%. Frost: each frost spell that hits a target gives it a stack of Brittle, 3% more chance to be critically hit by spells, up to 15%. Arcane: each arcane spell that hits a target gives it a stack of Unravel, 3% less damage dealt, up to 21%. Each lasts 20 seconds and the next cast or hit refreshes it. Heirlooms 1.67.
Mage: Spellward keeps
Spellward no longer drains away out of combat: the shield lasts 20 minutes from the last damage you dealt, in or out of combat, so you start the next pull with it.
Auction house: glyphs and epic gems always listed
Every glyph and every cut epic gem is now always on the auction house: whenever one sells or expires, the auctioneer lists another within about a minute.
Hunter and warlock: Unseen Master and Behind the Beast
New raider perks for both: while your pet or demon is out, Unseen Master makes you cause 50% less threat, and Behind the Beast (needs Unseen Master) 80% less, so what your pet holds stays on it. They switch off when the pet dies or is dismissed.
Warlock: Fel Vigor and Demonic Vigor
Warlocks get a defense of their own: Fel Vigor, a raider perk, doubles your Stamina (+100%), and Demonic Vigor (needs Fel Vigor) takes it to +200%, three times your Stamina. It scales with your gear: every point of Stamina you equip is worth that much more health.
Rogue: Nimble and Blur
Two more rogue raider perks: Nimble, +10% dodge chance, and Blur (needs Nimble), another +10%. They stack with Agility and Evasion, and with Smoke and Mirrors they count against spells too.
Rogue: Smoke and Mirrors
A rogue raider perk: you can dodge everything that does damage - spells, AoE, arrows and other ranged attacks, and each tick of damage over time and of ground effects - at your normal dodge chance, Evasion included. Spells that only debuff, control or mark you (and other boss mechanics) still land. A dodged spell or tick counts for Elusive.
Rogue: Assassinate and Blood in the Water
Two new rogue raider perks for boss fights. Assassinate: below 35% health, your Eviscerate, Envenom and Rupture deal double damage, and every finisher gives you 2 combo points back. Blood in the Water (needs Assassinate) starts it at 50% health. Heirlooms addon 1.59.
Wild Slash
The extra hits now follow your swing: none when it misses or is dodged or parried, and they crit when it crits. An off-hand swing's extra hits are off-hand hits, so they trigger your off-hand poison and enchant and a rogue's Combat Potency.
23October 23, 2026
Unhindered
The heirloom perk now makes you immune to roots too: nets (Blackrock Depths), Frost Nova and frost traps, Entangling Roots. With slows and dazes, nothing holds you in place. Still off in battlegrounds and arenas.
Hearthstone
Clearing a dungeon or a raid (its last boss down; Yogg-Saron in Ulduar) makes your Hearthstone ready again, for everyone there.
Travel
Each dungeon and raid on the Travel tab now shows the level the game lets you in at, like Dire Maul (45).
Heirloom window
An account with lots of perks saw its last unlocks (Tabard, Weapons) shown as locked: the list the window gets was too long and lost its end. Fixed; you owned them all along, and the perks kept working.
Stuck in combat?
Type .combat to see everything holding you in combat: its name, how far away, how far above or below you, whether it's out of sight or can't reach you, and which of your spells are on it (a dot that spread to it, say).
I'm Not Going Back
A new heirloom perk on the Perks tab, 20 heirloom tokens, no tabard needed. Autoloot reaches every corpse of your kills on the map you're on, not just those within 60 yards: run on, and what you killed behind you lands in your bags (GamingRoo Assist's auto-loot does it). A corpse in a part of the map nobody is near any more can unload and is lost.
Autoloot
- Autoloot no longer complains about a unique item you already have, like Papa's bag. It stays on the corpse, and autoloot stops trying for it.
- When loot is left behind (full bags, group rules), the GamingRoo Assist panel now shows why and autoloot waits for something to change instead of retrying every 3 sec.
Raider Tokens
- Sartharion with drakes up now pays for each drake still alive when he dies, as if you had killed it: a 3D kill pays 4, the same as killing all three drakes first. (His death despawns the drakes, so a 3D kill used to pay only 1.)
Shaman
- Lightning Rod (new raider perk, 10 Raider Tokens): Chain Lightning's first target takes 30% more damage from you, your totems and your pets for 1 min - every school, melee and damage over time too. Elemental and Enhancement alike: one Chain Lightning a minute keeps a boss marked.
Warlock
- Lingering Malice now makes your damage over time tick twice as often: twice the damage in the same time. Curse of Agony keeps its ramp, so it does exactly twice its damage too.
- The Creeping perks no longer need you to see the target: every enemy in combat within 40 yards gets your dots, around corners too.
22October 22, 2026
Raider Tokens
Every level-80 raid boss (Naxxramas, the Obsidian Sanctum, the Eye of Eternity, the Vault of Archavon, Ulduar, the Trial of the Crusader, Onyxia's Lair, Icecrown Citadel and the Ruby Sanctum) now pays everyone inside a Raider Token the first time it dies in that lockout, 2 on a heroic mode (Trial of the Crusader, Icecrown Citadel and the Ruby Sanctum heroic). A council fight like the Four Horsemen counts as one boss. Tokens belong to your account, with no weekly limit.
Where they come from, per character per weekly lockout. The 10-player and 25-player versions are separate lockouts, so each size pays on its own; the numbers below are for one size.
| Raid | Bosses | Normal | Heroic | Notes |
|---|---|---|---|---|
| Naxxramas | 15 | 15 | - | The Four Horsemen count as one boss |
| The Obsidian Sanctum | 4 | 4 | - | Sartharion, plus 1 for each of his three drakes, killed first or left up for him (2D, 3D) |
| The Eye of Eternity | 1 | 1 | - | Malygos |
| Vault of Archavon | 4 | 4 | - | Archavon, Emalon, Koralon, Toravon |
| Ulduar | 14 | 14 | - | The Iron Council counts as one boss |
| Trial of the Crusader | 5 | 5 | 10 | Heroic has its own lockout, so you can run both: 15 a week |
| Onyxia's Lair | 1 | 1 | - | The level-80 Onyxia |
| Icecrown Citadel | 12 | 12 | 24 | Heroic is the same lockout: pick normal or heroic for each boss |
| The Ruby Sanctum | 4 | 4 | 8 | Halion, plus Baltharus, Saviana and Zarithrian; heroic is the same lockout |
| All of them | 60 | 60 | 86 | Every boss on normal, or with every heroic mode done |
So one character clearing everything at both sizes earns about 120 Raider Tokens a week on normal, up to 172 with every heroic mode. A single ICC clear (12) buys a perk with tokens to spare. Each of your characters has its own lockouts, so alts add more.
Raider perks
Spend Raider Tokens in /heirlooms, on the new Raid tab: 10 tokens a perk. A perk you buy works for every character of that class on your account, at every level, with no tabard needed. Raider perks are off in battlegrounds and arenas. "Enemies in combat" means fighting you, your pet or your group; crowd-controlled enemies (sheep, sap, shackle) are always left alone.
- Death Knight
- Foul Touch: Pestilence puts Blood Plague and Frost Fever on its target and every enemy in combat within 10 yards, and your next Blood Boil costs no rune.
- Mass Grip: Death Grip also pulls every enemy in combat within 10 yards of its target to you.
- Grave Harvest: each auto attack on a target with both your diseases has a 20% chance to make your rune with the longest wait ready, as a Death rune.
- Lingering Rot: Death and Decay lasts twice as long (20 sec).
- Blood Rite: Death and Decay costs one Blood rune, not one of each.
- Druid
- Druidic Calling: cast your healing spells in any form, cat, bear and moonkin too, and Eclipse has no cooldown.
- Wild Slash: in cat or bear form, your auto attacks also hit every enemy in combat in front of you; with nothing else there, they deal 20% more. Those extra hits trigger your weapon effects (poisons, Windfury, enchants), and a swing that hits more than one gives 125% of its rage.
- Majestic Roar: in bear form, Growl taunts every enemy in combat within 40 yards and adds a bleed to each (30% of your attack power over 15 sec, stacking up to 5 times); each enemy taunted gives you 5 rage.
- Hunter
- Majestic Roar: your pet's Growl taunts every enemy in combat with you and adds a bleed to each: 60% of the pet's attack power over 15 seconds, stacking up to 5 times.
- Ricochet: Arcane Shot and Steady Shot also hit the nearest other enemy in combat within 8 yards, as hard.
- Hamstrung Herd: Enemies in combat within 30 yards of you move 40% slower.
- Tar Pit: Raises Hamstrung Herd's slow to 70%. (needs Hamstrung Herd)
- Barrage: Multi-Shot hits 4 more targets (7 in all), the ones with the most health first.
- Serpent Spread: Multi-Shot leaves your Serpent Sting on everything it hits.
- Mage
- Spellward: a tenth of the damage you deal becomes a shield on you, up to 300% of your health. Out of combat it drains away over 2 min, and while it holds, damage doesn't push back your casts.
- Pants on Fire: your fire spells make you run 30% faster for 10 seconds.
- Cold Shoulder: your frost spells surround you with cold for 30 seconds: enemies in combat within 8 yards move 30% slower and attack 20% slower.
- Fire and Ice: a target that is burning or chilled from your spells, or marked by your Arcane Missiles, takes 10% more damage from you.
- Spellslinger: cast Arcane Blast, and channel Arcane Missiles and Evocation, while moving.
- Paladin
- Divine Disaster: Judgement also strikes every enemy in combat within 8 yards of its target, with its debuff. Up to 4 targets all take its full damage; past 4, the same total is shared out.
- Swift Justice: Judgement is ready 4 seconds sooner.
- Hallowed Ground: your Consecration follows you.
- So Righteous It Hurts: each melee attack on you from the front that you don't dodge earns a white swing back (your Seal procs; a parried one hits 25% harder), and each harmful spell that reaches you earns a Holy hit back of a white swing's damage, at any range; at most once a second per attacker. With the tabard's All Around, every swing counts as from the front.
- Priest
- Bad Vibes: an enemy that hits you gets Bad Vibes, and so does every enemy in combat within 10 yards of it, for 10 minutes: they attack and cast 25% slower and deal 10% less damage.
- Sadness: Mind Flay, Mind Blast, Mind Sear, Smite and Holy Fire put your Shadow Word: Pain on what they hit (Mind Sear: every enemy it hits), or refresh it to full; and casting Shadow Word: Pain on a target that already has yours adds a stack, up to 2; each stack is another Shadow Word: Pain's damage.
- Darkness (needs Sadness): each Shadow Word: Pain tick spreads it to 2 more hostile enemies within 10 yards, in combat or not (so it pulls them), for the time it has left; one that already has it gains a stack instead, up to 3. Recast it on one enemy to keep the whole pack burning.
- Emptiness (needs Darkness): Darkness spreads to 4 enemies instead of 2, and stacks up to 5.
- Rogue
- Wild Slash: your auto attacks also hit every enemy in combat in front of you; with nothing else there, they deal 20% more. Those extra hits trigger your weapon effects (poisons, Windfury, enchants), and a swing that hits more than one gives 125% of its rage.
- Momentum: a killing blow gives you 30 energy and moves your combo points to the nearest enemy in combat.
- Venom Fan: Fan of Knives puts the poisons on both your weapons on everything it hits.
- Whirling Blades: Blade Flurry's extra hit lands on every enemy in combat within 8 yards, not just one.
- Shaman
- Squeaky Wheel: each hit you take from an enemy (spells, AoE and ground effects too, at most one every half second) takes 1 second off your shocks' cooldown and 20% off their cost, up to 5 times: free. A shock uses them up.
- Wildfire: hitting a target that has your Flame Shock, by spell or weapon, spreads the Flame Shock to every enemy in combat within 10 yards, once a second.
- Walking Totems: your totems follow you.
- Storm Caller: Chain Lightning jumps on to every enemy in combat it can reach, not just 3.
- Thunderhead (needs Storm Caller): past its 5th target Chain Lightning loses no more damage, and each target past the 5th detonates, hitting every enemy in combat within 8 yards for the same amount.
- Warlock
- Bag of Souls: your Voidwalker's Torment or Felguard's Anguish taunts every enemy in combat with you, and no spell of yours uses a Soul Shard.
- Plaguebearer: when an enemy with your Corruption dies, the Corruption jumps to the nearest enemy in combat without it.
- Fireproof: Hellfire doesn't burn you.
- Malediction: a target with your Corruption takes 10% more damage from you and your demon.
- Lingering Malice: Your damage-over-time spells tick twice as often for the same duration: twice the damage, in the same time. Curse of Doom hits at 30 sec and again at 60. Channels like Drain Life are unchanged. (Changed October 23: it used to renew your spells before they ran out.)
- Creeping Corruption: Every 2 sec in combat, your Corruption goes on every enemy in combat within 40 yards that doesn't have it, free and instant.
- Creeping Agony: Every 2 sec in combat, your Curse of Agony goes on every enemy in combat within 40 yards that doesn't have it, free and instant. A target with another of your curses keeps it.
- Creeping Affliction: Every 2 sec in combat, your Unstable Affliction (if you know it) goes on every enemy in combat within 40 yards that doesn't have it, free and instant. It doesn't go on a target with your Immolate.
- Creeping Flame: Every 2 sec in combat, your Immolate goes on every enemy in combat within 40 yards that doesn't have it, free and instant. It doesn't go on a target with your Unstable Affliction.
- Warrior
- Wild Slash: your auto attacks also hit every enemy in combat in front of you; with nothing else there, they deal 20% more. Those extra hits trigger your weapon effects (poisons, Windfury, enchants), and a swing that hits more than one gives 125% of its rage.
- Unstoppable: Charge works in combat, and is ready again whenever you land a killing blow.
- Tempest: Whirlwind works in any stance.
- Rending Thunder: Thunder Clap leaves your Rend on everything it hits.
Raid notes in the Dungeon Journal
Dungeon Assist's journal (/dj) now has notes for every raid boss, from Molten Core to the Ruby Sanctum: who the boss is, what each role should do, and what to watch for when you take it on alone.
Wintergrasp at midnight
If nobody has taken Wintergrasp from its defenders all day, the keep goes to the other side at midnight (server time), and the server announces it.
21October 21, 2026
Dungeon Assist
- Race timer: entering a 5-player dungeon starts a timer against your account's best time for that dungeon and difficulty, ending when the last boss dies. Hold Shift to drag it.
/da: your lockouts with the time left until each resets, the daily reset, and every best time.- Dungeon Journal (
/dj): every dungeon and raid with its map, numbered boss markers, the boss as a model you can turn, and its drops with this server's chances for you. - The Vault moved here from GamingRoo Heirlooms:
/vaultand the Heirlooms window's Vault button open it in the journal.